Party level: to



Change class color:
Back to default color


Show pictures:



I disabled ads for you!
Download PDF
Liked it?
Support on Boosty

Support on Patreon


Contacts:
if you have any ideas, email me

if you want to help me, you can donate :3

Share your spellbook:
In Tobolar we trust!
Last monsters:
What do you think?
http://beta.hardcodex.ru :3

, 0 xp

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

Languages:

Challenge: (0 xp)

Actions

, 0 xp

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

Languages:

Challenge: (0 xp)

Actions

Aberrant Spirit (Beholderkin)

Aberrant Spirit (Beholderkin) Medium Aberration, Neutral None 0 xp

  • Armor class 11 + the spell's level
  • Hit points 40 + 10 for each spell level above 4
  • Speed 30 feet,
    Fly 30 feet (hover)
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Save Throws: Str +3, Dex +0, Con +2, Int +3, Wis +0, Cha –2

Damage Immunities: Psychic

Senses: Darkvision 60 feet, Passive Perception 10

Languages: Deep Speech, understands the languages you know

Challenge: None (0 xp)

Actions


Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).

Eye Ray. Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 feet. Hit: 1d8 + 3 + the spell's level Psychic damage.

Aberrant Spirit (Mind Flayer)

Aberrant Spirit (Mind Flayer) Medium Aberration, Neutral None 0 xp

  • Armor class 11 + the spell's level
  • Hit points 40 + 10 for each spell level above 4
  • Speed 30 feet
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Save Throws: Str +3, Dex +0, Con +2, Int +3, Wis +0, Cha –2

Damage Immunities: Psychic

Senses: Darkvision 60 feet, Passive Perception 10

Languages: Deep Speech, understands the languages you know

Challenge: None (0 xp)


Whispering Aura. At the start of each of the spirit's turns, the spirit emits psionic energy if it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC equals your spell save DC, each creature (other than you) within 5 feet of the spirit. Failure: 2d6 Psychic damage.

Actions


Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).

Psychic Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d8 + 3 + the spell's level Psychic damage.

Aberrant Spirit (Slaad)

Aberrant Spirit (Slaad) Medium Aberration, Neutral None 0 xp

  • Armor class 11 + the spell's level
  • Hit points 40 + 10 for each spell level above 4
  • Speed 30 feet
  • STR17 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Save Throws: Str +3, Dex +0, Con +2, Int +3, Wis +0, Cha –2

Damage Immunities: Psychic

Senses: Darkvision 60 feet, Passive Perception 10

Languages: Deep Speech, understands the languages you know

Challenge: None (0 xp)


Regeneration. The spirit regains 5 Hit Points at the start of its turn if it has at least 1 Hit Point.

Actions


Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).

Claw. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d10 + 3 + the spell's level Slashing damage, and the target can't regain Hit Points until the start of the spirit's next turn.

Fey Spirit

Fey Spirit Small Fey, Neutral None 0 xp

  • Armor class 12 + the spell's level
  • Hit points 30 + 10 for each spell level above 3
  • Speed 30 feet,
    Fly 30 feet
  • STR18 (+4)
  • DEX16 (+3)
  • CON14 (+2)
  • INT14 (+2)
  • WIS11 (0)
  • CHA16 (+3)

Save Throws: Str +1, Dex +3, Con +2, Int +2, Wis +0, Cha +3

Condition Immunities: Charmed

Senses: Darkvision 60 feet, Passive Perception 10

Languages: Sylvan, understands the languages you know

Challenge: None (0 xp)

Actions


Multiattack. The spirit makes a number of Fey Blade attacks equal to half this spell's level (round down).

Fey Blade. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 2d6 + 3 + the spell's level Force damage.

Bonus Actions

Fey Step. The spirit magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the spirit's chosen mood:

• Fuming. The spirit has Advantage on the next attack roll it makes before the end of this turn.

• Mirthful. Wisdom Saving Throw: DC equals your spell save DC, one creature the spirit can see within 10 feet of itself. Failure: The target is Charmed by you and the spirit for 1 minute or until the target takes any damage.

• Tricksy. The spirit fills a 10-foot Cube within 5 feet of it with magical Darkness, which lasts until the end of its next turn.

Fiendish Spirit (Demon)

Fiendish Spirit (Demon) Large Fiend, Neutral None 0 xp

  • Armor class 12 + the spell's level
  • Hit points 50 + 15 for each spell level above 6
  • Speed 40 feet,
    Climb 40 feet
  • STR19 (+4)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA16 (+3)

Save Throws: Str +1, Dex +3, Con +2, Int +0, Wis +0, Cha +3

Damage Resistances: Fire

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 60 feet, Passive Perception 10

Languages: Abyssal, Infernal, Telepathy 60 feet

Challenge: None (0 xp)


Death Throes. When the spirit drops to 0 Hit Points or the spell ends, the spirit explodes. Dexterity Saving Throw: DC equals your spell save DC, each creature in a 10-foot Emanation originating from the spirit. Failure: 2d10 plus this spell's level Fire damage. Success: Half damage.

Magic Resistance. The spirit has Advantage on saving throws against spells and other magical effects.

Actions


Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).

Bite. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d12 + 3 + the spell's level Necrotic damage.

Fiendish Spirit (Devil)

Fiendish Spirit (Devil) Large Fiend, Neutral None 0 xp

  • Armor class 12 + the spell's level
  • Hit points 40 + 15 for each spell level above 6
  • Speed 40 feet,
    Fly 60 feet
  • STR20 (+5)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA16 (+3)

Save Throws: Str +1, Dex +3, Con +2, Int +0, Wis +0, Cha +3

Damage Resistances: Fire

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 60 feet, Passive Perception 10

Languages: Abyssal, Infernal, Telepathy 60 feet

Challenge: None (0 xp)


Devil's Sight. Magical Darkness doesn't impede the spirit's Darkvision.

Magic Resistance. The spirit has Advantage on saving throws against spells and other magical effects.

Actions


Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).

Fiery Strike. Melee or Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 feet or range 150 feet. Hit: 2d6 + 3 + the spell's level Fire damage.

Fiendish Spirit (Yugoloth)

Fiendish Spirit (Yugoloth) Large Fiend, Neutral None 0 xp

  • Armor class 12 + the spell's level
  • Hit points 60 + 15 for each spell level above 6
  • Speed 40 feet
  • STR21 (+5)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA16 (+3)

Save Throws: Str +1, Dex +3, Con +2, Int +0, Wis +0, Cha +3

Damage Resistances: Fire

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 60 feet, Passive Perception 10

Languages: Abyssal, Infernal, Telepathy 60 feet

Challenge: None (0 xp)


Magic Resistance. The spirit has Advantage on saving throws against spells and other magical effects.

Actions


Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).

Claws. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d8 + 3 + the spell's level Slashing damage. Immediately after the attack hits or misses, the spirit can teleport up to 30 feet to an unoccupied space it can see.

Fleshling Construct

Fleshling Construct Medium Construct, Unaligned None 0 xp

  • Armor class 11 + the spell's level
  • Hit points 70 + 10 for each spell level above 7
  • Speed 30 feet
  • STR14 (+2)
  • DEX18 (+4)
  • CON18 (+4)
  • INT11 (0)
  • WIS14 (+2)
  • CHA4 (-3)

Save Throws: Str +2, Dex +4, Con +4, Int +0, Wis +2, Cha –3

Damage Resistances: Psychic

Damage Immunities: Poison

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

Senses: Darkvision 60 feet, Passive Perception 12

Languages: Understands the languages known by the target

Challenge: None (0 xp)

Actions


Strangle. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 2d8 + the spell's level Bludgeoning damage, and the target has the Grappled condition (escape DC equals your spell save DC) and can't speak. Until the grapple ends, the target has the Restrained condition and is suffocating.

Constrict. The fleshling construct constricts a target that it is grappling, doing 2d8 + the spell's level Bludgeoning damage.

Sea Serpent Spirit (Enormous Mouth)

Sea Serpent Spirit (Enormous Mouth) Large Monstrosity, Neutral None 0 xp

  • Armor class 11 + the spell's level
  • Hit points 30 + 10 for each spell level above 3
  • Speed 30 feet,
    Swim 60 feet
  • STR16 (+3)
  • DEX14 (+2)
  • CON13 (+1)
  • INT4 (-3)
  • WIS10 (0)
  • CHA10 (0)

Save Throws: Str +3, Dex +2, Con +1, Int –3, Wis +0, Cha +0

Damage Resistances: Cold

Condition Immunities: Prone

Senses: Darkvision 60 feet, Passive Perception 10

Languages: Understands the languages you know

Challenge: None (0 xp)

Actions


Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).

Bite. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d6 + 3 + the spell's level Piercing damage and the creature has the Grappled condition (escape DC equals your spell save DC). The Grappled condition ends if the spirit bites a different creature.

Thrash. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 feet. Hit: 1d10 + 3 + the spell's level Bludgeoning damage and the target is pushed 5 feet away from the spirit.

Inhale. Strength Saving Throw: DC equals your spell save DC, each creature in a 15-foot Cone. Failure: 1d6 + the spell's level Psychic damage and the creature is pulled 5 feet straight toward it or, if the creature is already within 5 feet of the spirit, it takes an additional 2d6 Piercing damage. Success: Half damage.

Sea Serpent Spirit (Glowing Lantern)

Sea Serpent Spirit (Glowing Lantern) Large Monstrosity, Neutral None 0 xp

  • Armor class 11 + the spell's level
  • Hit points 30 + 10 for each spell level above 3
  • Speed 30 feet,
    Swim 60 feet
  • STR16 (+3)
  • DEX14 (+2)
  • CON13 (+1)
  • INT4 (-3)
  • WIS10 (0)
  • CHA10 (0)

Save Throws: Str +3, Dex +2, Con +1, Int –3, Wis +0, Cha +0

Damage Resistances: Cold

Condition Immunities: Prone

Senses: Darkvision 60 feet, Passive Perception 10

Languages: Understands the languages you know

Challenge: None (0 xp)

Actions


Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).

Bite. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d6 + 3 + the spell's level Piercing damage and the creature has the Grappled condition (escape DC equals your spell save DC). The Grappled condition ends if the spirit bites a different creature.

Thrash. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 feet. Hit: 1d10 + 3 + the spell's level Bludgeoning damage and the target is pushed 5 feet away from the spirit.

Allure. The spirit causes a lantern hanging from one of its fins to glow eerily. Wisdom Saving Throw: DC equals your spell save DC, each creature in a 30-foot Emanation originating from the spirit. Failure: The target is Charmed by the spirit until the start of its next turn. Creatures have Advantage on the saving throw if the spirit has dealt damage to them already this turn, and the Charmed condition ends immediately if the spirit deals damage to a creature Charmed by this ability.

Sea Serpent Spirit (Scaled Wings)

Sea Serpent Spirit (Scaled Wings) Large Monstrosity, Neutral None 0 xp

  • Armor class 11 + the spell's level
  • Hit points 30 + 10 for each spell level above 3
  • Speed 30 feet,
    Fly 40 feet,
    Swim 60 feet
  • STR16 (+3)
  • DEX14 (+2)
  • CON13 (+1)
  • INT4 (-3)
  • WIS10 (0)
  • CHA10 (0)

Save Throws: Str +3, Dex +2, Con +1, Int –3, Wis +0, Cha +0

Damage Resistances: Cold

Condition Immunities: Prone

Senses: Darkvision 60 feet, Passive Perception 10

Languages: Understands the languages you know

Challenge: None (0 xp)


Flyby. The spirit doesn't provoke Opportunity Attacks when it flies out of an enemy's reach.

Actions


Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).

Bite. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d6 + 3 + the spell's level Piercing damage and the creature has the Grappled condition (escape DC equals your spell save DC). The Grappled condition ends if the spirit bites a different creature.

Thrash. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 feet. Hit: 1d10 + 3 + the spell's level Bludgeoning damage and the target is pushed 5 feet away from the spirit.

Shadow Spirit (Fear)

Shadow Spirit (Fear) Medium Monstrosity, Neutral None 0 xp

  • Armor class 11 + the spell's level
  • Hit points 35 + 15 for each spell level above 3
  • Speed 40 feet
  • STR13 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA16 (+3)

Save Throws: Str +1, Dex +3, Con +2, Int –3, Wis +0, Cha +3

Damage Resistances: Necrotic

Condition Immunities: Frightened

Senses: Darkvision 120 feet, Passive Perception 10

Languages: Understands the languages you know

Challenge: None (0 xp)

Actions


Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).

Chilling Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d12 + 3 + the spell's level Cold damage.

Dreadful Scream (1/Day). The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

Shadow Stealth. While in dim light or darkness, the spirit takes the Hide action.

Shadow Spirit (Fury)

Shadow Spirit (Fury) Medium Monstrosity, Neutral None 0 xp

  • Armor class 11 + the spell's level
  • Hit points 35 + 15 for each spell level above 3
  • Speed 40 feet
  • STR13 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA16 (+3)

Save Throws: Str +1, Dex +3, Con +2, Int –3, Wis +0, Cha +3

Damage Resistances: Necrotic

Condition Immunities: Frightened

Senses: Darkvision 120 feet, Passive Perception 10

Languages: Understands the languages you know

Challenge: None (0 xp)


Terror Frenzy. The spirit has advantage on attack rolls against frightened creatures.

Actions


Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).

Chilling Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d12 + 3 + the spell's level Cold damage.

Dreadful Scream (1/Day). The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Shadow Spirit (Despair)

Shadow Spirit (Despair) Medium Monstrosity, Neutral None 0 xp

  • Armor class 11 + the spell's level
  • Hit points 35 + 15 for each spell level above 3
  • Speed 40 feet
  • STR13 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA16 (+3)

Save Throws: Str +1, Dex +3, Con +2, Int –3, Wis +0, Cha +3

Damage Resistances: Necrotic

Condition Immunities: Frightened

Senses: Darkvision 120 feet, Passive Perception 10

Languages: Understands the languages you know

Challenge: None (0 xp)


Weight of Sorrow. Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature's next turn.

Actions


Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).

Chilling Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d12 + 3 + the spell's level Cold damage.

Dreadful Scream (1/Day). The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Undead Spirit (Ghostly)

Undead Spirit (Ghostly) Medium Undead, Neutral None 0 xp

  • Armor class 11 + the spell's level
  • Hit points 30 + 10 for each spell level above 3
  • Speed 30 feet,
    Fly 40 feet (hover)
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Save Throws: Str +1, Dex +3, Con +2, Int –3, Wis +0, Cha –1

Damage Immunities: Necrotic, Poison

Condition Immunities: Exhaustion, Frightened, Paralyzed, Poisoned

Senses: Darkvision 60 feet, Passive Perception 10

Languages: Understands the languages you know

Challenge: None (0 xp)


Incorporeal Passage. The spirit can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 Force damage for every 5 feet traveled.

Actions


Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).

Deathly Touch. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d8 + 3 + the spell's level Necrotic damage, and the target has the Frightened condition until the end of its next turn.

Undead Spirit (Putrid)

Undead Spirit (Putrid) Medium Undead, Neutral None 0 xp

  • Armor class 11 + the spell's level
  • Hit points 30 + 10 for each spell level above 3
  • Speed 30 feet
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Save Throws: Str +1, Dex +3, Con +2, Int –3, Wis +0, Cha –1

Damage Immunities: Necrotic, Poison

Condition Immunities: Exhaustion, Frightened, Paralyzed, Poisoned

Senses: Darkvision 60 feet, Passive Perception 10

Languages: Understands the languages you know

Challenge: None (0 xp)


Festering Aura. Constitution Saving Throw: DC equals your spell save DC, any creature (other than you) that starts its turn within a 5-foot Emanation originating from the spirit. Failure: The creature has the Poisoned condition until the start of its next turn.

Actions


Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).

Rotting Claw. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d6 + 3 + the spell's level Slashing damage. If the target has the Poisoned condition, it has the Paralyzed condition until the end of its next turn.

Undead Spirit (Skeletal)

Undead Spirit (Skeletal) Medium Undead, Neutral None 0 xp

  • Armor class 11 + the spell's level
  • Hit points 20 + 10 for each spell level above 3
  • Speed 30 feet
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Save Throws: Str +1, Dex +3, Con +2, Int –3, Wis +0, Cha –1

Damage Immunities: Necrotic, Poison

Condition Immunities: Exhaustion, Frightened, Paralyzed, Poisoned

Senses: Darkvision 60 feet, Passive Perception 10

Languages: Understands the languages you know

Challenge: None (0 xp)

Actions


Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).

Grave Bolt. Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 feet. Hit: 2d4 + 3 + the spell's level Necrotic damage.

Ghast

Ghast Medium Undead, Chaotic Evil 2.00 450 xp

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

Save Throws: Str +3, Dex +3, Con +0, Int +0, Wis +2, Cha –1

Skills: Initiative +3 (13)

Damage Resistances: Necrotic

Damage Immunities: Poison

Condition Immunities: Charmed, Exhaustion, Poisoned

Senses: Darkvision 60 feet, Passive Perception 10

Languages: Common

Challenge: 2.00 (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 feet. Hit: 7 (1d8 + 3) Piercing damage plus 9 (2d8) Necrotic damage.

Claw. Melee Attack Roll: +5, reach 5 feet. 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 4.00 1,100 xp

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

Save Throws: Str –2, Dex +1, Con +0, Int +0, Wis +1, Cha +3

Skills: Initiative +1 (11)

Damage Resistances: Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder

Damage Immunities: Necrotic, Poison

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

Senses: Darkvision 60 feet, Passive Perception 11

Languages: Common plus one other language

Challenge: 4.00 (1,100 xp)


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

lncorporeal Movement. The ghost can move through other creatures and objects as if they were Difficult Terrain. lt takes 5 (1d10) Force damage if it ends its turn inside an object.

Actions


Multiattack. The ghost makes two Withering Touch attacks.

Withering Touch. Melee Attack Roll: +5, reach 5 feet. Hit: 19 (3d10 + 3) Necrotic damage.

Etherealness. The ghost casts the Etherealness spell, requiring no spell components and using Charisma as the spellcasting ability. The ghost is visible on the Material Plane while on the Border Ethereal and vice versa, but it can't affect or be affected by anything on the other plane.

Horrific Visage. Wisdom Saving Throw: DC 13, each creature in a 60-foot Cone that can see the ghost and isn't an Undead. Failure: 10 (2d6 + 3) Psychic damage, and the target has the Frightened condition until the start of the ghost's next turn. Success: The target is immune to this ghost's Horrific Visage for 24 hours.

Possession (Recharge 6). Charisma Saving Throw: DC 13, one Humanoid the ghost can see within 5 feet. Failure: The target is possessed by the ghost. The ghost disappears, and the target has the lncapacitated condition and loses control of its body. The ghost now controls the body, but the target retains awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that specifically target Undead. The ghost's game statistics are the same, except it uses the possessed target's Speed, as well as the target's Strength, Dexterity, and Constitution modifiers.
The possession lasts until the body drops to 0 Hit Points or the ghost leaves as a Bonus Action. When the possession ends, the ghost appears in an unoccupied space within 5 feet of the target, and the target is immune to this ghost's Possession for 24 hours.
Success: The target is immune to this ghost's Possession for 24 hours.

Ghoul

Ghoul Medium Undead, Chaotic Evil 1.00 200 xp

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

Save Throws: Str +1, Dex +2, Con +0, Int –2, Wis +0, Cha –2

Skills: Initiative +2 (12)

Damage Immunities: Poison

Condition Immunities: Charmed, Exhaustion, Poisoned

Senses: Darkvision 60 feet, Passive Perception 10

Languages: Common

Challenge: 1.00 (200 xp)

Actions


Multiattack. The ghoul makes two Bite attacks.

Bite. Melee Attack Roll: +4, reach 5 feet. Hit: 5 (1d6 + 2) Piercing damage plus 3 (1d6) Necrotic damage.

Claw. Melee Attack Roll: +4, reach 5 feet. 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.

Mummy

Mummy Medium or Small Undead, Lawful Evil 3.00 700 xp

  • Armor class 11
  • Hit points 58 (9d8 + 18)
  • Speed 20 feet
  • STR16 (+3)
  • DEX8 (-1)
  • CON15 (+2)
  • INT6 (-2)
  • WIS12 (+1)
  • CHA12 (+1)

Save Throws: Str +3, Dex –1, Con +2, Int –2, Wis +3, Cha +1

Skills: Initiative –1 (9)

Damage Immunities: Necrotic, Poison

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

Senses: Darkvision 60 feet, Passive Perception 11

Languages: Common plus two other languages

Challenge: 3.00 (700 xp)


Damage Vulnerabilities: Fire

Actions


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

Rotting Fist. Melee Attack Roll: +5, reach 5 feet. 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

Skeleton Medium Undead, Lawful Evil 0.25 50 xp

  • Armor class 14
  • Hit points 13 (2d8 + 4)
  • Speed 30 feet
  • STR10 (0)
  • DEX16 (+3)
  • CON15 (+2)
  • INT6 (-2)
  • WIS8 (-1)
  • CHA5 (-3)

Save Throws: Str +0, Dex +3, Con +2, Int –2, Wis –1, Cha –3

Skills: Initiative +3 (13)

Damage Immunities: Poison

Condition Immunities: Exhaustion, Poisoned

Senses: Darkvision 60 feet, Passive Perception 9

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

Challenge: 0.25 (50 xp)


Damage Vulnerabilities: Bludgeoning

Gear: Shortbow, Shortsword

Actions


Shortsword. Melee Attack Roll: +5, reach 5 feet. Hit: 6 (1d6 + 3) Piercing damage.

Shortbow. Ranged Attack Roll: +5, range 80/320 feet. Hit: 6 (1d6 + 3) Piercing damage.

Spider

Spider Tiny Beast, Unaligned 0.00 10 xp

  • Armor class 12
  • Hit points 1 (1d4 – 1)
  • Speed 20 feet,
    Climb 20 feet
  • STR2 (-4)
  • DEX14 (+2)
  • CON8 (-1)
  • INT1 (-5)
  • WIS10 (0)
  • CHA2 (-4)

Save Throws: Str –4, Dex +2, Con –1, Int –5, Wis +0, Cha –4

Skills: Initiative +2 (12), Stealth +4

Senses: Darkvision 30 feet, Passive Perception 10

Languages: None

Challenge: 0.00 (10 xp)


Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Web Walker. The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the same web.

Actions


Bite. Melee Attack Roll: +4, reach 5 feet. Hit: 1 Piercing damage plus 2 (1d4) Poison damage.

Wight

Wight Medium Undead, Neutral Evil 3.00 700 xp

  • Armor class 14
  • Hit points 82 (11d8 + 33)
  • Speed 30 feet
  • STR15 (+2)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS13 (+1)
  • CHA15 (+2)

Save Throws: Str +2, Dex +2, Con +3, Int +0, Wis +1, Cha +2

Skills: Initiative +4 (14), Perception +3, Stealth +4

Damage Resistances: Necrotic

Damage Immunities: Poison

Condition Immunities: Exhaustion, Poisoned

Senses: Darkvision 60 feet, Passive Perception 13

Languages: Common plus one other language

Challenge: 3.00 (700 xp)


Gear: Studded Leather Armor

Sunlight Sensitivity. While in sunlight, the wight has Disadvantage on ability checks and attack rolls.

Actions


Multiattack. The wight makes two attacks, using Necrotic Sword or Necrotic Bow in any combination. It can replace one attack with a use of Life Drain.

Necrotic Sword. Melee Attack Roll: +4, reach 5 feet. Hit: 6 (1d8 + 2) Slashing damage plus 4 (1d8) Necrotic damage.

Necrotic Bow. Ranged Attack Roll: +4, range 150/600 feet. Hit: 6 (1d8 + 2) Piercing damage plus 4 (1d8) Necrotic damage.

Life Drain. Constitution Saving Throw: DC 13, one creature within 5 feet. Failure: 6 (1d8 + 2) Necrotic damage, and the target's Hit Point maximum decreases by an amount equal to the damage taken. A Humanoid slain by this attack rises 24 hours later as a Zombie under the wight's control, unless the Humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at a time.

Zombie

Zombie Medium Undead, Neutral Evil 0.25 50 xp

  • Armor class 8
  • Hit points 15 (2d8 + 6)
  • Speed 20 feet
  • STR13 (+1)
  • DEX6 (-2)
  • CON16 (+3)
  • INT3 (-4)
  • WIS6 (-2)
  • CHA5 (-3)

Save Throws: Str +1, Dex –2, Con +3, Int –4, Wis +0, Cha –3

Skills: Initiative –2 (8)

Damage Immunities: Poison

Condition Immunities: Exhaustion, Poisoned

Senses: Darkvision 60 feet, Passive Perception 8

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

Challenge: 0.25 (50 xp)


Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it must make a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead.

Actions


Slam. Melee Attack Roll: +3, reach 5 feet. Hit: 5 (1d8 + 1) Bludgeoning damage.