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Cover

Cover cover, 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Greed Grub

Greed Grub Medium Monstrosity, Neutral Evil 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 22 (3d8 + 9)
  • Speed 30 ft., climb 20 ft.
  • STR14 (+2)
  • DEX12 (+1)
  • CON16 (+3)
  • INT6 (-2)
  • WIS10 (0)
  • CHA6 (-2)

Save Throws: ST +2, DX +1, CN +3, IN -2, WS +0, CH -2

Skills: Init +1, PB +2, Perception +2

Damage Resistances: Bludgeoning

Damage Immunities: Slashing

Senses: Blindsight 60 ft. (blind beyond this radius), Passive Perception 12

Languages:Dwarvish but can't speak

Challenge:2 (450 xp)

Semi-amorphous: The grub can move through a space sized for Tiny creatures or larger without squeezing.

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 5 (1d6+2) piercing damage.

Acidic Spittle: Ranged Weapon Attack: +3 to hit, range 15/30 ft., one target. Hit: 3 (1d4+1) acid damage, and the target must succeed in a DC 11 Dexterity save or have his armor (01-75 on a d%) or weapon (76-00 on a d%) damaged. Damaged weapons and armor suffer a -1 penalty to either attack and damage rolls or base AC each time they are damaged. If the acid damage reduces the target’s base AC to 10 or less, the armor is destroyed. If the penalty reduces a weapon’s damage result to 0 or less, the weapon is destroyed. Wood or stone armor and weapons are unaffected.

Slithering Tracker

Slithering Tracker Medium Ooze, Chaotic Evil 3 700 xp

  • Armor class 14
  • Hit points 39 (6d8 + 12)
  • Speed 30 ft., climb 30 ft., swim 30 ft.
  • STR16 (+3)
  • DEX19 (+4)
  • CON15 (+2)
  • INT10 (0)
  • WIS14 (+2)
  • CHA11 (0)

Save Throws: ST +3, DX +4, CN +2, IN +0, WS +2, CH +0

Skills: Init -2, PB +2, Stealth +8, Survival +6

Damage Resistances: Bludgeoning, Piercing, Slashing

Damage Immunities: Cold, Fire

Condition Immunities: Blinded, Deafened, Exhaustion, Grappled, Paralyzed, Petrified, Prone, Restrained, Unconscious

Senses: Blindsight 120 ft., Passive Perception 12

Languages:Understand languages it knew but cannot speak

Challenge:3 (700 xp)

False Appearance. If the slithering tracker is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the slithering tracker move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the slithering tracker isn’t a puddle.

Liquid Form. The slithering tracker can enter an enemy’s space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing.

Spider Climb. The slithering tracker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.

Life Leech. One Large or smaller creature that the slithering tracker can see within 5 feet of it must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. In addition, the grappled target takes 16 (3d10) necrotic damage at the start of each of its turns. The slithering tracker can grapple only one target at a time.
While grappling the target, the slithering tracker takes only half any damage dealt to it (rounded down), and the target takes the other half.

Bonus ActionsWatery Stealth. If underwater, the slithering tracker takes the Hide action, and it makes the Dexterity (Stealth) check with advantage.

Awakened Tree

Awakened Tree Huge Plant, Neutral 2 450 xp

  • Armor class 13
  • Hit points 59 (7d12 + 14)
  • Speed 20 ft.
  • STR19 (+4)
  • DEX6 (-2)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA7 (-2)

Save Throws:ST +4, DX -2, CN +2, IN +0, WS +0, CH -2

Skills: Init +0, PB +2

Damage Resistances: Bludgeoning, Piercing

Damage Immunities: Fire

Senses: Passive Perception 10

Languages: Common plus one language

Challenge:2 (450 xp)

Actions

Slam. Melee Attack Roll: +6, reach 10 ft. Hit: 13 (2d8 + 4) Bludgeoning damage.

Treant

Treant Huge Plant, Chaotic Good 9 5,000 xp

  • Armor class 16
  • Hit points 138 (12d12 + 60)
  • Speed 30 ft.
  • STR23 (+6)
  • DEX8 (-1)
  • CON21 (+5)
  • INT12 (+1)
  • WIS16 (+3)
  • CHA12 (+1)

Save Throws:ST +6, DX -1, CN +5, IN +1, WS +3, CH +1

Skills: Init +3, PB +4

Damage Resistances: Bludgeoning, Piercing

Damage Immunities: Fire

Senses: Passive Perception 13

Languages: Common, Druidic, Elvish, Sylvan

Challenge:9 (5,000 xp)

Siege Monster. The treant deals double damage to objects and structures.

Actions

Multiattack. The treant makes two Slam attacks.

Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 16 (3d6 + 6) Bludgeoning damage.

Hail of Bark. Ranged Attack Roll: +10, range 180 ft. Hit: 28 (4d10 + 6) Piercing damage.

Animate Trees (1/Day). The treant magically animates up to two trees it can see within 60 feet of itself. Each tree uses the Treant stat block, except it has Intelligence and Charisma scores of 1, it can’t speak, and it lacks this action. The tree takes its turn immediately after the treant on the same Initiative count, and it obeys the treant. A tree remains animate for 1 day or until it dies, the treant dies, or it is more than 120 feet from the treant. The tree then takes root if possible.

Swarm of Crawling Claws

Swarm of Crawling Claws Medium Swarm of Tiny Undead, Neutral Evil 3 700 xp

  • Armor class 12
  • Hit points 49 (11d8)
  • Speed 30 ft., climb 30 ft.
  • STR14 (+2)
  • DEX14 (+2)
  • CON11 (0)
  • INT5 (-3)
  • WIS10 (0)
  • CHA4 (-3)

Save Throws:ST +2, DX +2, CN +0, IN -3, WS +0, CH -3

Skills: Init +2, PB +2

Damage Resistances:Imm: Necrotic, Poison. Res: Bludgeoning, Piercing, Slashing

Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned

Senses: Blindsight 30 ft., Passive Perception 10

Languages: Understands Common but can’t speak

Challenge:3 (700 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 creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.

Actions

Swarm of Grasping Hands. Melee Attack Roll: +4, reach 5 ft. Hit: 20 (4d8 + 2) Necrotic damage, or 11 (2d8 + 2) Necrotic damage if the swarm is Bloodied. If the target is a Medium or smaller creature, it has the Prone condition.

Swarm of Dretches

Swarm of Dretches Large Swarm of Small Fiends, Chaotic Evil 4 1,100 xp

  • Armor class 12
  • Hit points 45 (6d12 + 12)
  • Speed 40 ft.
  • STR14 (+2)
  • DEX11 (0)
  • CON14 (+2)
  • INT5 (-3)
  • WIS8 (-1)
  • CHA3 (-4)

Save Throws:ST +2, DX +0, CN +2, IN -3, WS -1, CH -4

Skills: Init +0, PB +2

Damage Resistances:Imm: Poision. Res: Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing

Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned

Senses:Blindsight 30 ft., Passive Perception 10

Languages: Abyssal, Telepathy 60 ft. (works only with creatures that understand Abyssal)

Challenge:4 (1,100 xp)

Fetid Aura. Constitution Saving Throw: DC 12, any creature that starts its turn in a 10-foot Emanation originating from the swarm. Failure: The target has the Poisoned condition until the start of its next turn. While Poisoned, the target can take either an action or a Bonus Action on its turn, not both, and it can’t take Reactions.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Small creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.

Actions

Multiattack. The swarm makes two Rend attacks.

Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 12 (3d6 + 2) Slashing damage, or 9 (3d4 + 2) Slashing damage if the swarm is Bloodied.

Swarm of Gibberlings

Swarm of Gibberlings Large Swarm of Small Fiends, Typ. Chaotic Evil 3 700 xp

  • Armor class 12
  • Hit points 38 (7d10)
  • Speed 30 ft.
  • STR18 (+4)
  • DEX14 (+2)
  • CON11 (0)
  • INT5 (-3)
  • WIS7 (-2)
  • CHA5 (-3)

Save Throws:ST +4, DX +2, CN +0, IN -3, WS -2, CH -3

Skills: Init +2, PB +2

Damage Resistances: Bludgeoning, Piercing, Slashing

Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses: Darkvision 120 ft., Passive Perception 8

Languages:

Challenge:3 (700 xp)

Aversion to Fire. If the swarm takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Incessant Gibberish. Any non-gibberling that is within 60 feet of the swarm and doesn’t have the deafened condition has disadvantage on Constitution saving throws to maintain concentration on spells and similar effects.

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

Actions

Multiattack. The swarm makes two Gnashing Teeth attacks.

Gnashing Teeth. Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm’s space. Hit: 14 (4d4 + 4) piercing damage, or 9 (2d4 + 4) piercing damage if the swarm is Bloodied.

Swarm of Larvae

Swarm of Larvae Large Swarm of Medium Fiends, Neutral Evil 1 200 xp

  • Armor class 13
  • Hit points 22 (3d10 + 6)
  • Speed 30 ft.
  • STR14 (+2)
  • DEX11 (0)
  • CON14 (+2)
  • INT6 (-2)
  • WIS12 (+1)
  • CHA6 (-2)

Save Throws:ST +2, DX +0, CN +2, IN -2, WS +1, CH -4

Skills: Init +0, PB +2

Damage Resistances:Bludgeoning, Piercing, Slashing

Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses: Darkvision 60 ft., Passive Perception 11

Languages: Understands all but can’t speak

Challenge:1 (200 xp)

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through an opening large enough for a Medium creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.

Actions

Bites. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Necrotic damage, or 7 (2d4 + 2) Necrotic damage if the swarm is Bloodied.

Swarm of Lemures

Swarm of Lemures Large Swarm of Medium Fiends, Lawful Evil 3 700 xp

  • Armor class 12
  • Hit points 45 (6d10 + 12)
  • Speed 40 ft.
  • STR14 (+2)
  • DEX7 (-2)
  • CON14 (+2)
  • INT1 (-5)
  • WIS12 (+1)
  • CHA3 (-4)

Save Throws:ST +2, DX -2, CN +2, IN -5, WS +1, CH -4

Skills: Init -2, PB +2

Damage Resistances:Imm: Fire, Poison. Res: Cold, Bludgeoning, Piercing, Slashing

Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses: Darkvision 120 ft. (unimpeded by magical Darkness), Passive Perception 11

Languages: Understands Infernal but can’t speak

Challenge:3 (700 xp)

Hellish Restoration. If the swarm dies in the Nine Hells, it revives with all its Hit Points in 1d10 days unless it is killed by a creature under the effects of a Bless spell or its remains are sprinkled with Holy Water.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through an opening large enough for a Medium creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.

Actions

Multiattack. The swarm makes two Vile Slime attacks.

Vile Slime. Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Poison damage, or 9 (2d6 + 2) Poison damage if the swarm is Bloodied.

Swarm of Maggots

Swarm of Maggots Medium Swarn of Tiny Beasts, Unaligned 2 450 xp

  • Armor class 11
  • Hit points 22 (5d8)
  • Speed 20 ft., swim 20 ft.
  • STR3 (-4)
  • DEX12 (+1)
  • CON10 (0)
  • INT1 (-5)
  • WIS7 (-2)
  • CHA1 (-5)

Save Throws:ST +4, DX +1, CN +0, IN -4, WS -2, CH -4

Skills: Init +0, PB +2

Damage Resistances: Bludgeoning, Piercing, Slashing

Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses:Blindsight 10 ft., Passive Perception 8

Languages:

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 maggot. The swarm can’t regain hit points or gain temporary hit points.

Actions

Infestation. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. A creature damaged by the swarm must succeed on a DC 12 Constitution saving throw or contract a disease.
Each time the diseased creature finishes a long rest, roll a d6 to determine the disease’s effect:
1–2. The creature is blinded until it finishes a long rest.
3–4. The creature’s hit point maximum decreases by 5 (2d4), and the reduction can’t be removed until the disease ends. The creature dies if its hit point maximum drops to 0.
5–6. The creature has disadvantage on ability checks and attack rolls until it finishes its next long rest.
The disease lasts until it’s removed by magic or until the creature rolls the same random effect for the disease two long rests in a row.

Swarm of Piranhas

Swarm of Piranhas Medium Swarm of Tiny Beasts, Unaligned 1 200 xp

  • Armor class 13
  • Hit points 28 (8d8 - 8)
  • Speed 5 ft., swim 40 ft.
  • STR13 (+1)
  • DEX16 (+3)
  • CON9 (-1)
  • INT1 (-5)
  • WIS7 (-2)
  • CHA2 (-4)

Save Throws:ST +1, DX +3, CN -1, IN -5, WS -2, CH -4

Skills: Init +3, PB +2

Damage Resistances: Bludgeoning, Piercing, Slashing

Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses: Darkvision 60ft., Passive Perception 8

Languages:

Challenge:1 (200 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 piranha. The swarm can’t regain Hit Points or gain Temporary Hit Points.

Water Breathing. The swarm can breathe only underwater.

Actions

Bites. Melee Attack Roll: +5 (with Advantage if the target doesn’t have all its Hit Points), reach 5 ft. Hit: 8 (2d4 + 3) Piercing damage, or 5 (1d4 + 3) Piercing damage if the swarm is Bloodied.

Swarm of Rats

Swarm of Rats Medium Swarm of Tiny Beasts, Unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 14 (4d8 - 4)
  • Speed 30 ft., fly 30 ft.
  • STR9 (-1)
  • DEX11 (0)
  • CON9 (-1)
  • INT2 (-4)
  • WIS10 (0)
  • CHA3 (-4)

Save Throws:ST -1, DX +0, CN -1, IN -4, WS +0, CH -4

Skills: Init +0, PB +2

Damage Resistances: Bludgeoning, Piercing, Slashing

Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses: Darkvision 30 ft., Passive Perception 10

Languages:

Challenge: 1/4 (50 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 rat. The swarm can't regain hit points or gain temporary hit points.,,

Actions

Bites. Melee Attack Roll: +2, reach 5 ft. Hit: 5 (2d4) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied.

Swarm of Ravens

Swarm of Ravens Medium Swarm of Tiny Beasts, Unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 11 (2d8 + 2)
  • Speed 10 ft., fly 50 ft
  • STR6 (-2)
  • DEX14 (+2)
  • CON12 (+1)
  • INT5 (-3)
  • WIS12 (+1)
  • CHA6 (-2)

Save Throws:STR -2, DEX +2, CON +1, INT -3, WIS +1, CHA -2

Skills: Init +2, PB +2, Perception +5

Damage Resistances: Bludgeoning, Piercing, Slashing

Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses: Passive Perception 15

Languages:

Challenge: 1/4 (50 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 raven. The swarm can't regain hit points or gain temporary hit points.,,

Actions

Beaks. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied.

Cacophony (Recharge 6). Wisdom Saving Throw: DC 10, one creature in the swarm’s space. Failure: The target has the Deafened condition until the start of the swarm’s next turn. While Deafened, the target also has Disadvantage on ability checks and attack rolls.

Swarm of Stirges

Swarm of Stirges Medium Swarm of Tiny Monstrosities, Unaligned 2 450 xp

  • Armor class 14
  • Hit points 36 (8d8)
  • Speed 10 ft., fly 40 ft.
  • STR4 (-3)
  • DEX16 (+3)
  • CON11 (0)
  • INT2 (-4)
  • WIS8 (-1)
  • CHA6 (-2)

Save Throws:ST -3, DX +3, CN +0, IN -4, WS -1, CH -2

Skills: Init +3, PB +2

Damage Resistances: Bludgeoning, Piercing, Slashing

Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses: Darkvision 60 ft., Passive Perception 9

Languages:

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 stirge. The swarm can't regain hit points or gain temporary hit points.,,

Actions

Swarm of Proboscises. Melee Attack Roll: +5, reach 5 ft. Hit: 14 (2d10 + 3) Piercing damage, or 8 (1d10 + 3) Piercing damage if the swarm is Bloodied. If the target is a Medium or smaller creature in the swarm’s space, the target has the Grappled condition (escape DC 13). Until the grapple ends, the target takes 7 (2d6) Necrotic damage at the end of each of its turns.

Swarm of Venomous Snakes

Swarm of Venomous Snakes Medium Swarm of Tiny Beasts, Unaligned 2 450 xp

  • Armor class 14
  • Hit points 38 (8d8)
  • Speed 30 ft., swim 30 ft.
  • STR8 (-1)
  • DEX18 (+4)
  • CON11 (0)
  • INT1 (-5)
  • WIS10 (0)
  • CHA3 (-4)

Save Throws:ST -1, DX +4, CN +0, IN -5, WS +0, CH -4

Skills: Init +4, PB +2

Damage Resistances: Bludgeoning, Piercing, Slashing

Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses: Blindsight 10 ft., Passive Perception 10

Languages:

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 Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage—or 6 (1d4 + 4) Piercing damage if the swarm is Bloodied—plus 10 (3d6) Poison damage.

Death Knight

Death Knight Medium/Small Undead, Chaotic Evil 17 18 xp

  • Armor class 20
  • Hit points 199 (21d8 + 105)
  • Speed 30 ft.
  • STR20 (+5)
  • DEX11 (0)
  • CON20 (+5)
  • INT12 (+1)
  • WIS16 (+3)
  • CHA18 (+4)

Save Throws: ST +5, DX +0, CN +5, IN +1, WS +3, CH +4

Skills: Init +12, PB +6

Damage Resistances: Imm: Necrotic, Poison.

Condition Immunities: Exhaustion, Frightened, Poisoned

Senses: Darkvision 120 ft., Passive Perception 13

Languages:Abyssal, Common

Challenge:17 (18 xp)

Actions

See Monster Manual, page 92

Death Knight Aspirant

Death Knight Aspirant Medium/Small Undead, Chaotic Evil 11 7 xp

  • Armor class 20
  • Hit points 178 (21d8 + 84)
  • Speed 30 ft.
  • STR20 (+5)
  • DEX10 (0)
  • CON18 (+4)
  • INT10 (0)
  • WIS12 (+1)
  • CHA16 (+3)

Save Throws: ST +5, DX +0, CN +4, IN +0, WS +1, CH +3

Skills: Init +4, PB +4

Damage Resistances: Imm: Necrotic, Poison.

Condition Immunities: Exhaustion, Frightened, Poisoned

Senses: Darkvision 120 ft., Passive Perception 11

Languages:Abyssal, Common

Challenge:11 (7 xp)

Actions

See Monster Manual, page 93

Flaming Skeleton

Flaming Skeleton Medium Undead, Lawful Evil 3 700 xp

  • Armor class 15
  • Hit points 65 (10d8 + 20)
  • Speed 30 ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON15 (+2)
  • INT10 (0)
  • WIS15 (+2)
  • CHA8 (-1)

Save Throws:ST +0, DX +2, CN +2, IN +0, WS +2, CH -1

Skills: Init +2, PB +2

Damage Resistances: Imm Poison

Damage Immunities: Bludgeoning

Condition Immunities: Exhaustion, Poisoned

Senses: Darkvision 60 ft., Passive Perception 12

Languages: Understands Common plus one other language but can’t speak

Challenge:3 (700 xp)

Death Burst. The skeleton explodes when it dies. Dexterity Saving Throw: DC 12, each creature in a 10-foot Emanation originating from the skeleton. Failure: 14 (4d6) Fire damage. Success: Half damage.

Illumination. The skeleton sheds Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.

Actions

Multiattack. The skeleton makes two attacks, using Flame Scepter or Hurl Flame in any combination.

Flame Scepter. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage plus 3 (1d6) Fire damage.

Hurl Flame. Ranged Attack Roll: +4, range 60 ft. Hit: 7 (1d10 + 2) Fire damage.

Ghast

Ghast Medium Undead, Chaotic Evil 2 450 xp

  • Armor class 13
  • Hit points 36 (8d8 + 0)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX17 (+3)
  • CON10 (0)
  • INT11 (0)
  • WIS10 (0)
  • CHA8 (-1)

Save Throws: ST +3, DX +3, CN +0, IN +0, WS +0, CH -1

Skills: Init +3, PB +2

Damage Resistances: Imm: Poison. Res: Necrotic

Condition Immunities: Charmed, Exhausted, Poisoned

Senses: Darkvision 60 ft., Passive Perception 10

Languages:Common

Challenge:2 (450 xp)

Stench. Constitution Saving Throw: DC 10, any creature that starts its turn in a 5-foot Emanation originating from the ghast. Failure: The target has the Poisoned condition until the start of its next turn. Success: The target is immune to this ghast’s Stench for 24 hours.

Actions

Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 9 (2d8) Necrotic damage.

Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. If the target is a non-Undead creature, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its next turn.

Ghost

Ghost Medium Undead, Neutral 4 1 xp

  • Armor class 11
  • Hit points 45 (10d8)
  • Speed 5 ft., fly 40 ft. (hover)
  • STR7 (-2)
  • DEX13 (+1)
  • CON10 (0)
  • INT10 (0)
  • WIS12 (+1)
  • CHA17 (+3)

Save Throws: ST -2, DX +1, CN +0, IN +0, WS +1, CH +3

Skills: Init +1, PB +2

Damage Resistances: Imm: Necrotic, Poison. Res: Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder

Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

Senses: Darkvision 60 ft., Passive Perception 11

Languages:Common plue one other

Challenge:4 (1 xp)

Actions

See Monster Manual, page 131

Lacedon Ghoul

Lacedon Ghoul Medium Undead, Chaotic Evil 1 200 xp

  • Armor class 12
  • Hit points 22 (5d8 + 0)
  • Speed 30 ft., swim 30 ft.
  • STR13 (+1)
  • DEX15 (+2)
  • CON10 (0)
  • INT7 (-2)
  • WIS10 (0)
  • CHA6 (-2)

Save Throws: ST +1, DX +2, CN +0, IN -2, WS +0, CH -2

Skills: Init +2, PB +2

Damage Resistances: Imm: Poison. Res: Cold

Condition Immunities: Charmed, Exhausted, Poisoned

Senses: Darkvision 60 ft., Passive Perception 10

Languages:Common

Challenge:1 (200 xp)

Actions

Multiattack. The ghoul makes two Icy Bite attacks.

Icy Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Cold damage, and the target’s Speed decreases by 5 feet until the start of the ghoul’s next turn.

Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage. If the target is a creature that isn’t an Undead or elf, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its next turn.

Bonus Actions
Watery Rush. While underwater, the ghoul moves up to half its Swim Speed without provoking Opportunity Attacks.

Minotaur Skeleton

Minotaur Skeleton Large Undead, Lawful Evil 2 450 xp

  • Armor class 12
  • Hit points 45 (6d10 + 12)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON15 (+2)
  • INT6 (-2)
  • WIS8 (-1)
  • CHA5 (-3)

Save Throws:ST +4, DX +0, CN +2, IN -2, WS -1, CH -3

Skills: Init +2, PB +2

Damage Resistances: Imm Poison

Damage Immunities: Bludgeoning

Condition Immunities: Exhaustion, Poisoned

Senses: Darkvision 60 ft., Passive Perception 9

Languages: Understands Abyssal but can't speak

Challenge:2 (450 xp)

Actions

Gore. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition.

Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Bludgeoning damage.

Mummy

Mummy Medium/Small Undead, Lawful Evil 3 700 xp

  • Armor class 11
  • Hit points 58 (9d8 + 9)
  • Speed 20 ft.
  • STR16 (+3)
  • DEX8 (-1)
  • CON15 (+2)
  • INT6 (-2)
  • WIS12 (+1)
  • CHA12 (+1)

Save Throws: ST +3, DX -1, CN +2, IN -2, WS +1, CH +1

Skills: Init -1, PB +2

Damage Resistances: Imm: Necrotic, Poison.

Damage Immunities: Fire

Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

Senses: Darkvision 60 ft., Passive Perception 11

Languages:Common plus two other languages

Challenge:3 (700 xp)

Actions

Multiattack. The mummy makes two Rotting Fist attacks and uses Dreadful Glare.

Rotting Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can’t regain Hit Points, its Hit Point maximum doesn’t return to normal when finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack.

Dreadful Glare. Wisdom Saving Throw: DC 11, one creature the mummy can see within 60 feet. Failure: The target has the Frightened condition until the end of the mummy’s next turn. Success: The target is immune to this mummy’s Dreadful Glare for 24 hours.

Skeleton, Dwarf

Skeleton, Dwarf Medium Undead, Lawful Evil 1/2 100 xp

  • Armor class 13 (chain shirt)
  • Hit points 26 (4d8 + 4)
  • Speed 25 ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT6 (-2)
  • WIS8 (-1)
  • CHA5 (-3)

Save Throws:ST +3, DX +0, CN +2, IN -2, WS -1, CH -3

Skills: Init +0, PB +2

Damage Immunities: Bludgeoning

Condition Immunities: Exhaustion, Poisoned

Senses: Darkvision 60 ft., Passive Perception 9

Languages: Understands Dwarvish but can't speak

Challenge: 1/2 (100 xp)

Sure-Footed. The skeleton has advantage on Strength and Dexterity saving throws made against effects that make it have the prone condition.

Gear: Battleaxe, Chain shirt

Actions

Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Specter

Specter Medium Undead, Unaligned 1 200 xp

  • Armor class 14
  • Hit points 16 (3d8 + 3)
  • Speed 30 ft., fly 50 ft. (hover)
  • STR1 (-5)
  • DEX14 (+2)
  • CON11 (0)
  • INT10 (0)
  • WIS10 (0)
  • CHA11 (0)

Save Throws: ST -5, DX +2, CN +0, IN +0, WS +0, CH +0

Skills: Init +2, PB +2

Damage Resistances: Imm: Necrotic, Poison. Res: Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder

Condition Immunities: Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses: Darkvision 60 ft., Passive Perception 10

Languages:Understands Common plus one other language

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 ability checks and attack rolls.

Actions

Life Drain. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d6) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken.

Warhorse Skeleton

Warhorse Skeleton Large Undead, Lawful Evil 1/2 100 xp

  • Armor class 13
  • Hit points 22 (3d10 + 6)
  • Speed 60 ft.
  • STR18 (+4)
  • DEX12 (+1)
  • CON15 (+2)
  • INT2 (-4)
  • WIS8 (-1)
  • CHA5 (-3)

Save Throws:ST +4, DX +1, CN +2, IN -4, WS -1, CH -3

Skills: Init +1, PB +2

Damage Resistances: Imm Poison

Damage Immunities: Bludgeoning

Condition Immunities: Exhaustion, Poisoned

Senses: Darkvision 60 ft., Passive Perception 9

Languages:

Challenge: 1/2 (100 xp)

Actions

Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition.

Fire Giant

Fire Giant Huge Giant, Lawful Evil 9 5 xp

  • Armor class 18
  • Hit points 162 (13d12 + 78)
  • Speed 30 ft.
  • STR25 (+7)
  • DEX9 (-1)
  • CON23 (+6)
  • INT10 (0)
  • WIS14 (+2)
  • CHA13 (+1)

Save Throws: ST +7, DX -1, CN +6, IN +0, WS +2, CH +1

Skills: Init +3, PB +4, Athletics +16, Perception +6

Damage Resistances: Imm: Fire.

Senses:Passive Perception 16

Languages:Giant

Challenge:9 (5 xp)

Actions

Multiattack. The giant makes two attacks, using Flame Sword or Hammer Throw in any combination.

Flame Sword. Melee Attack Roll: +11, reach 10 ft. Hit: 21 (4d6 + 7) Slashing damage plus 10 (3d6) Fire damage.

Hammer Throw. Ranged Attack Roll: +11, range 60/240 ft. Hit: 23 (3d10 + 7) Bludgeoning damage plus 4 (1d8) Fire damage, and the target is pushed up to 15 feet straight away from the giant and has Disadvantage on the next attack roll it makes before the end of its next turn.

Frost Giant

Frost Giant Huge Giant, Neutral Evil 8 3 xp

  • Armor class 15
  • Hit points 149 (13d12 + 65)
  • Speed 40 ft.
  • STR23 (+6)
  • DEX9 (-1)
  • CON21 (+5)
  • INT9 (-1)
  • WIS10 (0)
  • CHA12 (+1)

Save Throws: ST +6, DX -1, CN +5, IN -1, WS +0, CH +1

Skills: Init +2, PB +3, Athletics +9, Perception +3

Damage Resistances: Imm: Cold.

Senses:Passive Perception 13

Languages:Giant

Challenge:8 (3 xp)

Actions

Multiattack. The giant makes two attacks, using Frost Axe or Great Bow in any combination.

Frost Axe. Melee Attack Roll: +9, reach 10 ft. Hit: 19 (2d12 + 6) Slashing damage plus 9 (2d8) Cold damage.

Great Bow. Ranged Attack Roll: +9, range 150/600 ft. Hit: 17 (2d10 + 6) Piercing damage plus 7 (2d6) Cold damage, and the target’s Speed decreases by 10 feet until the end of its next turn.

Bonus Actions:
War Cry (Recharge 5–6). The giant or one creature of its choice that can see or hear it gains 16 (2d10 + 5) Temporary Hit Points and has Advantage on attack rolls until the start of the giant’s next turn.

Stone Giant

Stone Giant Huge Giant, Neutral 7 2 xp

  • Armor class 17
  • Hit points 126 (11d12 + 55)
  • Speed 40 ft.
  • STR23 (+6)
  • DEX15 (+2)
  • CON20 (+5)
  • INT10 (0)
  • WIS12 (+1)
  • CHA9 (-1)

Save Throws: ST +6, DX +2, CN +5, IN +0, WS +1, CH -1

Skills: Init +5, PB +3, Athletics +12, Perception +4, Stealth +5

Senses: Darkvision 60 ft., Passive Perception 14

Languages:Giant

Challenge:7 (2 xp)

Actions

Multiattack. The giant makes two attacks, using Stone Club or Boulder in any combination.

Stone Club. Melee Attack Roll: +9, reach 15 ft. Hit: 22 (3d10 + 6) Bludgeoning damage.

Boulder. Ranged Attack Roll: +9, range 60/240 ft. Hit: 15 (2d8 + 6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.

Reactions:
Deflect Missile (Recharge 5–6). Trigger: The giant is hit by a ranged attack roll and takes Bludgeoning, Piercing, or Slashing damage from it. Response: The giant reduces the damage it takes from the attack by 11 (1d10 + 6), and if that damage is reduced to 0, the giant can redirect some of the attack’s force. Dexterity Saving Throw: DC 17, one creature the giant can see within 60 feet. Failure: 11 (1d10 + 6) Force damage.

Cloud Giant

Cloud Giant Huge Giant, Neutral 9 5 xp

  • Armor class 14
  • Hit points 200 (16d12 + 96)
  • Speed 40 ft., fly 20 ft.
  • STR27 (+8)
  • DEX10 (0)
  • CON22 (+6)
  • INT12 (+1)
  • WIS16 (+3)
  • CHA16 (+3)

Save Throws: ST +8, DX +0, CN +6, IN +1, WS +3, CH +3

Skills: Init +4, PB +4, Insight +7, Perception +11

Senses:Passive Perception 21

Languages:Common, Giant

Challenge:9 (5 xp)

Spellcasting. The giant casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):

At Will: Detect Magic, Fog Cloud, Light
1/Day Each: Control Weather, Gaseous Form, Telekinesis

Actions

Multiattack. The giant makes two attacks, using Thunderous Mace or Thundercloud in any combination. It can replace one attack with a use of Spellcasting to cast Fog Cloud.

Thunderous Mace. Melee Attack Roll: +12, reach 10 ft. Hit: 21 (3d8 + 8) Bludgeoning damage plus 7 (2d6) Thunder damage.

Thundercloud. Ranged Attack Roll: +12, range 240 ft. Hit: 18 (3d6 + 8) Thunder damage, and the target has the Incapacitated condition until the end of its next turn.

Bonus Actions:
Misty Step. The giant casts the Misty Step spell, using the same spellcasting ability as Spellcasting.

Storm Giant

Storm Giant Huge Giant, Chaotic Good 13 10 xp

  • Armor class 16
  • Hit points 230 (20d12 + 100)
  • Speed 50 ft., fly 25 ft. (hover), swim 50 ft.
  • STR29 (+9)
  • DEX14 (+2)
  • CON20 (+5)
  • INT16 (+3)
  • WIS20 (+5)
  • CHA18 (+4)

Save Throws: ST +9, DX +2, CN +5, IN +3, WS +5, CH +4

Skills: Init +7, PB +5, Arcana +8, Athletics +14, History +8, Perception +10

Damage Resistances: Imm: Lightning, Thunder. Res: Cold

Senses: Darkvision 120 ft., Truesight 30 ft., Passive Perception 20

Languages:Common, Giant

Challenge:13 (10 xp)

Amphibious. The giant can breathe air and water.

Spellcasting. The giant casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 18):
At Will: Detect Magic, Light
1/Day: Control Weather

Actions

Multiattack. The giant makes two attacks, using Storm Sword or Thunderbolt in any combination.

Storm Sword.
Melee Attack Roll: +14, reach 10 ft. Hit: 23 (4d6 + 9) Slashing damage plus 13 (3d8) Lightning damage.

Thunderbolt. Ranged Attack Roll: +14, range 500 ft. Hit: 22 (2d12 + 9) Lightning damage, and the target has the Blinded and Deafened conditions until the start of the giant’s next turn.

Lightning Storm (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 10-foot-radius, 40-foot-high Cylinder originating from a point the giant can see within 500 feet. Failure: 55 (10d10) Lightning damage. Success: Half damage.