Contents
- 2Introduction
- 3Ankheg
- 5Bellgaar
- 7Blights
- 8Bullywug
- 9Constructs of Xago
- 17Displacer Beast
- 18Elves: Drow
- 20Elves: Jungle
- 24Folktales: Black Dog
- 25Gangs of Xago
- 28Golems
- 31Incarnates
- 36Infernal Millipede
- 37Kobolds
- 38Leaf-Tailed Ground Squirrel
- 39Lycanthropes
- 40Needle-Beaks
- 42Shralt
- 48Appendix A: Miscellaneous Creatures
- 49Appendix B: Nonplayer Characters
Credits
The monsters in this collection are created and designed by myself, /u/ilovegoodfood, and are designed to fit in with the creatures of the Dungeons and Dragons 5th Edition (D&D 5E) game system by Wizards of the Coast (WotC).
Some of these creatures closely resemble or are direct variants of creatures developed by WotC, but none of them are exact duplicates of those creatures. Any exact duplicate stats are strictly coincidental.
Introduction
While the Monster Manual by Wizards of the Coast offers a great variety of creatures, across a broad spectrum of difficulty and complexity, it is by nature of table-top role playing games, far from comprehensive.
Much of the variation in creature design is split between the tiers of play, with a huge variety of simple creatures and monsters being available in the lower tiers and more powerful complex and often imaginative forms being found in the higher tiers.
Personally, I have struggled to find material suitable for use in the lower-middle tiers, when the simple beasts become irrelevant in their simplicity, and the creatures with more complex designs are hidden beyond a power-spike that the party can't yet handle.
This is especially true in unusual areas of terrain. Only a small sample of Fey are provided, and most of the fantastic beings of the elemental plains are left completely to the DMs imagination and skill with forging. Forests are well populated, but the tropical jungles are ignored almost entirely, despite being some of the most biologically diverse places in existence. Grasslands are a common habitat for many creatures, but the hot scrublands and savannas of the world are rarely mentioned.
The rich, magical nature of the world also allows for terrains that simply couldn't exist in the real world, or that are so weird and wonderful, most people don't realize they exist. Toxic lakes that are as still as a mirror and as deadly as mercury; Geologically displaced wastelands, filled with jagged rock formations and endless ravines that burrow into the tortured earth. There are many examples of where the Monster Manual is simply unable to provide much guidance, or at least detailed guidance.
This bestiary contains the creatures that I have created, dreamed of or otherwise brought into being in an attempt to provide more localized, specialized or complex organisms for my party to interact with. Some are immensely powerful, akin to the great draconic bloodlines, others are very weak, animated objects tormented by the passing of the ages, or the remnants of magical creatures that no longer roam the world.
All should be suitable for immediate use in your game world, without the need for additional homebrew content. In places where other homebrew content has been used, it will be directly referenced, alongside a vanilla alternative.
Image Liscences
The cover image is the default provided by GMBinder along with the front page formatting snippet.
Ankheg
For official information on the Ankheg, see page 21 of the Monster Manual
Despite not being true insects, the Ankheg's resemblance to arthropods runs deep. A rare subspecies of Ankheg have adapted to a more eusocial lifestyle, imitating the structure of ant colonies, including the broad presence of polymorphism.
In such colonies, the ankheg would be better termed the ankheg minor. Furthermore, they coexist alongside the larger, more chemically able ankheg medians and the immensely powerful ankheg majors, all born of the ankheg queens.
Ankheg Median
Ankheg medians are larger, stronger and tougher than the typical ankheg, equipped with thicker plating and an improved acid-producing gland. This helps in the processing of food, specifically the liquefaction of large prey and the management of the acid-resistant fungal species that they farm within the colony.
While not significantly smarter or faster, they are noticeably more dangerous to trespassers.
Ankheg Major
The ankheg majors are immense, monstrous forms. Their over sized heads and massive bodies allow these creatures to manipulate materials that are too large for the smaller ankheg to easily manage. Foresters, tunnelers and royal guards, these rare beasts can rival even the bulette who might occasionally harass a colony.
Ankheg Queen
No colony of eusocial insects could survive without the continuous eggs produced by the queen. In numbers and organization, these creatures find strength.
The ankheg queens are the most preciously guarded resource of any colony, although they are far less defenseless than their ant counterparts. Rich in natural magics, perhaps from their original creation, these insect-like rulers are powerful spellcasters.
Ankheg Median
Large monstrosity, unalighned
- Armor Class 14 AC (natural armor), 11 while prone
- Hit Points 39 (6d10 + 6)
- Speed 30 ft., burrow 10 ft.
STR DEX CON INT WIS CHA 19 (+4) 11 (+0) 13 (+1) 3 (-4) 13 (+1) 6 (-2)
- Damage Resistances poison
- Damage Immunities acid
- Condition Immunities poisoned
- Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11
- Languages —
- Challenge 3 (700 XP)
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.
Lob Acid. The ankheg coils its body, ejecting a mass of acid from its tail to a point within 90 ft. All creatures within 5 ft. of the target location must make a DC 14 Dexterity saving throw. On a failed save, they take 7 (2d6) acid damage, or on a success, they suffer half damage.
Acid Spray (recharge 5-6). The ankheg spits acid in a cone that is 30 ft. long, provided that it is not grappling a creature. Each effected creature must make a DC 14 Dexterity saving throw. On a failed save, they take 10 (3d6) acid damage, or, on a success, they suffer half damage.
Ankheg Major
Huge monstrosity, unalighned
- Armor Class 16 AC (natural armor), 13 while prone
- Hit Points 85 (9d12 + 27)
- Speed 30 ft., burrow 10 ft.
STR DEX CON INT WIS CHA 20 (+5) 9 (-1) 16 (+3) 5 (-3) 13 (+1) 6 (-2)
- Damage Resistances bludgeoning, poison
- Damage Immunities acid
- Condition Immunities poisoned
- Saving Throws Str +8, Con +7
- Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11
- Languages —
- Challenge 5 (1,800 XP)
Forester. The ankheg can cut trees with it's crush attack. It must first make a bite attack against the tree to grapple it.
Siege Monster. The ankheg deals double damage to objects and structures.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 16).
The ankheg major may only have a single creature grappled in this way at any point in time. It has advantage on bite attacks against a target that it has grappled in this way.Crush. The ankheg clamps down on the creature is has grappled. The creature must make a DC 16 Strength saving throw. On a failed save, they take 23 (4d8 + 5) bludgeoning damage, or, on a successful save, half damage.
Acid Spray (recharge 6). The ankheg spits acid in a cone that is 30 ft. long, provided that it is not grappling a creature. Each effected creature must make a DC 16 Dexterity saving throw. On a failed save, they take 10 (3d6) acid damage, or, on a success, they suffer half damage.
Ankheg Queen
Huge monstrosity, unalighned
- Armor Class 14 AC (natural armor), 11 while prone
- Hit Points 152 (15d12 + 48)
- Speed 30 ft., burrow 10 ft.
STR DEX CON INT WIS CHA 15 (+2) 7 (-2) 16 (+3) 15 (+2) 18 (+3) 6 (-2)
- Damage Resistances poison, psychic
- Damage Immunities acid
- Condition Immunities charmed, frightened, poisoned
- Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11
- Languages —
- Challenge 5 (1,800 XP)
Innate Spellcasting. The ankheg queen's spellcasting ability is Wisdom (spell save DC 15, +7 to hit). The ankheg queen can innately cast the following spells, requiring only verbal components.
at will: barkskin, entangle, fog cloud, guidance
3/day each: earthbind, enhance ability, maximilian's earthen grasp, spike growth
1/day each: far stepActions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.
Acid Spray (recharge 4-6). The ankheg spits acid in a cone that is 30 ft. long, provided that it is not grappling a creature. Each effected creature must make a DC 13 Dexterity saving throw. On a failed save, they take 10 (3d6) acid damage, or, on a success, they suffer half damage.
Bellgaar
These frightful beings originate from some other place, well beyond the typical worlds of the multiverse. Their home is one of endless nights and winding passages of something that a humanoid might mistake as stone.
Fowl predators and arcanists of insatiable power, these beings are occasionally drawn into other realities by the lure of ancient magics, blood-rites of terrible power or the twisted direction of the fates.
Undefined Form. To the senses of beings from other realities, the Bellgaar typically present as a dark space; an amorphous mist of magical darkness. Their physicality, if they even have any, is completely unknown, as is their true size or shape.
Power of the Ages. Over the passage of untold millennium, these beings progress in their singular goal; the accumulation of power. The newest formed of these beings are comparatively weak, either operating together as a collective to improve their chances of survival, or as slaves to their elder brethren. Those who refuse to serve, and lack the power to enforce that decision, are destroyed and absorbed by their betters.
Sightless Dark. Their home reality being one without light, the Bellgaar are totally blind. Instead, they experience their surroundings through the passage and reflection of sound. All Bellgaar see in this way, and are incredibly adept at interpreting the results, often better than a mortal could see.
Song of Bells The Bellgaar's voices, alien as they are, resemble the ringing of bells. These sounds carry far, reflecting cleanly off the environment, providing a crystal clear experience for them. More importantly than a sense, they are also the enactment of their power, a power that reshapes reality itself. A power akin to that of a god.
Untested
While the Bellgaar is now "finished", this is still a first draft that hasn't been, nor may ever be, play-tested.
If at all, use with extreme caution!
Re-telling of the Battle of Irensole Camp.
They came upon us in the dead of night, a slightly darker darkness that our sentries failed to detect. It wasn't until the bell-like chime echoed over the camp that any of us knew something was wrong.
Even across the camp, where I was, the sound was wrong. Not wrong in the way of an object placed where it didn't belong, but wrong in the way that worlds are different. The existence of that sound, that simple, power-rich tone, was an abomination in the world. My skin crawled and my muscles trembled. My bones filled with icy dread.
As I emerged from my tent, staff in hand, I witnessed the dark shapes swirling through and over my fellow soldiers, their passage stripping flesh from bone, dissolving organs and silencing screams that should have been audible from far across the valley.
Our weapons seemed useless, passing through the horrific shadow-things as if they weren't even there. Only we mages seemed to be having an effect, blasting at them with fire and ice, poison and acid and lightning. But the bells. Each one's voice was different and each peal brought forth a new un-making, a new wave of unimaginable death.
In that blood soaked chaos, I don't know when any of us noticed that they avoided the lights. I don't even know who did, but soon, all was light. Everyone knows a light spell or two, and we used them, alongside the torches and the oil.
Blood and fire. That is what transpired that night. Blood and fire.
In the end, we few survivors didn't kill a single one of them, but we drove them back, with a fervor and desperation that only those condemned to the darkest of ends, the most terrible of deaths, can muster.
Not sure what's worse; being un-made by those impossible beings, or having survived to tell.
Transient Bellgaar
Medium-Huge Aberration, Neutral Evil
- Armor Class 18 (Amorphous Form)
- Hit Points 273 (26d8 + 156)
- Speed 0ft., fly 40ft. (hover)
STR DEX CON INT WIS CHA 16 (+3) 20 (+5) 22 (+6) 30 (+10) 22 (+6) 1 (-5)
- Saving Throws Dex +11, Int +11, Wis +11
- Skills Arcana +24, Stealth +19
- Damage Immunities necrotic, psychic; bludgeoning, piercing and slashing from nonmagical weapons that aren't adamantine
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses unlimited blindsight (sight does not pass through vacuum), passive Perception 21
- Languages Bellgaar
- Challenge 24 (62,000 XP)
Amorphous Form. As part of their movement, a bellgaar may extend itself into or retract from any additional 5 ft. cube it desires, so long as all cubes are within a 15 ft. cube. This includes moving into the space of other creatures, but not solid objects such as walls.
Antithetical Contact. Any creature that starts it's turn within the bellgaar's space must make a DC 21 Constitution saving throw. On a failed save, they suffer 16 (2d10 + 6) necrotic damage, or, on a success, they suffer half as much damage. This damage bypasses all damage resistances, but not immunities.
Deathless. When a bellgaar's hit points reach zero, it immediately reforms at the portal it entered that reality through, fully healed. Maximum hit point reduction caused by exposure to light persists until it returns to it's reality. If it's maximum hit points are reduced to zero, it reforms in it's reality, and is not able to return for a prolonged period (several decades).
Earthbound. If the bellgaar ends it's turn more than 15 feet from a solid surface, it falls straight towards the nearest solid surface, regardless of direction, coming to rest 15 feet from the surface. It loses 1d6 hit points for each five feet it traveled in this way.
Immutable Form. The Bellgaar is immune to any spell of effect that would alter it's shape.
Lightless Existence. Whenever a bellgaar is exposed to a source of light for the first time, it suffers a reduction to it's maximum hit points equal to the radius that the light source emits bright light. Spells or effects that produce sunlight cause twice the reduction, and direct exposure to true sunlight instantly reduces their maximum hit points to zero.
Magic Resistance. The bellgaar has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day). If the bellgaar fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The bellgaar makes an impossible grasp attack against each creature within 10 ft.
Impossible Grasp. Melee Attack: +12 to hit, reach 10ft., one target. Hit: 16 (2d10 + 6) necrotic damage. On a hit, the target must succeed on a DC 18 Strength saving throw or be pulled into the bellgaar's space.
Legendary Actions
The bellgaar can take 4 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 bellgaar regains spent legendary actions at the start of it's turn.
Toll of Suffering. A piercing, ear shattering sound rings out from the bellgaar, afflicting all creatures near it. All creatures within 30 feet must succeed on a DC 25 Wisdom saving throw or suffer 15 (1d10 + 10) psychic damage.
Toll of Unmaking. A deep vibration emanates from the bellgaar, shattering objects near it. All crafted objects, that aren't being carried, held, or worn, within 60 feet must succeed on a DC 25 Wisdom saving throw or suffer 15 (1d10 + 10) psychic damage. On a failed save, constructs and undead suffer twice as much damage, or, on a successful save, they suffer the normal amount.
Toll of Otherworldly Existence. (Costs 3 Actions). A series of undulating tones, each more ghastly than the last, echo forth from the bellgaar, causing sickness and fear in others, while reinforcing itself. All bellgaar within 120 feet regain 20 (2d10 + 10) hit points. If any effected bellgaar has reduced maximum hit points, the healing is first applied to the hit point reduction. All other creatures within 120 feet must make a DC 25 Wisdom saving throw. On a failed save, they suffer 10 poison damage and are poisoned and frightened of the bellgaar until the end of the bellgaar's next turn, or, on a successful save, they suffer 10 poison damage.
Blights
For official information on the Blights, see page 31 of the Monster Manual
Thornbush Blight
Thornbush blights are often found rooted in small groups, a natural-looking thicket or hollow of thorny shrubs, ideal sites for animals and weary travelers to shelter from the elements, only to turn on their ensnared victims.
Tree Blight
While not nearly as powerful as the Gulthias tree they imitate, these large blights are more intelligent than their brethren, resistant to damage and capable of limited magic.
Thornbush Blight
Medium plant, neutral evil
- Armor Class 12 (natural armor)
- Hit Points 84 (13d8 + 26)
- Speed 20 ft.
STR DEX CON INT WIS CHA 15 (+3) 15 (+3) 15 (+2) 16 (+3) 10 (+0) 3 (-4)
- Damage Vulnerabilities fire
- Condition Immunities blinded, deafened
- Senses blindsight 60ft. (blind beyond this radius), passive Perception 10
- Languages understands common but can't speak
- Challenge 1 (200 XP)
False Appearance. While the blight remains motionless, it is indistinguishable from a dead thornbush.
Noxious Thorns Any creature that makes contact with the throbush blight, either by grappling, melee attacking, shoving or being struck by one of its melee attacks, suffers an additional 2 (1d4) slashing damage plus 0 (Con Mod) poison damage.
Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 8 (2d4 + 3) slashing damage.
Needles. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit 10 (2d6 + 3) piercing damage.
Lacerate (recharge 5-6) Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit 13 (3d6 + 3) On a hit, the target creature must succeed on a DC 13 Strength saving throw or be grappled by the thornbush blight. In order to use this attack again, the thornbush blight must let go of any creature it still has grappled.
Tree Blight
Large plant, neutral evil
- Armor Class 12 (natural armor)
- Hit Points 86 (9d10 + 36)
- Speed 10 ft.
STR DEX CON INT WIS CHA 17 (+4) 16 (+3) 18 (+4) 8 (-1) 12 (+1) 3 (-4)
- Damage Resistance bludgeoning, piercing and slashing from nonmagical weapons
- Condition Immunities blinded, deafened
- Senses blindsight 60ft. (blind beyond this radius), passive Perception 10
- Languages common
- Challenge 3 (700 XP)
False Appearance. While the blight remains motionless, it is indistinguishable from a dead tree.
Innate Spellcasting. The blight's innate spellcasting ability is Wisdom (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will : poison sprey
1/day each: darknessActions
Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit 11 (2d6 + 4) bludgeoning damage, and a Large or smaller target is grappled (escape DC 14) . Until this grapple ends, the target is restrained, and the blight can't constrict another target.
Flail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit 11 (2d6 + 4) bludgeoning damage.
Entangling Plants (recharge 5-6). Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for non plant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 14 Strength check, freeing it self or another entangled creature within reach on a success.
Slam (recharge 5-6). If the tree blight moves and dashes straight towards a hostile creature, it slams into them. The target creature must succeed on a DC 14 Dexterity saving throw or suffer 16 (2d12 + 4) bludgeoning damage and be knocked prone. On a successful saving throw, they suffer half damage and are not knocked prone.
Bullywug
For official information on the Bullywug, see page 35 of the Monster Manual
Bulette Wrangler
A Dangerous Path Bulette's, sometimes referred to as land sharks, are powerful burrowing creatures that can pose a threat to to many a settlement or adventuring party. A select few bullywug, those who are most in tune with their natural surroundings, manage to utalise natural magic to, to a limit extend, control and manage such powerful beasts.
Powerful Tribes Bullywug Wranglers are capable spellcasters in their own right, representing a massive boon to the capabilities of any bullywug tribe lucky or stable enough to produce one.
Bullywug Warrior
Rudimentary Fighters. While Bullywug society rarely advances beyond the simple thuggery for which it is best known, there are some among the Bullywugs who actively experiment with the limited weaponry that they can make or steal.
While a far cry from a true warrior, the Bullywugs are warriors among their own kind, possessing noticeably better combat skills and thus being better able to loot, pillage and raid for resources, equipment and tributes to their chiefs.
As a result, they are often better equipped, better organized and hold a standing slightly above their fellows.
Quarrelsome Allies. In larger settlements it is occasionally possible for a number of Bullywug warriors to be living in the same group. When this occurs, their lives are further strained by the competitions between themselves, as each one vies against each other for the favor of their chiefs.
Occasionally though, they will set their rivalries aside so that they may utilize each other's skills to perform more difficult and rewarding raids. These small hunting parties of warriors, while not truly dangerous to a skilled group of adventurers, can pose a significantly greater threat than a band of simple, untrained bullywugs.
Bulette Wrangler
Medium humanoid (bullywug), neutral evil
- Armor Class 14
- Hit Points 39 (6d8 + 12)
- Speed 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 14 (+2) 7 (-2) 16 (+3) 7 (-2)
- Saving Throws Str +6, Con +4
- Skills Animal Handling +5, Athletics +6, Nature +0, Stealth +3, Survival +5
- Senses passive Perception 13
- Languages Bullywug
- Challenge 3 (700 XP)
Amphibious. The bullywug can breath air and water.
Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks bullywug.
Swamp Camouflage . The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
Standing Leap. The bullywug can perform a long jump, to a range of 20 feet, or a high jump, to a range of 10 feet, without a running start.
Spellcasting. The bullywug is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The bullywug has the following druid spells prepared:
Cantrips (at will): Guidance, poison spray
1st Level (4 slots): cure wounds, entangle, speak with animals
2nd Level (2 slots): earthbind, pass without trace, spike growthActions
Thorn Whip. melee weapon attack: +6 to hit, reach 10 ft., one target. Hit: 1d6 + 4 slashing damage.
This whips is made from plant matter, and counts as a wooden weapon for the purposes of druid spells and use by druids.
Bullywug Warrior
Medium humanoid (bullywug), neutral evil
- Armor Class 15 (chain shirt)
- Hit Points 21 (3d8 + 8)
- Speed 20 ft., swim 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 16 (+3) 8 (-1) 10 (+0) 7 (-2)
- Skills Stealth +3
- Senses passive Perception 10
- Languages Bullywug
- Challenge 1 (200 XP)
Amphibious The bullywug warrior can breathe air and water.
Speak with Frogs and Toads. The bullywug warrior can communicate simple concepts to frogs and toads when it speaks in Bullywug.
Swamp Camouflage. The bullywug warrior has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
Standing Leap. The bullywug warrior's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Stay Back. The bullywug warrior may spend its reaction to take an attack of opportunity against any creature that enters its reach or any creature that, while within the bullywug warrior's reach, attempts to move closer to the bullywug warrior. If the bullywug warrior hits, the creature's movement is reduced to 0ft. for that turn, before the movement is concluded.
Actions
Multiattack. The bullywug warrior makes two melee attacks: one with its bite and one with its pike.
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) bludgeoning damage.
Pike. Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit 7 (1d10 + 2) piercing damage.
Displacer Beast
For official information on the Displacer Beast, see page 81 of the Monster Manual
Barbed Displacer Beast
Fey creatures are well known for their deep affinity with the seasons and environment they are surrounded by. In areas of extreme natural energy, creatures of the feywilds sometimes adapt to better suit the terrain.
The barbed displacer beast is a displacer beast that has adapted to suit the dense underbrush and ambush predation of the jungle. It's exterior is plated in thorns and a deep green coloring replaces the usual black, allowing it to conceal itself in the shadowy forest floor.
Barbed Displacer Beast
Large monstrosity, lawful evil
- Armor Class 15 (natural armor)
- Hit Points 95 (10d10 + 40)
- Speed 40 ft.
STR DEX CON INT WIS CHA 15 (+2) 18 (+4) 18 (+4) 6 (-2) 12 (+1) 8 (-1)
- Saving Throws Sex +7, Con +7
- Senses Darkvision 60 ft., passive Perception 11
- Languages —
- Challenge 5 (1,800 XP)
Avoidance. If the displacer beast is subject to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.
Actions
Multiattack. The displacer beast makes two attacks with its barbed shot or tentacles.
Barbed Shot. Ranged Weapon Attack: +7 to hit, range (60/240), one target. Hit: 11 (2d6+4) piercing damage. The target creature must make a DC 15 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or taking half as much damage on a success.
Tentacle. Melee Weapon Attack: +7 to hit, reach (10 ft.), one target. Hit: 11 (2d6+4) bludgeoning damage. The target creature must make a DC 15 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or taking half as much damage on a success.
Elves: Drow
For official information on the Drow, see page 126 of the Monster Manual
Drow Acolyte of Lolth
Female drow with blood ties to a noble house are molded and trained from birth to become priestesses of Lolth.
While they mature to hold tremendous power and influence in drow society, young priestesses are rarely encountered by outsiders.
Despite lacking in some of their years of training and experience, they are still formidable opponents.
Drow Rider
Generally unseen beyond the walls of the drow cities due to the frequently cramped passages of the underdark, drow riders are excellent at maintaining order.
They functionally patrol the interior of a drow city or estate, monitoring, passing messages and capturing wrongdoers.
Very occasionally, they are employed for hit-and-run attacks, raids, or to haul slaves back into the underdark.
Drow Warrior
Drow Warriors defend their houses against all enemies, under the strict guidance of their superiors, the Drow Elite Warriors.
While skilled fighters, they are not sufficiently advanced as to learn the specialized combat of their superiors, typically trusted the extended territories of their house.
Drow Acolyte of Lolth
Medium humanoid (elf), neutral evil
- Armor Class 16 (scale mail)
- Hit Points 57 (11d8 + 8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 13 (+1) 13 (+1) 16 (+3)
- Saving Throws Wis +3, Cha +5
- Skills Perception +4, Religion +4, Stealth +5
- Senses darkvision 120 ft., passive Perception 14
- Languages Elvish, Undercommon
- Challenge 3 (700 XP)
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Innate Spellcasting. The draw's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:
At will : dancing lights 1/day each: darkness, faerie fire, levitate (self only)
Spellcasting. The drow is a 5th-level spellcaster. Her spellcasting ability is Wisdom (save DC 11, +3 to hit with spell attacks). The drow has the following cleric spells prepared:
Cantrips (at will): poison spray, resistance, spare the dying, thaumaturgy
1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness
2nd level (3 slots): lesser restoration, protection from poison, web
3rd level (2 slots): Conjure animals (2 giant spiders), dispel magicSunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Scourge. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage.
Summon Demon (1/Day). The drow attempts to magically summon a yochlol with a 10 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
Drow Rider
Medium humanoid (elf), neutral evil
- Armor Class 17 (studded leather, shield)
- Hit Points 44 (8d8 + 8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 12 (+1) 11 (+0) 11 (+0) 12 (+1)
- Saving Throws Dex +5, Con +3
- Skills Animal Handling +2, Perception +2
- Senses darkvision 120 ft., passive Perception 12
- Languages Elvish, Undercommon
- Challenge 3 (700 XP)
Mount: Giant Spider. The drow rides a Giant Spider, which continues to fight if its rider is incapacitated.
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Innate Spellcasting. The drow's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:
At will : dancing lights 1/day each: darkness, faerie fire, levitate (self only)
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit 5 (1d6 + 2) piercing damage plus 3 (1d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Net. Ranged Weapon Attack: +4 to hit, range 5/15 ft., one Large or smaller creature. Hit: the creature is restrained by the net until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
Drow Warrior
Medium humanoid (elf), neutral evil
- Armor Class 17 (studded leather, shield)
- Hit Points 44 (8d8 + 8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 11 (+0) 11 (+0) 12 (+1)
- Saving Throws Dex +5, Con +3
- Skills Perception +2, Stealth +5
- Senses darkvision 120 ft., passive Perception 12
- Languages Elvish, Undercommon
- Challenge 3 (700 XP)
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Innate Spellcasting. The draw's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Shortsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit 6 (1d6+3) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 2 (1d4) rounds.
Elves: Jungle
The Jungle Elves are my own playable Elf sub-race, balanced using the Detect Balance system. It is available here on my GMBinder.
The Wood Elves have always had a deep affinity for the natural spaces of the world. Building their homes among the towering trees of ancient, pristine forests, often watching over or passing near to gateways to the feywilds.
As these forest loving elves expanded deep into the tribal wildernesses and jungles of the world, where other mortla races struggle to go, the found themselves increasingly isolated from the turmoils and concerns of the world at large. Instead, they formed tightly bound communities around their family ties and did their best to thrive in the sometimes lethal jungle, among the scorpions and snakes, spiders and elementals.
Adapted to the Jungle. Their long existence in the dense foliage of the jungle, surrounded by rich flows of natural magic and continuous contact with the wildlife that thrives there in, has changed the Jungle Elves in many distinct ways from the Wood Elves they once were.
They are smaller than the other elves, with elongated fingers and toes, like those of the monkeys they climb alongside. Their skin is a mottled blend of greens and browns, camouflaged against the foliage. They will prefer to climb over walk whenever practical, often finding that the meandering branches provide faster, more manageable paths than the forest floor. Their innate magics have also shifted towards those of concealment, better to survive and hunt among the trees.
Isolationists by Choice. The tribal communities that the Jungle Elves form are small and extremely close-knit. They value their traditions and customs and, perhaps most of all, their privacy in the depths of the thinly inhabited jungle. Contact between tribes is exceptionally limited, much less willing contact with outsiders.
In some places this has relegated them from neighbors to folk-lore and in yet more remote regions, a mere memory of a legend.
Those who are Dead. The few Jungle Elves who do leave their original communities become known as The Dead. Having forsaken the isolationist traditions of their tribe and disappeared into the often hostile jungle, they are neither expected nor permitted to return. Full funerary rites are usually held in their honor so that their friends and family can say farewell come to terms with their departure. Those who plan their departure ahead of time usually attend these proceedings.
Once they have departed into the jungle, The Dead are considered tribe-less, honored guests that may visit among The Living, but never for more than a few days at a time. This allows them to travel freely between the tribes, welcome wherever they go, at least for a short while. In their travels and explorations, these people provide vital services to the tribes, explorers, news-bearers and diplomats.
Should an outsider find their way into the depths of the Jungle, to the lands of one of these tribes, it will The Dead with whom they speak, while the rest watch, concealed from prying eyes.
Jungle Elf Gatherer
While called gatherers among their native communities, they are perhaps more related to farmers, managing sparsely planted crops scattered between the towering trees. They tend to stay well within the safer bounds of their domain.
Jungle Elf Hunter
The hunters gather meats from the periphery of a clan's territory and chase away any overly aggressive beasts or monstrosities that prowl too close. They are competent hunters, trackers and guards.
Jungle Elf Druid
The Druids are usually the center point of their spiritual existence, providing a deep connection to the surrounding wildernesss and their own roots in the feywilds. Wise leaders and powerful magic-users, they provide the immovable backbone of tradition.
The Dead
Those who are Dead, who have abandoned their homes and family, who have abandoned their traditions in search of something else. Those who survive by themselves in the Jungle and go beyond, are some of the most capable of the Jungle Elves and are always, although only ever briefly, welcome among the tribes.
Jungle Elf Gatherer
Small humanoid (elf), lawful good
- Armor Class 14 AC (studded leather)
- Hit Points 13 (3d8)
- Speed 25 ft., climb 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 11 (+0) 12 (+1) 11 (+0)
- Skills Perception +3, Stealth +4, Survival +3
- Senses darkvision 60 ft., passive Perception 13
- Languages Elvish, Sylvan
- Challenge 1/4 (50 XP)
Fey Ancestry. The jungle elf has advantage on saving throws against being charmed, and magic can't put the jungle elf to sleep.
Fey Veil. The jungle elf can cast the Pass without Trace spell once per day.
Actions
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit: 5 (1d6 + 2) piercing damage.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Jungle Elf Hunter
Small humanoid (elf), lawful good
- Armor Class 15 AC (studded leather)
- Hit Points 44 (8d8 + 8)
- Speed 25 ft., climb 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 11 (+0) 12 (+1) 11 (+0)
- Saving Throws Dex +5, Con +3
- Skills Perception +3, Stealth +5, Survival +3
- Senses darkvision 60 ft., passive Perception 13
- Languages Elvish, Sylvan
- Challenge 2 (450 XP)
Fey Ancestry. The jungle elf has advantage on saving throws against being charmed, and magic can't put the jungle elf to sleep.
Fey Veil. The jungle elf can cast the Pass without Trace spell once per day.
Actions
Multiattack. The jungle elf makes two shortbow or shortsword attacks.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320, one target. Hit: 6 (1d6 + 3) piercing damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Bursting Arrow (Recharge 6). As the arrow successfully strikes the target creature, you imbue it with magical force. Immediately after the arrow hits the target, the target and all other creatures within 10 feet of it each take 7 (2d6) force damage.
Similar to the Drow
The stat blocks for the Jungle Elves are closely based on the Drow, their subterranean counterparts. While distinct, I have attempted to provide the same range of options as there are for the drow.
This includes all the Drow available in both this document and the Monster Manual (MM).
Jungle Elf Elite Hunter
Small humanoid (elf), lawful good
- Armor Class 16 AC (studded leather)
- Hit Points 71 (11d8 + 22)
- Speed 25 ft., climb 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 14 (+2) 11 (+0) 14 (+2) 11 (+0)
- Saving Throws Dex +6, Con +4, Wis +4
- Skills Perception +4, Stealth +8, Survival +4
- Senses darkvision 60 ft., passive Perception 14
- Languages Elvish, Sylvan
- Challenge 4 (1,100 XP)
Fey Ancestry. The jungle elf has advantage on saving throws against being charmed, and magic can't put the jungle elf to sleep.
Fey Veil. The jungle elf can cast the Pass without Trace spell once per day.
Actions
Multiattack. The jungle elf makes three shortbow or shortsword attacks.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320, one target. Hit: 7 (1d6 + 4) piercing damage.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Bursting Arrow (Recharge 6). As the arrow successfully strikes the target creature, you imbue it with magical force. Immediately after the arrow hits the target, the target and all other creatures within 10 feet of it each take 7 (2d6) force damage.
Grasping Arrow (Recharge 6). As the arrow successfully strikes the target creature, you imbue it with conjuration magic, creating grasping thorns which wrap around the target. The creature hit by the arrow takes 7 (2d6) poison damage, its speed is reduced by 10 feet, and it takes 7 (2d6) slashing damage the first time on each turn it moves 1 foot or more without teleporting.
The target or any creature that can reach it can use its action to remove the brambles with a successful DC 12 Strength (Athletics) check. Otherwise, the brambles last for 1 minute or until this feature is used again.Reactions
Dodge. The jungle elf adds 3 to its AC against one melee or ranged attack that would hit it. To do so, the jungle elf must see the attacker.
Jungle Elf Druid
Small humanoid (elf), lawful good
- Armor Class 14 AC (studded leather)
- Hit Points 57 (11d8 + 8)
- Speed 25 ft., climb 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 13 (+1) 17 (+3) 13 (+1)
- Saving Throws Int +3, Wis +5
- Skills Nature +3, Perception +5, Stealth +4, Survival +4
- Senses darkvision 60 ft., passive Perception 15
- Languages Elvish, Sylvan
- Challenge 3 (700 XP)
Wild Shape. The jungle elf druid can use it's bonus action to assume the shape of a beast. The jungle elf druid can stay in this form for 2 hours, until it reverts as a bonus action or the form's hit points drop to 0.
While in the form of a beast, the jungle elf druid's physical stats, Strength, Dexterity and Constitution, health and natural weapons and armor, are derived from the beast's stat block. The jungle elf druid cannot cast additional spells while transformed, but can maintain concentration on an already active spell.
They retain the benefits of any other active features and may use their features as normal.
See the attached list of creatures and their effect on the jungle elf druid's CR.Fey Ancestry. The jungle elf has advantage on saving throws against being charmed, and magic can't put the jungle elf to sleep.
Fey Veil. The jungle elf can cast the Pass without Trace spell once per day.
Spellcasting. The jungle elf is a 5th-level spellcaster. It's spellcasting ability is Wisdom (save DC 13). The jungle elf has the following druid spells prepared:
Cantrips (at will): Druidcraft, Primal Savagery, Shillelagh
1st level (4 slots): Cure Wounds, Goodberry, Faerie Fire, Speak with Animals
2nd level (3 slots): Earthbind, Healing Spirit
3rd level (2 slots): Call Lightning, Speak with PlantsActions
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit: 5 (1d6 + 2) piercing damage.
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage or, with a two-handed strike, 7 (1d8 + 2) bludgeoning damage.
Wild Shapes
Depending on the Wild Shape that a jungle elf druid has access to, the difficulty and complexity of an encounter may vary significantly. This note contains a handful of possible shapes that the jungle elf druid may have access to and the CR of the druid with that shape.
The jungle elf druid's calculated CR assumes they are using the form labeled as default.
Jungle Elf Druid Forms:
- Crocodile (CR 2 (450 XP))
- Giant Octopus (CR 3 (700 XP))
- Giant Spider (CR 2 (450 XP))
- Giant Toad (CR 3 (3 XP))
- Tiger (CR 3 (700 XP)) (Default)
Jungle Elf Druid Elder Forms:
- Giant Boar (CR 4 (1,100 XP))
- Giant Eagle (CR 4 (1,100 XP))
- Giant Scorpion (CR 5 (1,800 XP)) (Default)
- Rhinoceros (CR 5 (1,800 XP))
Jungle Elf Druid Elder
Small humanoid (elf), lawful good
- Armor Class 14 AC (studded leather)
- Hit Points 71 (13d8 + 13)
- Speed 25 ft., climb 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 17 (+3) 20 (+5) 13 (+1)
- Saving Throws Con +4, Int +6, Wis +8
- Skills Nature +9, Perception +8, Stealth +5, Survival +11
- Senses darkvision 60 ft., passive Perception 18
- Languages Elvish, Sylvan
- Challenge 5 (1,800 XP)
Wild Shape. The jungle elf druid can use it's bonus action to assume the shape of a beast. The jungle elf druid can stay in this form for 2 hours, until it reverts as a bonus action or the form's hit points drop to 0.
While in the form of a beast, the jungle elf druid's physical stats, Strength, Dexterity and Constitution, health and natural weapons and armor, are derived from the beast's stat block. The jungle elf druid cannot cast additional spells while transformed, but can maintain concentration on an already active spell.
They retain the benefits of any other active features and may use their features as normal.
See the attached list of creatures and their effect on the jungle elf druid's CR.Fey Ancestry. The jungle elf has advantage on saving throws against being charmed, and magic can't put the jungle elf to sleep.
Fey Veil. The jungle elf can cast the Pass without Trace spell once per day.
Spellcasting. The jungle elf is a 10th-level spellcaster. It's spellcasting ability is Wisdom (save DC 16). The jungle elf has the following druid spells prepared:
Cantrips (at will): Druidcraft, Primal Savagery, Shillelagh
1st level (4 slots): Cure Wounds, Goodberry, Faerie Fire, Speak with Animals
2nd level (3 slots): Earthbind, Healing Spirit
3rd level (3 slots): Call Lightning, Speak with Plants
4th level (3 slots): Guardian of Nature, Hallucinatory Terrain, Stone Shape
5th level (2 slots): Greater Restoration, Mass Cure Wounds, Wrath of NatureVerdant Pathways. Moving through nonmagical difficult terrain in wooded areas costs the jungle elf druid no extra movement and nonmagical difficult terrain doesn't slow the travel of their group.
Actions
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit: 5 (1d6 + 2) piercing damage.
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage or, with a two-handed strike, 7 (1d8 + 2) bludgeoning damage.
The Dead
Small humanoid (elf), true neutral
- Armor Class 16 AC (breastplate)
- Hit Points 71 (13d8 + 13)
- Speed 25 ft., climb 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 16 (+3) 15 (+2) 16 (+3) 18 (+4)
- Saving Throws Dex +7, Wis +7
- Skills Nature +8, Perception +6, Stealth +8, Survival +9
- Senses darkvision 60 ft., passive Perception 15
- Languages Common, Elvish, Sylvan
- Challenge 5 (1,800 XP)
Fey Ancestry. The jungle elf has advantage on saving throws against being charmed, and magic can't put the jungle elf to sleep.
Fey Veil. The jungle elf can cast the Pass without Trace spell once per day.
Spellcasting. The jungle elf is a 10th-level spellcaster. It's spellcasting ability is Charisma (save DC 15). The jungle elf has the following warlock spells prepared:
Cantrips (at will): Create Bonfire, Eldritch Blast, Prestidigitation, Toll the Dead
1st-5th level (2 slots): Arms of Hadar, Counterspell, Dimension Door, Greater Invisibility, Misty Step, Phantasmal Force, Seeming, Shadow Blade, Synaptic Static, Thunder StepVerdant Pathways. Moving through nonmagical difficult terrain in wooded areas costs the jungle elf no extra movement and nonmagical difficult terrain doesn't slow the travel of their group.
Actions
Multiattack. The jungle elf makes two shortbow or shortsword attacks.
Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320, one target. Hit: 7 (1d6 + 4) piercing damage.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Folktales: Black Dog
Throughout the multiverse, legends of magical black hounds abound. Some are small and friendly, while others are bringers of doom and destruction. These legends come in as many forms as there are people to tell them, as do the creatures that they describe.
Black Shuck
The black shuck is a spectral hound that haunts its hunting grounds in the lowlands of large islands. This spectral canine manifests on quite pathways, often tailing individuals who travel alone late at night. The creature is as large as a bull, coated in shaggy clack fur and possesses a pair of fiery red eyes in it's perpetually grinning face.
While companionable under normal conditions, it becomes enraged in thunder storms, occasionally turning it's baleful gaze upon the local peoples.
Planned Folktale Creatures:
Cu-Sith
Hairy Hands
The Neckelavee
Black Shuck
Large fey, unaligned
- Armor Class 13
- Hit Points 68 (8d10 + 24)
- Speed 60 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 16 (+3) 14 (+2) 16 (+3) 6 (-2)
- Skills Perception +5, Stealth +5
- Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 120 ft. passive Perception
- Languages —
- Challenge 1 (200)
Actions
Multiattack. The black shuck makes one bite and one thunderclaw attack or two thunderclaw attacks.
Bite. Melee Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d6 + 3) piercing damage and the target is grappled (escape DC 13). Until the grapple ends, the target is restrained. If the black shuck bites a different target while the grapple is still in effect, the grapple ends.
Thunderclaw. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) plus 7 (2d6) lightning damage.
Premonition of Death. The black shuck targets one creature it can see within 30 feet of it. The target must succeed on a DC 13 Wisdom saving throw or be magically cursed. Until the curse ends, each time the target completes a long rest, they must repeat the saving throw. On a failed save, they suffer an additional 2 points of damage each time they suffer damage, or, on a roll of 18 or higher, the curse ends. The curse can also be removed with dispel magic or remove curse.
Golems
For official information on Golems, see page 167 of the Monster Manual
Frail Golems
Often, Golems do not have to be long lasting or robust in order to achieve their creator's goals. The term 'Frail Golem'refers to a golem created to fulfill an immediate task. They are both lacking in intelligence and easily damaged. When a Frail Golem takes damage equal to or greater than one quarter of it's total hit points from a single attack, it suffers a random injury from the injuries table.
Injury Table
| d4 | Injury | Effect |
|---|---|---|
| 1 | Loose Leg | The Frail Golem's movement speed is halved, rounded down. Upon loosing a second leg, the Golem falls prown and can only crawl with a movement speed of 10 ft. |
| 2 | Loose Arm | The Frail Golem looses the multiattack action. Upon loosing a second arm, the the Golem can only make unarmed attacks equal to 1d4 plus its Strength modifier. |
| 3 | Torso Wound | At the start of the Frail Golem's turn it must make a DC 12 Constitution saving throw or roll one of its hit dice and loose that much health. |
| 4 | Head Wound | At the start of the Frail Golem's turn it must make a DC 12 Wisdom saving throw or move towards and attack the nearest target at disadvantage. |
Frail Clay Golem
Medium construct, unaligned
- Armor Class 14 AC
- Hit Points 83 (11d8 + 33)
- Speed 20 ft.
STR DEX CON INT WIS CHA 18 (+4) 7 (-2) 16 (+3) 3 (-4) 8 (-1) 1 (-5)
- Saving Throws Con +5
- Damage Resistances acid; bludgeoning, piercing and slashing from nonmagical sources
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 60 ft., passive Perception 9
- Languages understands the languages of its creator but cannot speak
- Challenge 3 (700 XP)
Sucking Clay. Weapons, ammo and other objects that strike into the wet clay of the golem have a chance of becoming stuck. If you are holding the weapon, make a DC 15 Strength saving throw to retain the weapon. A lodged weapon or item can be pulled free as a bonus action upon by passing the same saving throw.
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.
Actions
Slam. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4)
Grab. As an action, the frail clay golem can grab an object, even one being wielded by another creature, and attempt to suck it into it's arm. The target creature must make a DC 14 Strength saving throw or the item becomes stuck in the golem.
Frail Flesh Golem
Medium construct, neutral
- Armor Class 8 AC
- Hit Points 36 (8d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 6 (-2) 10 (+0) 3 (-4) 8 (-1) 3 (-4)
- Damage Vulnerability fire
- Damage Resistances lightning, poison
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 60 ft., passive Perception 9
- Languages understands the languages of its creator but cannot speak
- Challenge 1 (200 XP)
Blood Rage. When the Frail Flesh Golem first takes damage in combat, it enters a blood rage against the source of that damage. The golem prioritizes that target.
While in a blood rage, the golem may use its bonus action to dash directly towards that target. Whenever it deals damage to that target, it deals an additional 1d4 bludgeoning damage.
Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
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.
Actions
Multiattack. The golem makes two slam attacks or an overwhelm, followed by a slam attack if successful.
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit 9 (2d6 + 2) bludgeoning damage.
Overpower. The frail flesh golem leaps onto a target creature within 10 ft. That creature must make a DC 14 Strength saving throw or be grappled by the golem. While the target is grappled in this way, the golem has advantage on attack rolls against it and the target has disadvantage on attack rolls.
Frail Iron Golem
Large construct, unaligned
- Armor Class 18 (natural armor)
- Hit Points 147 (14d10 + 70)
- Speed 30 ft.
STR DEX CON INT WIS CHA 22 (+6) 8 (-1) 20 (+5) 3 (-3) 10 (+0) 1 (-5)
- Damage Immunities fire, poison, psychic; bludgeoning, piercing and slashing from nonmagical weapons that aren't adamantine
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 120 ft., passive Perception 10
- Languages understands the languages of its creator but cannot speak
- Challenge 12 (8,400 XP)
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 melee attacks
Slam. Melee Attack: +10 to hit, reach 5ft., one target. Hit: 15 (2d8 + 6)bludgeoning damage.
Sword. Melee Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
Flay Armor (recharge 5-6). As an action the golem shatters some of it's own exterior, sending shards of metal flying. Each creature withing a 15 ft. cone must make a DC 17 Dexterity saving throw or take 44 (8d10) magical piercing damage. On a successful save, they take half damage. Until the start of the golem's next turn its AC is reduced by 2.
Frail Stone Golem
Large construct, unaligned
- Armor Class 16 (natural armor)
- Hit Points 114 (12d10 + 48)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 8 (-1) 18 (+4) 3 (-4) 9 (-1) 1 (-5)
- Damage Vulnerabilities thunder
- Damage Resistances bludgeoning, piercing and slashing from nonmagical sources
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 120 ft., passive Perception 9
- Languages understands the languages of its creator but cannot speak
- Challenge 6 (2,300 XP)
False Appearance. While the golem remains motionless it is indistinguishable from a statue.
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.
Actions
Multiattack. The golem makes two slam attacks
Slam. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Ripple Earth. As an action, the golem exerts its will on the ground beneath it's feet. A ripple of earth expands from the golem in all directions to a range of 30 ft. Any creature stood on the ground must make a DC 15 Dexterity or Constitution or suffer 5 (1d10) bludgeoning damage, be knocked prone and have their movement speed reduced to 0 until the end of their next turn.
Incarnates
There are many elements, many forms of magic and sources of energy, many forms of believe and beings to believe in, found all across the multiverses of Dungeons and Dragons.
Some beings, as a result of natural magic, enchantments or random surges of power that influenced their form, come to embody other things; beliefs, powers, elements.
These beings come in many shapes and sizes, categories and colors, from all walks of life and can be found in many, many different places.
Usually, a being lives in or near to an area that contains energy of the thing that the incarnate embodies, such as a tree of life in an ancient forest, or a magma-infused worm in the caverns and magma-chambers of a vast volcano.
Floral Incarnates
Plants are a commonly influenced type of being, already adapting to their natural environments, they are highly susceptible to the magical energies that they grow near.
They can be anything from trees to grasses, and while they frequently represent energies of life and growth, they are not limited to them. Deathly Trees haunt forests that were destroyed in catastrophic wars just as much as the ghosts of the fallen.
Feyleaf Tree
The Fayleaf Trees are magnificent, Oak-shaped trees with shinning silver-white bark and rich green leaves that flutter and fly on their own.
Rare and eternal, these trees only die if the entire tree, down the last twitching roots, are destroyed with a combination of fire and necrotic energy. Should a single leaf or a single root be missed, the tree will magically restore itself on the dawn immediately after the next full moon, returning both itself and a surrounding region of forest to their former glory.
They only grow in areas rich in natural or Faywild magics, usually ancient forests that are managed by the elves, but they also occasional grow around naturally magical artifacts or portals to the feywild.
Forest Guardians
These trees embody natural magic, growth, light and life. Any being that respects these principles and that displays due respect, is safe within reach of these plants, but any creature that intends evil, or that harms the tree itself, will be quickly frightened off, or, failing that, dispatched.
Masters of Illussion
Legends say that these magnificent trees are able to bend the will and perceptions of those who stray near them, either drawing them in, or scaring them away.
The woods near such a tree are usually filled with ethereal music that emanates from the tree as well as the endless rustling and shuffling of their animate leaves.
Eternal Bodies, Eternal Minds
These trees are as much illusion as plant, growing and regrowing with impossible speed. Almost indestructible, these sentient trees live forever and remember all.
Feyleaf Tree
Huge plant, unaligned
- Armor Class 16 (barkskin)
- Hit Points 110 (10d12 + 50)
- Speed 0 ft.
STR DEX CON INT WIS CHA 16 (+3) 3 (-4) 20 (+5) 12 (+1) 18 (+4) 24 (+7)
- Damage Vulnerabilities fire, necrotic
- Damage Resistances acid, poison, radiant
- Damage Immunities bludgeoning, piercing and slashing slashing
- Condition Immunities blinded, charmed, deafened, frightened, grappled, exhaustion, poisoned, prone
- Senses blindsight 120 ft., passive Perception 17
- Languages understands Elvish, Primordial and Sylvan but cannot speak
- Challenge 7 (2900 XP)
Barkskin. The bark covering that protects this tree is infused with natural magic, making it extremely difficult to circumvent. The feyleaf tree's AC is never lower than 16.
Eternal Body. If brought to zero hit points using any damage types other than fire and necrotic, the feyleaf tree and the surrounding forest will regenerate completely at dawn immediately after the next full moon. To prevent regeneration, both fire and necrotic damage must have been dealt to it.
Innate Spellcasting. The feyleaf tree's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: dancing lights, druidcraft, minor illusion
3/day each: charm person, command, silent image
1/day each: lesser restoration, mass healing word (range 120 ft.), phantasmal force, suggestionRooted to the land. Incapable of moving its body, the feyleaf tree automatically fails all saving throws to avoid an area of effect ability, skill or spell. It also cannot be lifted, pushed, pulled, knocked prone, levitated, teleported or otherwise moved or relocated.
Sleepless. The feyleaf tree rests, when undisturbed, in a trance-like state. It does not sleep, cannot be put to sleep by any means and is always aware of its surroundings.
Speak with Beasts and Plants. The feyleaf tree can communicate with beasts and plants as if they shared a language.
Actions
Multiattack. The feyleaf tree performs either one Grasping Roots and one Leaf-Slam attack or up to four Leaf-Slam attacks each turn. Each Leaf-Slam attack must be made against a different creature.
Grasping Roots. Melee Weapon Attack: +6 to hit, reach 30ft., one target. Hit 6 (1d6 + 3) bludgeoning damage. If the target creature is large or smaller, it must succeed on a DC 14 Strength saving throw or be restrained by the feyleaf tree. If a creature is restrained in this way, the feyleaf tree is unable to restrain additional creatures, but may continue to use this attack option. A Restrained creature or a creature within 5 ft. of the restrained creature may spend their action to repeat this saving throw. On a success, the restrained creature is freed.
Leaf-Slam. Ranged Weapon Attack: +6 to hit, reach 60ft., one target. Hit 6 (1d6 + 3) bludgeoning damage. On a hit, the target must succeed on a DC 14 Strength saving throw or be pushed back 10 ft., directly away from the feyleaf tree.
Plague Vine
The Plague Vine is one of the most terrible incarnates known to the civilized world. Born of the mass graves used during times of plague, in place where all hope is lost and all positivity snuffed out.
A manifestation of death by the most debilitating, horrifying and lingering means, this chaotic evil organism is a devourer, not just of flesh, but of the very souls that inhabit it. Its victims are left less than empty, less than dead.
Hope Devourer
The utterly debilitating sickness that these vines spring from and in turn emanate, eat away at the flesh of their victims without pity or recourse. Even the strongest soon fall, their muscles turned to masses of puss and liquid fire.
The free will be imprisoned within their rotten body, the good will be corrupted inside their burning minds and the evil... the evil grows... always.
Born of Death
Plagues leave victims. Bad plagues, leave silent villages and burning towns. In either case, the dead soon pile up, in open, roadside graves, or in deep chasms beneath the earth. It is in these places, these fetid cesspools, that the Plague Vine is conceived.
This organisms craves darkness, dampness and evil. If it finds itself in the proximity of good or holy things, it will do all it can to crush and corrupt them, to make the space its own. The only good thing about its appetites is its great revulsion of light.
Plaguebearer
Adventurers that fight a Plague Vine are often stricken with a devastating plague, having been infected during combat.
Immediately upon being infected and each time the creature completes a long or short rest thereafter, roll a d6. The corresponding ability score is reduced by one, down to a minimum of 1. While infected, they have a penalty to death saves equal to the total ability score penalty they suffer.
The plague can be cured with the lesser restoration or greater restoration spells.
Composite Being
The Plague Vine is made up of many semi-independent components. Each part is connected to the others by underground roots. Should these roots be severed, the isolated part dies off after 1d6 rounds. The parts of a Plague Vine are:
- Taproot. The rotten core of the vine, it extends down into whatever mass grave it emerged from. If the taproot dies, so does the rest of the plague vine.
- Runners. Vine-like growths that ensnare attackers.
- Buds. Small eruptions of thorny leaves and flesh eating branches.
An encounter with a Plague Vine will always have one taproot and at least one of each other part. Calculate the encounter difficulty using the individual CR ratings as normal (see Dungeon Master's Guide, page 81).
Taproot
Large plant (plague vine), chaotic evil
- Armor Class 16 (barkskin)
- Hit Points 100 (8d10 + 56)
- Speed 0 ft.
STR DEX CON INT WIS CHA 14 (+2) 3 (-4) 24 (+7) 18 (+4) 15 (+2) 3 (-4)
- Damage Vulnerabilities fire, radiant
- Damage Immunities necrotic, poison
- Condition Immunities blinded, charmed, deafened, frightened, grappled, exhaustion, poisoned, prone
- Senses blindsight 120 ft. (blind beyond this radius), passive Perception 14
- Languages understands abyssal, infernal and sylvan but cannot speak
- Challenge 4 (1100 XP)
Barkskin. The bark covering that protects this vine is infused with natural magic, making it extremely difficult to circumvent. The plague vine's AC is never lower than 16.
Innate Spellcasting. The plague vine's innate spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no material components:
At will: chill touch, eldritch blast, poison sprey
3/day each: animate dead, arms of hadar, hellish rebuke, witch bolt
1/day each: crown of madness, darkness, ray of enfeeblementLight Sensitivity. The plague vine has disadvantage on skill checks and saving throws if it is in bright light.
Rooted to the Grave. Incapable of moving its body, the plague vine taproot automatically fails all saving throws to avoid an area of effect ability, skill or spell. It also cannot be lifted, pushed, pulled, knocked prone, levitated, teleported or otherwise moved or relocated, unless the effect also transports the mass grave that it is growing from.
Actions
Multiattack. The plague vine taproot casts one at will spell and makes one needle attack.
Needle. Ranged Weapon Attack: +4 to hit, range 40/120 ft., one creature. Hit 5 (1d6 + 2) piercing damage. On a hit, the target must make a DC 17 Constitution saving throw. On a failed save, they suffer 6 (1d12) poison damage and are poisoned until the end of their next turn, or, on a successful save, they suffer half as much damage and are not poisoned. On a failed save against a critical hit, the target creature is infected with a devastating plague.
Runner
Medium plant (plague vine), chaotic evil
- Armor Class 12 (natural armor)
- Hit Points 102 (12d8 + 48)
- Speed 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 18 (+4) 6 (-2) 10 (+0) 3 (-4)
- Damage Vulnerabilities fire, radiant
- Damage Immunities necrotic, poison
- Condition Immunities blinded, charmed, deafened, frightened, grappled, exhaustion, poisoned, prone
- Senses blindsight 120 ft. (blind beyond this radius), passive Perception 14
- Languages understands abyssal, infernal and sylvan but cannot speak
- Challenge 2 (450 XP)
Dependant. This runner is dependent on its attachment to the plague vine taproot to survive. If it is separated from the taproot, it will die after 1d6 rounds.
Light Sensitivity. The plague vine has disadvantage on skill checks and saving throws if it is in bright light.
Actions
Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit 10 (2d6 + 3) bludgeoning damage, and a Large or smaller target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the runner can't constrict another target.
Infect (recharge 5-6). A Constricted creature must make a DC 13 Constitution saving throw. On a failed save, the creature suffers 6 (1d12) poison and 6 (1d12) necrotic damage and is infected with a devastating plague, or, on a successful save, the creature suffers half damage and is not infected.
Bud
Small plant (plague vine), chaotic evil
- Armor Class 15 (natural armor)
- Hit Points 68 (8d6 + 16)
- Speed 20 ft.
STR DEX CON INT WIS CHA 8 (-1) 17 (+3) 14 (+2) 6 (-2) 10 (+0) 3 (-4)
- Damage Vulnerabilities fire, radiant
- Damage Immunities necrotic, poison
- Condition Immunities blinded, charmed, deafened, frightened, grappled, exhaustion, poisoned, prone
- Senses blindsight 120 ft. (blind beyond this radius), passive Perception 14
- Languages understands abyssal, infernal and sylvan but cannot speak
- Challenge 2 (450 XP)
Dependant. This bud is dependent on its attachment to the plague vine taproot to survive. If it is separated from the taproot, it will die after 1d6 rounds.
Light Sensitivity. The plague vine has disadvantage on skill checks and saving throws if it is in bright light.
Actions
Barbs. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 8 (2d4 + 3) poison damage.
Needles. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit 10 (2d6 + 3) poison damage.
Plaguebringer (recharge 6). All entities, excluding other parts of the plague vine, but including constructs, undead and creatures with immunity to necrotic and/or poison damage, within 20 ft. of the plague vine bud must make a DC 13 Constitution saving throw. On a failed save, they suffer 6 (1d12) poison damage and 6 (1d12) necrotic damage and all effected creatures are infected with a devastating plague, or, on a successful save, they suffer half damage.
Seedling
Large plant (plague vine), chaotic evil
- Armor Class 16 (barkskin)
- Hit Points 68 (8d8 + 32)
- Speed 0 ft.
STR DEX CON INT WIS CHA 14 (+2) 3 (-4) 18 (+4) 18 (+4) 13 (+2) 3 (-4)
- Damage Vulnerabilities fire, radiant
- Damage Immunities necrotic, poison
- Condition Immunities blinded, charmed, deafened, frightened, grappled, exhaustion, poisoned, prone
- Senses blindsight 120 ft. (blind beyond this radius), passive Perception 14
- Languages understands abyssal, infernal and sylvan but cannot speak
- Challenge 4 (1100 XP)
Barkskin. The bark covering that protects this vine is infused with natural magic, making it extremely difficult to circumvent. The plague vine's AC is never lower than 16.
Innate Spellcasting. The plague vine's innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: chill touch, poison spray
3/day each: animate dead, witch bolt
1/day each: darknessLight Sensitivity. The plague vine has disadvantage on skill checks and saving throws if it is in bright light.
Rooted to the Grave. Incapable of moving its body, the plague vine sapling automatically fails all saving throws to avoid an area of effect ability, skill or spell. It also cannot be lifted, pushed, pulled, knocked prone, levitated, teleported or otherwise moved or relocated, unless the effect also transports the mass grave that it is growing from.
Actions
Multiattack. The plague vine sapling makes one needle attack and one other action, which can include casting an at will spell.
Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit 7 (2d4 + 2) bludgeoning damage, and a Large or smaller target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the plaguevine sapling can't constrict another target.
Needle. Ranged Weapon Attack: +4 to hit, range 40/120 ft., one creature. Hit 4 (1d4 + 2) piercing damage. On a hit, the target must make a DC 14 Constitution saving throw. On a failed save, they suffer 4 (1d8) poison damage and are poisoned until the end of their next turn, or, on a successful save, they suffer half as much damage and are not poisoned. On a failed save against a critical hit, the target creature is infected with a devastating plague.
Infect (recharge 5-6). A Constricted creature must make a DC 14 Constitution saving throw. On a failed save, the creature suffers 4 (1d8) poison and 4 (1d8) necrotic damage and is infected with a devastating plague, or, on a successful save, the creature suffers half damage and is not infected.
Plaguebringer (recharge 6). All entities, excluding other parts of the plague vine, but including constructs, undead and creatures with immunity to necrotic and/or poison damage, within 20 feet of the plague vine sapling must make a DC 14 Constitution saving throw. On a failed save, they suffer 4 (1d8) poison damage and 4 (1d8) necrotic damage and all effected creatures are infected with a devastating plague, or, on a successful save, they suffer half damage.
Kobolds
For official information on Kobolds, see page 195 of the Monster Manual
Kobold Shaman
The simple society of the kobolds is fundamentally influenced and maintained by their worship of the five-headed dragon, Tiamat, and their servitude to the evil dragons that roam the world.
Very occasionally, Kobold leaders and fighters that impress their draconic masters, or Tiamat herself, are granted arcane powers so that they may better serve.
These shamans become powerful leaders, beings of great prestige and influence, or champions to their masters.
Kobold Shaman
Small humanoid (Kobold), lawful evil
- Armor Class 13
- Hit Points 21 (5d6 + 5)
- Speed 30ft., fly 30ft.
STR DEX CON INT WIS CHA 7 (-2) 16 (+3) 12 (+1) 8 (-1) 7 (-2) 12 (+1)
- Senses darkvision 60ft., passive Perception 8
- Languages Common, Draconic, Infernal
- Challenge 1/2 (100 XP)
Spellcasting. The kobold is a 3rd-level spellcaster. Its spellcasting ability is Charisma (save DC 11, +3 to hit with spell attacks). The kobold has the following warklock spells prepared:
Cantrips (at will): Blade Ward, Eldritch Blast
2nd level (2 slots): Crown of Madness, Hellish Rebuke, Shatter, Witch BoltSunlight 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
Dropped Rock Ranged Weapon Attack: +5 to hit, one target directly below the kobold. Hit 6 (1d6 + 3) bludgeoning damage.
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit 6 (1d6 + 3) piercing damage.
Leaf-Tailed Ground Squirrel
The Leaf-Tailed Ground Squirrel is an aggressive, carnivorous rodent that uses a mixture of misdirection and speed to kill larger prey.
Naturally Camouflaged. The squirrel's dense, bushy tail is a made up of tightly clumped dark green and brown fur, mimicking the appearance of a tall, narrow leafy plant that conceals the body of the squirrel. This adaptation often serves as a lure for herbivorous animals that the squirrel then kills for food.
Picky Eater. Instead of eating protein rich grubs and stealing birds eggs, the Leaf-Tailed Ground Squirrel burrows into the carcasses of it's prey to extract the liver, heart and kidneys, all incredibly nutrient rich food-stuffs, and vital for maintaining their metallic teeth.
Tufted Ground Squirrel
The leaf-tailed ground squirrel is inspired by local legends surrounding the Bornean tufted ground squirrel.
Leaf-Tailed Ground Squirrel
Small beast, unaligned
- Armor Class 12
- Hit Points 55 (5d6 + 20)
- Speed 40 ft. climb 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 8 (-1) 4 (-3) 16 (+3) 13 (+1)
- Saving Throws Dex + 4, Wis + 5
- Skills Athletics +3, Acrobatics + 4, Deception + 5, Perception +5, Stealth + 6
- Senses darkvison 60 ft., passive Perception 15
- Languages —
- Challenge 1/2 (100 XP)
Ambush. If the leaf-tailed ground squirrel lands a hit on a creature it is hidden from, that hit is always a critical hit. Furthermore, if it rolled a natural 20 on the attack roll, it deals maximum damage.
Naturally Camouflaged. Provided it moved less than 10 ft. during it's last turn, the leaf-tailed ground squirrel has advantage on Dexterity (Stealth) checks and does not need cover to hide from a target. When it successfully hides from a creature, it instead looks like a tall, narrow shrub.
Actions
Multiattack. The leaf-tailed ground squirrel makes one bite attack or two claw attacks.
Bite. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 2) piercing damage.
Claw. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
Lycanthropes
For official information on Lycanthropes, see page 206 of the Monster Manual.
Wererabbit
Wererabbit is as vicios as they are innocuous. These lycanthropes are unable to transform at all, instead being transformed into a small white bunny rabbit.
In this form, it will seek out a large cave to act as its burrow, from which it will occasionally emerge to kill and devour passing animals, people or monsters. Their apparent harmlessness enables them to hunt with unprecedented success.
Once threatened, the wererabbit will enter a killing frenzy, massacring any who dare attack it.
A Bit of Fun and Science
This wererabbit is based on the wererabbit found in the movie Monty Python and the Holy Grail, and its stat block has been reverse engineered based upon what is seen of it in the movie.
The attacking knights are assumed to be Knights as defined on page 347 of the Monster Manual and all rolls are assumed to be average.
- Since Knights have an attack modifier of +5 and we never see any of the knights land a blow, the wererabbit must have at least 16 AC.
- 16 AC from unarmored defense, 10 + Dexterity modifier, further allows us to determine the wererabbit's minimum Dexterity modifier to be +6.
- +6 Dexterity, plus proficiency, minimum +2, also guarantees that the wererabbit's attack modifier is +8 or greater, enough to pass the Knights' 18 AC.
- Since Knights have an average of 52 hit points and I am assuming average rolls, the attacks that the wererabbit uses must deal an average of 52 damage or greater.
Wererabbit
Small humanoid (human, shapechanger), neutral evil
- Armor Class 16
- Hit Points 104 (16d6 + 48)
- Speed Speed
STR DEX CON INT WIS CHA 12 (+1) 22 (+6) 17 (+3) 11 (+0) 16 (+3) 22 (+6)
- Saving Throws Dex +10, Cha + 10
- Skills Acrobatics +10, Deception +10, Stealth +10
- Damage Vulnerabilities radiant
- Damage Immunities bludgeoning, piercing and slashing damage from nonmagical weapons that aren't silvered
- Condition Immunities charmed, frightened
- Senses darkvision 120 ft., passive Perception 13
- Languages Understands common but can't speak
- Challenge 9 (5,000 XP)
False Appearance. The wererabbit is indistinguishable from a white bunny rabbit.
Keen Senses. The wererabbit has advantage on Wisdom (Perception) skill checks.
Magical Weapons. The wererabbit's melee attacks are magical.
Actions
Multiattack. The wererabbit makes two claw attacks and one bite attack.
Bite. Melee Attack: +10 to hit, reach 5ft., one target. Hit: 33 (5d10 + 6) piercing damage
Claw. Melee Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage
Massacre (recharge 6). The wererabbit leaps at a target within 10 ft. The target must make a DC 18 Dexterity saving throw, taking 61 (10d10 + 6) piercing damage on a failed save. On a successful save, the target takes half damage. If the target is incapacitated or killed, the wererabbit does expend a use of this attack.
Owlbear
For official information on Owlbears, see page 249 of the Monster Manual.
This section contains a few variants of that my friends and I have used across different campaigns to make them more powerful or interesting.
Winged Owlbears. These huge flying predators are terrors of the sky. Massive, nocturnal beasts that are capable of swooping out of the sky at any moment, grabbing an isolated party member and hauling up into the sky. Once there, they can either attack the party member and then drop them back to the ground for increased damage, the winged owlbear's preferred hunting method, or carry them off to fight one-on-one.
Further Enhancements
The different owlbear varients can be further enhanced if you need to make them more difficult. These are a few of our preferred upgrades.
Winged Owlbear. The winged owlbear can be made even more challenging by giving it the flyby trait. This allows it to pluck party members off the ground with almost total impunity.
Flyby. While flying, the owlbear does not provoke attacks of opportunity.
Winged Owlbear
Large monstrosity, unaligned
- Armor Class 13
- Hit Points 59 (7d10 + 21)
- Speed 40 ft., climb 20ft., fly 60 ft.
STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 17 (+3) 3 (-4) 12 (+1) 7 (-2)
- Skills Athletics +7, Perception +5
- Senses darkvision 60 ft., passive Perception 15
- Languages —
- Challenge 3 (700 XP)
Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.
Actions
Multiattack. While on the ground, the owlbear makes two attack, one with its beak and one with its claws.
While flying, the owlbear may either make a grab and beak attack, in an order of its choosing, or it may make two beak attacks, at advantage, against a target it has grappled.Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Grab. While flying, the owlbear uses it's powerful feet to grab a medium or smaller creature. The creature must succeed on a DC 15 Dexterity saving throw or be grappled by the owlbear. The owlbear can can move at full speed while it has a creature grappled inn this way.
The owlbear may only have a single creature grappled in this way at any point in time.
Shralt
The Shralt are a huge race of land bound dragon-kin. Their shared, magic rich lineage split long before Dragons left the ground and ascended to the skies o0f their immense, leathery wings. Instead of wings, the Shralt became progressively larger and more compact, leaving their long, sinuouss reptilian shape for one more akin to a bear, plated in thick scales and armoring osteoderms. Not only are they renowned for their immense size and incredible power, but also for their powerful telepathy, force magic and social behaviors.
Just as the Dragons seek treasure in many forms, so too do the Shralt, but in place of material or arcane fortunes, these beings gather small tribal societies about themselves as they follow the herds of prey-animals across the great plains, savannas and steppes of the multiverse. It is these societies that are their treasures. They watch over and rule these peoples, providing menial labors, food and fair rule in exchange for safety during the cold nights, medicine when they become injured and increased social contact.
Much like their winged cousins, the Shralt can be categorized by age, with the oldest being significantly larger and stronger than their younger counterparts.
Shralt Age Categories
| Category | Size | Age Range |
|---|---|---|
| Cub | Medium | 5 years or less |
| Young | Large | 6-25 years |
| Mature | Huge | 26-400 years |
| Archon | Huge | 401 years or more |
Variant: Shralt as Innate Spellcasters
Shralt are innately magical creatures that can master many spells as they age, using this variant.
A young or older shralt can innately cast a number of spells equal to double its Charisma modifier. Each spell can be cast once per day, requiring only verbal components, and the spell's level can be no higher than half the shralt's challenge rating (rounded down). The shralt's bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma modifier. The shralt's spell save DC equals 8 + its proficiency bonus + its Charisma modifier.
Benign Rulers. Possessed by an innate concept of fairness, caring and honest, these creatures make excellent rulers. Their judgments are always as fair as is possible and their actions almost always in benefit to the group as a whole.
The peoples they gather are often lost, or rejected by greater nations and powers, and they willingly submit to the gentle guidance and scale-bound security that the shralt offer.
Following a simple way of life, hunting, gathering, crafting, always secure in the knowledge that if they fail to find food, or if they run into danger, the shralt will be there for them, these nomadic peoples are free to pursue their own interests and passions.
Strong willed and firm in their belief in the community that they have formed, that the shralt has formed, they will live off the wandering wilderness, frequently undisturbed by the wars and calamities of civilization.
Immense Predators. Powerfully built, clad in armor and bone, the fibers of their musculature ripple under their plated hides, the weight of their bodies leaving surprisingly little trace in the grasses and soils over which they roam.
The shralt are predators of immense power and great size, hunting prey not only to sustain themselves and the communities they choose to watch over, but also for a challenge, for a test of skill, might and cunning.
These predators are not adverse to tackling prey almost as large as themselves, or taking on small herds of prey-animals at once. Furthermore, if an army or a dragon, or some other competition shows aggression, the shralt does not back down. It will call to its brethren, and together, they will feast on the carcasses of their enemies.
A Shralt Arcon's Lair
While most shralt are constantly on the move, following the ebb and flow of the seasons and the migrations that accompany them, shralt archons have a tendency to settle, resting in caves or semi-permanent cities for prolonged periods of time, going out only occasionally.
These lairs become infused with the natural magics that leak from the archons bodies, becoming extensions of its physical forms.
Lair Actions
On initiative count 20 (losing initiative ties), the shralt arcon takes a lair action to cause one of the following effects; the shralt archon can't use the same effect two rounds in a row:
- The shralt archon calls telepathically to all other Shralt in a 10 mile radius. A powerful call that no shralt would ever wish to deny, a call to arms that transcends the ages. All able shralt will immediately begin dashing directly to the shralt archon and will join the fight upon arrival on the side of the shralt archon. This lair action can only be used once per day.
- Up to 1d6 hostile creatures of the shralt archon's choice, within 240 feet of the shralt archon, are struck by chain-like coils of force. All effected creatures must make a DC 19 Dexterity saving throw. On a failed save they suffer 6 (2d6) force damage and become restrained by magical chains, or, on a successful saving throw, they suffer half damage and are not restrained. A creature may spend its turn to either attack the chains (10HP, 16AC) or attempt to free a restrained creature within 5 feet of itself, including itself, by succeeding a DC 19 Strength saving throw. The chains remain until the target creature escapes, the chains are destroyed or the shralt arcon dismisses them as a bonus action, uses this lair action again or dies.
- Up to 1d6 willing creatures of the shralt archon's choice, within 240 feet of the shralt archon, become infused until the beginning of the lair's next turn. The infused creatures have a +5 to their AC, all of their attacks deal an additional 6 (2d6) force damage and whenever an attack roll is made against any of them, the source of the attack roll receives 6 (2d6) force damage.
- The shralt archon creates a shimmering wall of force on a solid surface it can see within 240 feet of it. The wall can be up to 30 feet long, 30 feet high and 5 feet thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it chooses. The wall casts dim light in a 20 foot radius and anything beyond the wall is lightly obscured. The wall does not break line of sight, and attack rolls can be made through the wall at disadvantage. If a creature uses a skill that requires the target to make a saving throw on a creature beyond the wall, the target creature makes the saving throw at advantage. A creature can attempt to force its way through the wall by performing a DC 19 Strength or Wisdom saving throw, creature's choice. On a failed saving throw the creature suffers 6 (2d6) force damage and is pushed back out of the wall where it is knocked prone, or, on a successful saving throw, the creature passes safely through the wall, appearing on the far side. Each time a creature passes through the wall it must perform the saving throw again. The wall remains until the shralt arcon dismisses it as a bonus action, uses this lair action again, or dies.
Rare Archon
While the Shralt are physically capable of living thousands of years, their tendency to hunt large and dangerous prey, competition with Dragons and Wyverns and conflicts between their tribes and other human civilizations all serve to reduce their average lifespan to below 300 years.
Archons do exist, but they are exceedingly rare.
Regional effects
The region containing a shralt arcon's lair is warped by the shralt arcon's magic, which creates one or more of the following effects:
- The land within 10 miles of the lair is abnormally rich and fertile, sustaining much greater plant and animal populations than a similar region beyond that area.
- Water sources within 10 miles of the lair are unusually pure, always being safe to drink, bathe in or use on open wounds. At night, all water emits faint white light in a 10 foot radius.
- Creatures within a 10 mile radius of the lair are unusually large and healthy. All wild animals are replaced with their giant counterparts, where applicable, and roll to determine their maximum health at advantage. All rolls made to determine the amount of health gained from any healing are made at advantage.
Death of an Archon
Shralt archons absorb and release huge quantities of raw magic over their lifetime. When they settle down in their preferred lair, the entire region becomes infused with energy. When a shralt archon dies, this energy becomes unbound, released into the biosphere in a vast display of nature's wondrous power.
Upon death, the energy stored within the shralt archon's body and lair is released, infusing all living things with immeasurable energy. The landscape and plants will, over the following 6 seconds, experience 1000 years of growth, transitioning from a plain, mountainside, hillside or city, into a circular forest with a radius of 10 miles. All animals within that area grow to become their giant counterparts, where applicable, and new wildlife associated with forests and/or sylvan forests will be magically drawn to the area.
The persistent magical infusion will result in many magical properties, creatures and artifacts, including portals to the faywilds, creatures usually associated with other plains of existence, specifically the faywilds, and naturally magical waterways, pools, springs and plants, making the new forest vibrant with mystery and wonder. Creatures will be naturally drawn to the forest if they stray too close, and the ground will be, unless the enchantment is dispelled or the forest destroyed, forever rich and fertile.
One or more of the previously existing regional effects of the shralt archon's lair may persist in this new environment for as long as the environment and enchantment persist.
Optional Feature
This upon-death feature has permanent repercussions across a large area of a campaign world and the potential to bury a mega-city under a thousand-year-old forest.
There is no direct equivalent to it, as far as I am aware, in the Monster Manual (MM) or Dungeon Master's Guide (DMG).
The use of this feature, be it decided per individual Shralt Arcon or as an overall rule, should be considered carefully by the Dungeon Master before such an event has an opportunity to occur.
Shralt Archon
Huge dragon, lawful good
- Armor Class 23 (natural armor)
- Hit Points 325 (21d12 + 189)
- Speed 50 ft., climb 50 ft., swim 50 ft.
STR DEX CON INT WIS CHA 23 (+6) 17 (+3) 28 (+9) 18 (+4) 18 (+4) 19 (+4)
- Saving Throws Str +13, Con +16, Cha +11
- Skills Arcana +18, Athletics +20, Insight +11, Nature +18, Perception +11, Persuasion +11, Stealth +10, Survival +18
- Damage Resistances bludgeoning, piercing, poison, slashing
- Condition Immunities diseased, exhaustion, frightened, poisoned
- Senses darkvision 240 ft., passive Perception 21
- Languages understands all languages, telepathically speaks all languages
- Challenge 22 (41,000 XP)
Charger If the Shralt moves at least 50 feet towards a target, it may make a multi-attack as a bonus action. If the first attack of the multiattack is Bite, the Bite gains +9 (Con Mod) to the to hit and deals a bonus 9 (Con Mod) bludgeoning damage.
Freedom of Movement. The shralt ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It has advantage on any roll to escape being restrained by a nonmagical restraints or being grappled by any creature of the shralt's size or smaller.
Legendary Resistance (3/Day). If the shralt fails a saving throw, it can choose to succeed instead.
Magic Resistance. The shralt has advantage on saving throws against spells and other magical effects.
Pack Hunter. The shralt has advantage on an attack roll against a creature if at least one other shralt is within 30 feet of the creature and the other shralt isn't incapacitated.
Telepathy. The shralt is aware of all entities that are capable of thought within 60 feet of itself, and passively understands their intent and meaning.
It can also focus on a specific creature within that same range and communicate with it directly regardless of what language it speaks, even if it does not possess language.
It can communicate to any shralt that it knows, if they are less than 10 miles apart, and it always knows if the communication was successful or not.Actions
Multiattack. The shralt makes three attacks: one of bite, discharge, infusion or roar and two with it's claws.
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit 19 (2d12 + 6) piercing damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target, Hit: 23 (5d6 + 6) slashing damage.
Discharge (recharge 5-6). The shralt emits a spherical arcane discharge with a radius of 60 feet, centered on itself. All creatures and objects, exept other shralt, within that area must make a DC 19 dexterity saving throw, objects automatically fail the saving throw. On a failed saving throw they suffer 49 (10d8 + 4) force damage and are paralyzed until the beginning of the shralt's next turn, or, on a successful saving throw, they suffer half as much damage and are not paralyzed.
Infusion (recharge 5-6). The Shralt channels it's inate magic to form a glimmering layer of force around the willing target creature, which must be within 30 feet (can target self). The target creature becomes infused until the beginning of the shralt's next turn. The infused creature has a +5 to its AC, all of its attacks deal an additional 2d6 force damage and whenever an attack roll is made against it, the source of the attack roll receives 2d6 force damage.
Roar (recharge 5-6). The shralt emits a terrifying roar, both with its body and its mind. All creatures within 30 feet of the shralt must make a DC 19 Wisdom Saving throw. On a failed saving throw they suffer 22 (4d8 + 4) psychic damage and become frightened of the shralt, or, on a successful save, they suffer half damage and do not become frightened for 1 minute. A frightened target can repeat the saving throw at the end of its turns, with disadvantage if the shralt is within 30 feet and in line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to fear effect of the shralt's roar for the next 24 hours.
Mature Shralt
Huge dragon, lawful good
- Armor Class 21 (natural armor)
- Hit Points 246 (17d12 + 136)
- Speed 50 ft., climb 50 ft., swim 50 ft.
STR DEX CON INT WIS CHA 22 (+6) 14 (+2) 26 (+8) 18 (+4) 16 (+3) 19 (+4)
- Saving Throws Str +12, Con +14
- Skills Arcana +16, Athletics +18, Insight +9, Nature +16, Perception +9, Persuasion +10, Stealth +9, Survival +15
- Damage Resistances budgeoning, piercing, poison, slashing
- Condition Immunities diseased, exhaustion, frightened, poisoned
- Senses darkvision 240 ft., passive Perception 19
- Languages understands all languages, telepathically speaks all languages
- Challenge 18 (20,000 XP)
Charger If the Shralt moves at least 50 feet towards a target, it may make a multi-attack as a bonus action. The first attack of the multiattack, the Bite, gains +8 (Con Mod) to the to hit and deals a bonus 8 (Con Mod) bludgeoning damage.
Freedom of Movement. The shralt ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It has advantage on any roll to escape being restrained by a nonmagical restraints or being grappled by any creature of the shralt's size or smaller.
Legendary Resistance (3/Day). If the shralt fails a saving throw, it can choose to succeed instead.
Magic Resistance. The shralt has advantage on saving throws against spells and other magical effects.
Pack Hunter. The shralt has advantage on an attack roll against a creature if at least one other shralt is within 30 feet of the creature and the other shralt isn't incapacitated.
Telepathy. The shralt is aware of all entities that are capable of thought within 60 feet of itself, and passively understands their intent and meaning.
It can also focus on a specific creature within that same range and communicate with it directly regardless of what language it speaks, even if it does not possess language.
It can communicate to any shralt that it knows, if they are less than 10 miles apart, and it always knows if the communication was successful or not.Actions
Multiattack. The shralt makes three attacks: one bite and two with it's claws.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit 19 (2d12 + 6) piercing damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target, Hit: 23 (5d6 + 6) slashing damage.
Roar (recharge 5-6). The shralt emits a terrifying roar, both with its body and its mind. All creatures within 30 feet of the shralt must make a DC 18 Wisdom Saving throw. On a failed saving throw they suffer 22 (4d8 + 4) psychic damage and become frightened of the shralt, or, on a successful save, they suffer half damage and do not become frightened for 1 minute. A frightened target can repeat the saving throw at the end of its turns, with disadvantage if the shralt is within 30 feet and in line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to fear effect of the shralt's roar for the next 24 hours.
Young Shralt
Large dragon, lawful good
- Armor Class 19 (natural armor)
- Hit Points 149 (13d10 + 78)
- Speed 50 ft., climb 50 ft., swim 50 ft.
STR DEX CON INT WIS CHA 22 (+6) 12 (+1) 22 (+6) 18 (+4) 14 (+2) 18 (+4)
- Saving Throws Str +10, Con +11
- Skills Arcana +10, Athletics +12, Insight +8, Nature +10, Perception +8, Persuasion +10, Stealth +7, Survival +12
- Damage Resistances budgeoning, piercing, poison, slashing
- Condition Immunities diseased, exhaustion, frightened, poisoned
- Senses darkvision 240 ft., passive Perception 16
- Languages understands all languages, telepathically speaks all languages
- Challenge 14 (11,500 XP)
Charger If the Shralt moves at least 50 feet towards a target, it may make a multi-attack as a bonus action. The first attack of the multiattack, the Bite, gains +6 (Con Mod) to the to hit and deals a bonus 6 (Con Mod) bludgeoning damage.
Freedom of Movement. The shralt ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained.
Magic Resistance. The shralt has advantage on saving throws against spells and other magical effects.
Pack Hunter. The shralt has advantage on an attack roll against a creature if at least one other shralt is within 30 feet of the creature and the other shralt isn't incapacitated.
Telepathy. The shralt is aware of all entities that are capable of thought within 60 feet of itself, and passively understands their intent and meaning.
It can also focus on a specific creature within that same range and communicate with it directly regardless of what language it speaks, even if it does not possess language.
It can communicate to any shralt that it knows, if they are less than 10 miles apart, and it always knows if the communication was successful or not.Actions
Multiattack. The shralt makes two attacks: one bite and one with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit 19 (2d12 + 6) piercing damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target, Hit: 23 (5d6 + 6) slashing damage.
Roar (recharge 5-6). The shralt emits a terrifying roar, both with its body and its mind. All creatures within 30 feet of the shralt must make a DC 17 Wisdom Saving throw. On a failed saving throw they suffer 22 (4d8 + 4) psychic damage and become frightened of the shralt, or, on a successful save, they suffer half damage and do not become frightened for 1 minute. A frightened target can repeat the saving throw at the end of its turns, with disadvantage if the shralt is within 30 feet and in line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to fear effect of the shralt's roar for the next 24 hours.
Shralt Cub
Medium dragon, lawful good
- Armor Class 17 (natural armor)
- Hit Points 85 (9d8 + 45)
- Speed 50 ft., climb 50 ft., swim 50 ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 20 (+5) 16 (+3) 14 (+2) 18 (+4)
- Saving Throws Str +8, Con +8
- Skills Athletics +8, Nature +6, Perception +5, Stealth +3, Survival +8
- Damage Resistances budgeoning, piercing, slashing
- Condition Immunities diseased, exhaustion, frightened
- Senses darkvision 120 ft., passive Perception 15
- Languages understands all languages, telepathically speaks all languages
- Challenge 7 (2,900 XP)
Freedom of Movement. The shralt ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained.
Magic Resistance. The shralt has advantage on saving throws against spells and other magical effects.
Telepathy. The shralt is aware of all entities that are capable of thought within 30 feet of itself, and passively understands their intent and meaning.
It can also focus on a specific creature within that same range and communicate with it directly regardless of what language it speaks, even if it does not possess language.
It can communicate to any shralt that it knows, if they are less than 10 miles apart, and it always knows if the communication was successful or not.Actions
Multiattack. The shralt makes two attacks: one bite and one claw attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 18 (2d12 + 5) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target, Hit: 22 (5d6 + 5) slashing damage.
Appendix A: Miscellaneous Creatures
This appendix contains statistics for various animals, vermin and critters. The stat blocks are organized alphabetically by creature name.
Corrosive Swamp Slug
Medium beast, unaligned
- Armor Class 12 (natural armor)
- Hit Points 110 (20d6 + 40)
- Speed 20 ft., climb 20 ft., swim 40 ft.
STR DEX CON INT WIS CHA 17 (+3) 8 (-1) 15 (+2) 7 (-2) 12 (+1) 8 (-1)
- Saving Throws Str +5, Con +4
- Damage Vulnerabilities fire
- Damage Resistances poison
- Damage Immunities acid
- Condition Immunities disease, poisoned, prone
- Senses tremorsense 60 ft. (blind beyond this radius), passive Perception 11
- Languages -
- Challenge 3 (700 XP)
Adhesive Foot. The corrosive swamp slug can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Explosive Remains. The corrosive swamp slug's corpse has a 1d4 chance to explode at the end of each of its turns. When it explodes, each creature within 5 foot of it must succeed on a DC 13 Dexterity saving throw be coated in slime. Each creature coated in slime suffers 1d4 acid damage at the start of their turn for the next minute, or until they spend an action to clean the slime off.
False Appearance. While the corrosive swamp slug remains motionless, it is indistinguishable from a smooth mossy boulder.
Actions
Multiattack. The corrosive swamp slug makes two bite attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) acid damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute.
The corrosive swamp slug is a dangerous predator and pest that can be found in highly acidic swamps and sewers. It's an ambush predator that waits for its prey to get close before striking hard and fast.
Snake Vine
Medium Plant, unaligned
- Armor Class 16 (barkskin)
- Hit Points 55 (10d6 + 20)
- Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 14 (+2) 5 (-3) 12 (+1) 1 (-5)
- Saving Throws Str +6, Con +4
- Skills Athletics +6
- Damage Vulnerabilities fire
- Damage Resistances piercing from nonmagical sources, poison
- Condition Immunities Blinded, deafened, exhaustion, paralyzed, prone, restrained, stunned
- Senses blindsight 60 ft. passive Perception 11
- Languages —
- Challenge 2 (450)
Arcane Sensitivity. The Snake Vine is sensitive to the presence and use of Arcane forces within it's proximity. It has advantage on saving throws against spells that require them. Snake Vines will also recoil from spell attacks far faster than from nonmagical attacks. granting it an effective +2 AC against spell attacks.
Spells that deal damage to Snake Vines deal an additional number of d4s in damage equal to half the number of damage dice rolled, rounded up.
For example, fire bolt would deal 8 (1d10 + 1d4) fire damage to a snake vine, while fireball would deal 38 (8d6 + 4d4) fire damage.Barkskin. This creature is passively under the effects of the barkskin spell at all times.
Inanimate Plant. Until it moves or attacks the Snake Vine looks exactly like any other vine. While inactive in dense forests, this creature is considered invisible.
Innate Spellcasting. Once per long rest, the Snake Vine is able to cast the Plant Growth Spell.
Jungle Dweller. This plant is used to moving among dense jungles. It ignores all movement penalties imposed by plants.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. On a hit, the target creature must make a DC 12 Constitution saving throw, taking 3 (1d6) poison damage on a failed save, or half as much on a success.
Constrict. The Snake Vine wraps around the target. The target must succeed on a contested grapple or be grappled and receive 6 (2d6) bludgeoning damage. Each turn thereafter, the Snake Vine may expend it's bonus action to deal an additional 7 (1d6 + 4) bludgeoning damage. The Snake Vine can still Bite while it holds a target, but may not move or constrict a second target.
The snake vine is just one of many deadly plants and animals that can be found in densely forested or jungle habitats. Intrepid explorers should make sure not to set up camp beneath a vine-wreathed tree.
Swarm of Giant Rats
Large swarm of Small beasts, unaligned
- Armor Class 12
- Hit Points 77 (14d10)
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 11 (+0) 2 (-4) 10 (+2) 4 (-3)
- Saving Throws Dex +4, Con +2
- Skills athletics +4, Stealth +4, Survival +2
- Damage Resistances bludgeoning, piercing, slashing
- Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
- Senses darkvision 60ft., passive Perception 10
- Languages —
- Challenge 1 (200 XP)
Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell.
Swarm. The swarm can occupy another creature's space and vice versa, and the the swarm can move through any opening large enough for a small giant rat. The swarm can't regain hit points or gain temporary hit points.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 0ft., one target in the swarm's space. Hit 13 (2d10 + 2) piercing damage, or 7 (1d10 + 2) piercing damage if the swarm has half of its hit points or fewer.
Engulf. The giant rats attempt to climb up onto a large or smaller creature that is completely within their space and drag them to the floor. The target creature must succeed on a DC 14 Strength or Dexterity saving throw, or be kocked prone and restarined (escape DC 14) by the swarm of giant rats. The swarm may have multiple creatures restrained in this way at any one time, as long as they are not in the same space.
When a ranged attack is made against the swarm of giant rats, if the swarm is restraining one or more creature in this way, roll a d4. On a 1 the attack hits a random restrained creature instead of the swarm.
Vulture
Medium beast, unaligned
- Armor Class 10
- Hit Points 5 (1d8 + 1)
- Speed 20 ft., fly 60 ft.
STR DEX CON INT WIS CHA 7 (-2) 10 (+0) 13 (+1) 2 (-4) 12 (+1) 4 (-3)
- Skills Perception +3
- Senses passive Perception 13
- Languages —
- Challenge 0 (10 XP)
Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
Pack Tactics. The vulture has advantage on attacks rolls against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Apendix B: Nonplayer Characters
This appendix contains statistics for various humanoid nonplayer characters (NPCs) that adventurers might encounter during a D&D campaign, including lowly commoners and mighty archmages. These stat blocks can be used to represent human and nonhuman NPCs.
Customizing NPCs
There are many easy ways to customize the NPCs in this appendix for your home campaign.
Racial Traits. You can add racial traits to an NPC. For example, a half'ling druid might have a speed of 25 feet and the Lucky trait. Adding racial traits to an NPC doesn't alter its challenge rating. For more on racial traits, see the Player's Handbook.
Spell Swaps. One way to customize an NPC spellcaster is to replace one or more of its spells. You can substitute any spell on the NPC's spell list with a different spell of the same level from the same spell list. Swapping spells in this manner doesn't alter an NPC's challenge rating.
Armor and Weapon Swaps. You can upgrade or downgrade an NPC's armor, or add or switch weapons. Adjustments to Armor Class and damage can change an NPC's challenge rating, as explained in the Dungeon Master's Guide.
Magic Items. The more powerful an NPC, the more likely it has one or more magic items in its possession. An arch mage, for example, might have a magic staff or wand, as well as one or more potions and scrolls. Giving an NPC a potent damage-dealing magic item could alter its challenge rating. Magic items, as well as adjusting a creature's challenge rating, are described in the Dungeon Master's Guide.
Cultural Weaponry
Some of these NPCs were designed to work alongside one of my other homebrews:
Base Weapons Design Guide and Compendium.
If you are not using the compendium in your campaign, you can easily find the weapon in the compendium and substitute it with one from the PHB.
For Example: Gladius Hispanensis would be replaced with a Shortsword.
Soldier
Medium humanoid (any race), any alignment
- Armor Class 15 (leather armor, shield and Gladius)
- Hit Points 22 (4d8 + 4)
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 13 (+1) 10 (+0) 11 (+0) 10 (+0)
- Skills Athletics +4, Perception +2
- Senses passive Perception 12
- Languages common and any one language (usually racial)
- Challenge 2 (450 XP)
Actions
Gladius Hispanensis. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Soldiers are the bred and butter of any humanoid army. More heavily trained and better equipped than simple guards, their moderate skill and great numbers make a well stocked army a serious threat, whether to a neighboring nation or a group of traveling adventurers or monsters.
Warden of the Woods
Medium humanoid (any race), any alignment
- Armor Class 17 (elven breastplate)
- Hit Points 45 (6d8 + 18)
- Speed 30 ft
STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 16 (+3) 11 (+0) 16 (+3) 13 (+1)
- Saving Throws Dexterity +6, Wisdom +5
- Skills Nature +4, Perception +5, Stealth +8, Survival +7
- Senses passive Perception 13
- Languages common and one other language
- Challenge 4 (1100 XP)
Attuned Armor. The armor worn by the warden of the woods deteriorates into soil upon their death.
Woodland Adepts. When you make Wisdom or Intelligence checks related to forests that use your proficiency, your proficiency bonus is doubled for that check. You also gain the following benefits while traveling through a forest:
- Difficult terrain doesn't slow your groups travel.
- Your group can't become lost.
- Even when you are engaged in another activity while traveling (such as foraging, navigating or tracking), you remain alert to danger.
Actions
Multiattack. The Warden of the Forest makes two longbow or rapier attacks. It can use either special Arrow on a successful longbow attack.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Bursting Arrow (Recharge 6). As the arrow successfully strikes the target creature, you imbue it with magical force. Immediately after the arrow hits the target, the target and all other creatures within 10 feet of it each take 7 (2d6) force damage.
Grasping Arrow (Recharge 6). As the arrow successfully strikes the target creature, you imbue it with conjuration magic, creating grasping thorns which wrap around the target. The creature hit by the arrow takes 7 (2d6) poison damage, its speed is reduced by 10 feet, and it takes 7 (2d6) slashing damage the first time on each turn it moves 1 foot or more without teleporting.
The target or any creature that can reach it can use its action to remove the brambles with a successful DC 13 Strength (Athletics) check. Otherwise, the brambles last for 1 minute or until this feature is used again.
Wardens of the Wood are the highly trained, well equipped guardians of the Woodsfolk and their forests. Equipped with magical elven armor and secrets of archery long thought lost to the world, they are a significant military force, despite their low numbers.
Elven Armor
In the Dungeon Master's Guide, page 168, details Elven Chain. Other Elven Armors (Rare) gain the same benefits:
- +1 AC
- You are considered proficient with this armor even if you lack proficiency with medium armor.
Optionally, this armor may also weigh less than their metallic counterparts, half as much.
Woodsfolk
Medium humanoid (any race), any alignment
- Armor Class 12 (leather armor)
- Hit Points 13 (2d8 + 4)
- Speed 30ft.
STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
- Skills Nature +4, Perception +3, Stealth +3, Survival +5
- Senses passive Perception 11
- Languages any one language (usually common)
- Challenge 1/8 (25 XP)
Woodland Adepts. When a woodsfolk makes a Wisdom or Intelligence check related to forests, they gain advantage on the check. They also gain the following benefits while traveling through a forests:
- Difficult terrain doesn't slow them or their groups travel.
- They can't become lost.
- Even when they are engaged in another activity while traveling (such as foraging, navigating or tracking), they remain alert to danger.
Actions
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 3 (1d4 + 1) piercing damage.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Woodsfolk are the hardy, independent peoples who live in the semi-lawless woods and wildernesses between civilization and the unknown and/or untamed.
Appendix C: Beanntan Fada
Beanntan Fada is a mythic campaign setting, loosely inspired by the feeling of historic works such as the Illiad.
It is set in a remote part of a rapidly growing empire, in a world where the pantheon, and interaction with them, are an almost daily part of life, during a great war, when a being from beyond the bounds of the universe launches an opportunistic invasion.
This setting features custom planes, a full, custom pantheon, and much more.
The Deep Beyond
The Deep Beyond is a new plane of reality that sits as a ring between the Faywild and Shadowfell. Spokes extend outwards from this ring, piercing through the ethereal plane, and out between the outer planes. At the fringes of reality, hidden pathways allow for access from the deep beyond to the impossible spaces between universes.
Most of the beings usually associated with the Udnerdark, which is not part of the material plane in this setting, are found here, although they may differ from the default rules.
Creature Reclassification
Many creatures that would normally reside in the underdark, but now reside in The Deep Beyond, have had their creature type changed.
The current list of creatures that have had their type changed to beast is as follows:
- Dark Mantle
This change has significant impact of Druids, as, once they have encountered these creatures for the first time, they may use wildshape to change into them.
Drowner
The Drowner is a heavily armored octopus that resides within the deep beyond. Its skin is a pale white, and its body is almost completely covered in armored plates that resemble the surrounding rock. It's many small eyes are protected by horn lids.
Ambush predator The drowner hunts both aquatic and terrestrial prey by lurking in murky shallows or on the edges of deep flooded sinkholes. When prey wonders near, it grabs them in it's powerful tentacles and drags them down into the sediment where it may consume them without risk of being disturbed.
Drowner
Large beast, unaligned
- Armor Class 16 (natural armor)
- Hit Points 39 (6d10 + 6)
- Speed 20 ft., climb, 20 ft., swim 60 ft.
STR DEX CON INT WIS CHA 17 (+3) 13 (+1) 13 (+1) 4 (-3) 12 (+1) 4 (-3)
- Skills Athletics +7, Perception +3
- Senses darkvision 30 ft., passive Perception 13
- Languages —
- Challenge 3 (700 XP)
Actions
Multiattack. The drowner makes two attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage
Tentacles. Melee Weapon Attack: +5 to hit, reach 20 ft., one target. Hit: The target suffers 6 (1d6 + 3) bludgeoning damage and a large or smaller creature must succeed on a DC 13 Strength saving throw or become grappled (escape DC 13) by the drwoner and is pulled 15 feet towards the drowner. If this would place the creature within 5 foot of the drowner, it may make a bite attack against it as a bonus action. If the target creature is in water, the creature is held under the water.
This attack has advantage against a creature that is grappled by the tentacle. The dronwer may have up to eight creatures grappled in this way at any given time, but may not use a tentacle that is already grappling a creature to make a tentacle attack.
Illithid
For official information on Illithid, see page 221 of the Monster Manual.
The illithid represent one of the major threats to Beanntan Fada, having operated as agents of Tinneas Fèile for millenia. Their base of power lies within The Deep Beyond, where their cities, brood pools and empires stretch over huge swathes of the dark tunnels and caverns.
In this setting, the life cycle of the illithid have been altered to something that, totally coincidentally, closely resembles earlier editions of Dungeons and Dragons.
As a consequence of this, some creatures do not exist in this setting. The current list is as follows:
- Intellect Devourer
Illithid Polyp. The earliest stage of illithid development is the polyp. It is a highly intelligent but physically fragile being that is dependent on neural stimulation to survive. They grow slowly in the presence of the illithid great-minds, but much more rapidly if they are able to burrow into the skull of a humanoid creature, which they are then able to control as a vessel.
Vraathi. The Vraathi are a serville race created by the Illithid. These creature's are moderately intellegent and bear significant innate magic, however, unike the illithid themselves, these energies predominantly provide the Vraathi the ability to heal and care for their illithid masters. Between their mostly benign powers, extreme loyalty, and short lifespans, the illithid consider their creations to be little more than harmless tools, treating them with about as much consideration as a wizard would give to the product of the tiny servants spell.
Illithid Polyp
Small aberration (illithid), lawful evil
- Armor Class 12
- Hit Points 31 (9d6)
- Speed Speed
STR DEX CON INT WIS CHA 9 (-1) 15 (+2) 11 (+0) 17 (+3) 15 (+2) 13 (+1)
- Saving Throws Dexterity +4, Intelligence +5, Charisma +3
- Skills Arcana +5, Deception +5, Insight +6, Persuasion +5, Stealth +4)
- Senses darkvision 120 ft., passive Perception 15
- Languages deep speech, undercommon
- Challenge 1 (200 XP)
Magic Resistance. The illithid has advantage on saving throws against spells and other magical effects.
Mind Burrower. An illithid polyp requires specific conditions to grow and thrive. These conditions are usually found in proximity to a great-mind, however they can also be found by burrowing into the mind of a living creature, preferably a humanoid.
While burrowed into a creature's mind, the illithid and its host gain the following benefits:
- The host creature is dead, but it's body remains alive as long as it is host to the illithid.
- The host uses the illithid's Intelligence, Wisdom, and Charisma scores for checks and saving throws.
- The illithid has access to all of the creatures memories, skills, spellcasting abilities and features.
- The illithid is able to act as if it was the host creature, without needing to make any Wisdom (Deception) checks.
- Any effect that affects the mind of the host creature, such as a charm effect, is instead cast on the illithid.
- The host creature benefits from the illithid's senses, skills, and saving throws.
- The illithid may expend it's hit dice, as a bonus action, to heal it's host.
- The illithid does not require rest, but the host's requirement to rest is unchanged.
- The illithid gains all damage resistances and immunties that it's host has. These resistances and immunities persist for 1 minute from the moment the illithid is separated from the host creature, or until it enters a new host.
Telpathy. The illithid can transmit messages into the mind of any creature within 120 foot in a language that it understands. It can also continuously read the thoughts of any number of willing creatures within 120 foot of itself.
Innate Spellcasting. The illithid's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The illithid can innately cast detect thoughts at will, requiring no components.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 4 (2d4 - 1) magical piercing damage.
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10) psychic damage. If the target is medium or smaller, it is grappled (escape DC 12) by the illithid and must succeed on a DC 13 Intelligence saving throw or be stunned until this grapple ends.
Burrow. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 16 (3d10) psychic damage. The illithid may only use this attack on a target that it has grappled, has some equivalent of a brain, and that is incapacitated. If this damage reduces the target to 0 or fewer hit points, the illithid kills the target by burrowing into its brain. The target becomes the illithid's new host.
Mind Blast (recharge 5-6). The illlithid emits a telepathic blast of energy in a 15-foot cone. Each effected creature must succeed on a DC 13 Intelligence saving throw or take 12 (2d8 + 3) psychic damage and be stunned for 1 minute.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Vraathi
Medium monstrosity, lawful evil
- Armor Class 15 (natural armor)
- Hit Points 38 (7d8 + 7)
- Speed 5 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA 9 (-1) 15 (+2) 12 (+1) 11 (+0) 17 (+3) 12 (+1)
- Saving Throws Intelligence +2, Wisdom +5
- Skills Arcana +2, Insight +7, Medicine +7, Perception +5, Stealth +4)
- Damage Immunities poison
- Condition Immunities disease, poisoned
- Senses darkvision 120 ft., passive Perception 15
- Languages deep speach, undercomon
- Challenge 2 (450 XP)
Keen Eyesight. The vraathi has advantage on Wisdom (Perception) checks that rely on sight.
Sense Magic. The vraathi can senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.
Sleepless Servitude. The vraathi need not sleep, and can go for three days between meals, before suffering exhaustion.
Innate Spellcasting. The vraathi's innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The vraathi can innately cast the following spells, requiring no material components:
at Will: mend flesh, mending, vicious mockery
3/day each: cure wounds, healing word
1/day each: guiding boltActions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Legendary Actions
The vraathi can take 1 legendary action, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The vraathi regains spent legendary actions at the start of its turn.
Blink. The vraathi teleports to any unoccupied space that it can see within 40 foot.
Aditional Spells
The illithid have access to additional spells that are not available to the player characters or races beyond The Deep Beyond.
Mend Flesh
evocation cantrip
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal your spellcasting ability modifier. This spell has no effect on undead or constructs.
Non-Player Characters
Appendix D: Xago
Xago is an extremely high-magic mega-city campaign setting. The ancient city of Xago is home to the most powerful beings in the world. Here, the once mortal god kings, mage lords, and transcendent beings of the world rule together, in perpetuity, watching over the remnants of the crystal beholder, a weapon so great that the gods of old were defenseless against it.
The vast city is built into the impossible 1 kilometer high cliffs that surround the great jungle continent where the crystal beholder was built, and, in the forgotten past, defeated by the once mortal lords that now rule here.
Many of the constructs, creatures and stat blocks developed for Xago may not fit well into other settings, or may use rules and mechanics in an unusual way.
Constructs of Xago
For official information on Constrcucts, see Page 6 of the Monster Manual
These constructs originate from the metropolis of Xago, an ancient city as rife with magic as it is villainy. These living metal constructs serve as soldiers, protectors and assassins, bringing some semblance of law and order to the chaotic streets.
These constructs can be easily identified by their ivory colored metals, the thick, vein-like tubing that runs between the plates and the animate patterns of their eyes.
Arcane Rectifiers
Arcane Rectifiers are some of the most physically complex of the city's constructs. The enchanted lenses that enable them to manipulate the magic energies around them are delicate structures of crystal glass. They require thick armor, shock absorption and careful machinery to manipulate the lenses. This makes the arcane rectifiers both expensive, bulky and slow.
AVAT-AR. The Autonomous Variable Assault Tripod is heavily limited in it's versatility and firepower by the large mechanisms and stabilizers required to allow it to move. As such, it only posses four elemental lenses.
The AVAT-AR comprises a broad metallic cylinder, reminiscent of a lighthouse, rising to chest height on a human, from a trio of heavily plated mechanical legs that enable it to make its laborious way across the battlefield.
RAD-AR. The Radial Area Defender is a static emplacement. Liberated of the complex and bulky machinery required to move, the RAD-AR is significantly more powerful and durable than it's mobile cousin.
The RAD-AR rests upon a hemispherical base-piece or can be attached directly to a surface, such as a strong wall, ceiling or pillar.
Living Constructs
While these constructs are made and not born, they are of sufficient complexity to be considered alive in their own right. They share many of the same traits and design features as living organisms and as such are effected by poisons and psychic attacks similarly to other living things.
Each of these constructs has two creature types. To be effected by an ability, that ability need only effect one of the two creature types.
Hunter Killers
Hunter-Killers are designed for and excel at one singular task: Autonomous search and destroy missions.
Due to their need to operate unobserved within the city, and without direct oversight, the hunter-killer units are some of the most intelligent constructs used by Xago's military forces, often against gangs, slave revolts or other dissident forces.
HuK. The HuK series, simply standing for Hunter-Killer, is the most independent and controversial of the handful of Hunter-Killer designs authorized for use. Intended as a jack-of-all trades replacement for their clumsier predecessors, this series were given an unprecedented level of intelligence and autonomy, along with a modular humanoid form that could be adapted for a wide variety of mission profiles.
It was quickly discovered that, once released into the city in search of a target, they would disappear amidst the tens of millions of inhabitants, only to reappear, sometimes decades later, over the corpse of their assigned target, if they ever reappeared at all.
This lead to a series of recall disasters, where contracts were terminated even after the assassination was called off and as such, the line was finally discontinued. Many of the HuK units remain active in the city, having either been too damaged for the built-in factory-recall system to operate, downright overriding the factory-recall mechanism, or having been in operation for so long that they had no factory to return to.
HuKK. Given the continued existence of the HuK units, a solution was eventually devised. The HuKK, simply standing for Huk-Killer, combines the living mechanisms and intelligence of the original HuK series with the direct-control mechanisms of the Archons.
Their inordinate expense and the risk associated with their use and oversight resulted in only a handful of HuKK ever being manufactured, and even fewer being utilized.
Utility Models
SCORCH. The Systematic Cleansing Operations Robotic Helper Unit is a small, low-intelligence flamethrower unit capable of providing a supporting role to troops in keeping the streets and sewers clear of infestations.
The SCORCH resembles a large ivory-colored rodent and propels itself on small wheels tucked into its underbelly. These wheels can be extended on short, multi-jointed legs in order to manage stairs and other rough terrains.
Sen. The Sentinel series are a durable series with the basic capabilities of a soldier. Lacking the need to eat, drink or rest, they make ideal permanent sentries in places such as military barracks and watchtowers.
AVAT-AR
Medium elemental construct, unaligned
- Armor Class 16 (natural armor)
- Hit Points 46 (6d8 + 18)
- Speed 20ft.
STR DEX CON INT WIS CHA 14 (+2) 8 (-1) 16 (+3) 17 (+3) 12 (+1) 1 (-5)
- Saving Throws Wis +3
- Skills Arcana +5
- Damage Vulnerabilities thunder
- Damage Resistances poison, psychic; bludgeoning, piercing and slashing from nonmagical weapons
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified
- Senses darkvision 60ft, blindsight 30ft, passive Perception 11
- Languages understands common but can't speak
- Challenge 4 (1,100 XP)
Lens The AVAT-AR has four distinct lenses, each with its own set of abilities. The AVAT-AR can only have a single lens in use at a specific time. The AVAT-AR's four lenses each represent one of four elements; Air, Earth, Fire and Water. While the Air lens is active, the light appears white. While the Earth lens is active, the light cannot be seen, as the lens is entirely opaque. While the fire lens is active, the light appears reddy orange. While the water lens is active, the light appears blue.
Actions
Multiattack. The AVAT-AR makes two attacks, changes lens and makes 1 attack, or one attack with the recharge 6 property.
Swap Lens. The AVAT-AR switches lens, changing it's available abilities to those associated with that lens. All abilities recharge normally, regardless of which lens is active.
Static Discharge (air lens). The AVAT-AR charges the air around a target creature within 60 ft. The target must make a DC 15 Constitution saving throw or take 8 (2d4+3) lightning damage and cannot take a reaction until the end of their next turn. On a successful save, they take half damage.
Arcing Discharge (air lens) (recharge 6). The AVAT-AR unleashes an arcing bolt of energy at a target within 60 ft. The target must make a DC 15 Constitution saving throw or take 13 (4d4 + 3) lightning damage. The bolt then jumps to another target creature within 10 ft. of the original. The new target must now make the saving throw or suffer a number of d4 damage dice one less than the previous target suffered, for example, the third target to be struck will take 8 (2d4 + 3) lighting damage. The arcing continues until the number of d4 damage dice becomes zero, a target succeeds the saving throw or no new targets are available.
Poisonous Shard. (earth lens). Ranged Spell Attack. +5 to hit, range 60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) poison damage.
Earth Thump (earth lens) (recharge 6). The AVAT-AR slams the ground with its body, sending out a ripple through the earth. This ripple extends radially from the AVAT-AR to a range of 30 ft. Any creature stood on the ground must make a DC 15 Dexterity or Constitution saving throw or take 5 (1d10) bludgeoning damage, be knocked prone and have their movement speed reduced to 0 until the end of their next turn.
Flare (fire lens). Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 8 (2d4 + 3) fire damage. On a hit, the target emits dim light in a 10 ft. radius until the end of their next turn. While illuminated in this way perception checks against the target have advantage.
Searing Lance (fire lens) (recharge 6). The AVAT-AR projects a 30 ft. line of fire. All effected creatures must make a DC 15 Dexterity saving throw or take 13 (3d6 + 3) fire damage. On a successful save, they take half damage.
Water Whip (water lens). Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 8 (2d4 + 3) cold damage. On a hit, the target must succeed on a DC 15 Strength saving throw or be pulled 10 ft. towards the AVAT-AR.
Soothing Mist (water lens) (recharge 6). The AVAT-AR emits a 10-foot-radius sphere of mist. The mist remains for 5 rounds or until blown away by strong or stronger wind. Each creature, including the AVAT-AR, that starts its turn within the mist, if friendly to AVAT-AR, regain 2 (1d4) hit points, or, if it is hostile to the AVAT-AR, takes 5 (1d4 + 3) cold damage.
RAD-AR
Medium elemental construct, unaligned
- Armor Class 18 (natural armor)
- Hit Points 96 (12d8 + 48)
- Speed 0 ft.
STR DEX CON INT WIS CHA 10 (+0) 6 (-2) 20 (+5) 22 (+6) 15 (+2) 3 (-4)
- Saving Throws Con + 9, Wis + 6
- Skills Arcana + 10, Insight +6, Perception + 10
- Damage Vulnerabilities thunder
- Damage Resistances poison, psychic; bludgeoning, piercing and slashing from nonmagical weapons
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified
- Senses darkvision 120ft, blindsight 60ft, passive Perception 20
- Languages understands common but can't speak
- Challenge 11 (7,200 XP)
Arcane Barrier. Being unable to move, the RAD-AR relies on a defensive magical barrier to protect itself from harmful spells. When required to make a Dexterity saving throw against a spell, skill or attack, it instead makes a Wisdom saving throw.
Warning Claxon. When the RAD-AR receives damage or prepares to engage in combat, it sounds a warning claxon that can be heard over 1000 foot from it.
Lenses. The RAD-AR has three lenses, each with its own set of abilities. The RAD-AR can only have a single lens in use at a specific time. The RAD-AR's three lenses each represent a branch or discipline of magic. While the chromatic lens is active, the light presents a prismatic array of ever shifting colors. While the illusory lens is active, the light appears white. While the necromantic lens is active, the light appears black.
Static Emplacement. The RAD-AR is a fixed structure, completely unable to move or support itself when separated from whatever surface it has mounted onto. Should a spell such as Move Earth disconnect it from it's mounting the RAD-AR will fall over and the lenses shatter. Fortunately for it, the Arcane Barrier that it defends itself with also extends some distance into its surroundings, allowing it to negate any weak spell, 5th Level or lower, that attempts to indirectly interfere with or disable it.
Actions
Multiattack. The RAD-AR makes three attacks, changes lens and makes two attacks or it makes one attack with either the recharge 5-6 property or the once per day property.
Swap Lens. The RAD-AR switches lens, changing it's available abilities to those associated with that lens. All abilities recharge normally, regardless of which lens is active.
Chromatic Ray (chromatic lens). Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit 13 (2d6 + 6) damage of one of the following damage types, selected at random by rolling a d6: acid, cold, fire, lightning, poison or thunder.
Chromatic Beam (chromatic lens) (recharge 5-6). A concentrated beam of chromatic light erupts from the RAD-AR, forming a 5 ft. wide line to a maximum range of 120 ft. Each effected creature must make a DC 17 Dexterity saving throw, taking 16 (3d8 + 6) damage of one of the following damage types, selected at random for each creature by rolling a d6: acid, cold, fire, lightning, poison or thunder. On a successful save, they take half damage.
Chromatic Storm (chromatic lens) (1/Day).
Concentration, up to 1 minute. An arcane storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot-radius, centered on a point the RAD-AR can see 100 feet directly above itself. The spell fails if it can't see a point in the air where the storm cloud could appear (for example, if the RAD-AR is in a room that can't accommodate the cloud).
When the spell is cast, the RAD-AR chooses a point it can see within range. A bolt of chromatic energy energy flashes down from the cloud to that point. Each creature within 5 feet of the point must make a DC 17 Dexterity saving throw, taking 11 (2d10) damage of one of the following damage types, selected at random by rolling a d6: acid, cold, fire, lightning, poison or thunder. On a successful save, they take half damage. On each of its turns until the spell ends, the RAD-AR can use its bonus action to call down a bolt of chromatic energy in this way, targeting the same point, or a different one.
The spell ends when the RAD-AR stops concentrating on it, looses concentration or changes lens.Phantasmal Crossbow Bolt (illusory lens). A target creature within 120 feet of the RAD-AR must make a DC 17 Intelligence saving throw. On a failed save, the target observes a crossbow bolt, originating from an unknown point, striking them for 13 (2d6 + 6) psychic damage. The crossbow bolt is only perceived by the target, who also believes themselves to have taken piercing damage, resistances to piercing damage do not apply, and continues to perceive the bolt until the beginning of the RAD-AR's next round, where the bolt falls free and disappears. The target rationalizes the disappearance of the bolt in some way that allows them to continue believing it was real.
RAD-AR (continued)
Actions (continued)
Phantasmal Terrain (illusory lens) (recharge 5-6). All creatures within 120 ft. of the RAD-AR that are hostile to it must make a DC 17 Intelligence saving throw. On a failed save, the effected creatures perceive the ground to be undulating, as if during an earthquake. The air and water manifest violent, erratic currents that change seemingly at random. Distances between objects become distorted and warped, colors morph into each other and physical objects change their nature, such as a stone wall becoming one of runny cheese.
These effects create a psychedelic landscape that is difficult to traverse. The entire 120-foot-radius sphere, centered on the RAD-AR, is magical difficult terrain until the target determines otherwise. The effects remain active for 1 minute or until the RAD-AR is destroyed.
The effected creatures believe these effects to real, experiencing them through all of their senses. They may take an action to make a DC 17 Intelligence (Investigation) check to determine that the phantasms do not, in fact, exist, at which point they loose all awareness of them.Phantasmal Dragon (illusory lens) (1/Day)
Concentration, up to 1 minute. All creatures within 120 ft. of the RAD-AR that are hostile to it must make a DC 17 Intelligence saving throw. On a failed save, they perceive the arrival of a dragon wyrmling, the type of dragon wyrmling is of the RAD-AR's choice, to a point of the RAD-AR's choice within 120 ft. of itself that is capable of containing a medium or larger creature.
All effected creatures perceive the same, singular dragon wyrmling through all of their senses. They believe this dragon to be real and rationalize any inconsistencies that result from interacting with it in such a way that they continue to believe it is real. An effected creature can use its action to make a DC 17 Intelligence (Investigation) check. On a success the effected creature losses all awareness of the young dragon.
While the dragon persists, the RAD-AR can use its bonus action to make the dragon move, including flying, as if it were real and so long as it remains within 120 feet of the RAD-AR. As an action, on each of the RAD-AR's turns, the RAD-AR can use that dragon wyrmling's breath weapon attack. Any creature that is aware of the phantasmal dragon and is within the area of the breath weapon attack, must make a DC 17 Intelligence saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much on a successful save. The target's believe the damage to be of the type associated with that dragon wyrmling.
The spell ends when the RAD-AR stops concentrating on it, looses concentration or changes lens.Call of Death (necromantic lens). The RAD-AR unleashes a mournful call, drawing all those who hear it towards death. All creatures within 120 foot of the RAD-AR that are not deafened must make a DC 17 Wisdom saving trow, taking 2 (1d4) necrotic damage on a failed save. On a successful save, the target creature takes half damage.
Tip the Scales (necromantic lens) (recharge 5-6). The RAD-AR manipulates the boundary between life and death within 120 foot of itself. The effects remain active for 1 minute or until the RAD-AR is destroyed.
All creatures that are friendly to it gain 5 (2d4 + 2) temporary hit points and the first time an effected friendly creature has its hit points reduced to 0 it makes a DC 10 Constitution saving throw. On a success it is instead reduced to 1 hit point. Whenever a hostile creature within the 120-foot-radius sphere receives healing from any source they regain half as many hit points.Four Heralds (necromantic lens) (1/Day).
Conentration, up to 1 minute. The RAD-AR summons four incorporeal horsemen. These horsemen appear as black-cloaked skeletal figures, atop decaying black horses, each wielding a scythe. At the end of the RAD-AR's turn, the horsemen move with unnatural swiftness, striking the four targets within 120 feet of the RAD-AR that have the lowest hit points. Each horsemen makes a melee weapon attack (+6 to hit), dealing 5 (2d4) necrotic damage on a hit. The target's maximum hit points are also reduced by the damage dealt.
If a horsemen incapacitates or kills its target, the horsemen repeats the attack process against another target with the next lowest hit points, that has not already been attacked by a horsemen this turn. Each horseman repeats this process until it fails to incapacitate or kill a target, or no valid targets remain.
The spell ends when the RAD-AR stops concentrating on it, looses concentration or changes lens.
HuK
Medium humanoid construct, true neutral
- Armor Class 17 (unarmored defense)
- Hit Points 77 (14d8 + 14)
- Speed 30 ft., climb 30ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 13 (+1) 11 (+0) +16 (+3) 8 (-1)
- Saving Throws Dex + 5, Int + 3
- Skills Acrobatics +7, Athletics +3, Investigation +2, Perception +5, Slight of Hand + 5, Stealth +7
- Senses darkvision 60 ft., passive Perception 13
- Languages Common and any one language of its choice.
- Challenge 4 (1,100 XP)
Composite Plating. The HuK has a +1 bonus to AC.
Cunning Action. The HuK can use its bonus action to perform the Dash, Disengage and Hide actions.
Skulker. The HuK has advantage on Dexterity (Stealth) checks and other creatures have disadvantage on Wisdom (Perception) checks to perceive the HuK. The HuK can hide even when only lightly obscured. When the HuK is hidden from a creature and misses it with a ranged attack, the HuK is not revealed. Dim light does not impose disadvantage on Wisdom (Perception) checks that the HuK makes.
Sneak Attack. Once per turn, the HuK can deal 7 (2d6) extra damage to one creature it hit with an attack that it had advantage on. The HuK does not need advantage if the target creature is engaged by another creature that is hostile to it and the HuK does not have disadvantage on the attack roll.
Theives' Cant. The HuK is a competent user of Theives' Cant, recognizing most forms of it that are used throughout the are it is operating in.
Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Throw Dagger. Ranged Weapon Attack: +5 to hit, range 20/60, one target. Hit: 5 (1d4 + 3) piercing damage. The HuK carries many, many daggers.
Warforged
The HuK is inspired by and loosely based on the play-test version of the Warforged race for 5th Edition, released by Wizards of the Coast as part of the Unearthed Arcana series 2nd February 2015, Unearthed Arcana: Eberron, and later refined and released as part of the Eberron - Rising from the Last War campaign book.
If a player wishes to play as a Hunter Killer Unit, use either the play-test of final versions of the Warforged race.
HuKK
Medium humanoid construct, true neutral
- Armor Class 18 (crystallized plating)
- Hit Points 105 (10d8 + 42)
- Speed 40 ft., climb 40 ft., swim 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 17 (+3) 23 (+6) +14 (+2) 4 (-3)
- Saving Throws Str +7, Dex +5, Con +6, Int +9
- Skills Acrobatics +5, Athletics +10, Investigation +9, Perception +8, Slight of Hand + 5, Stealth +8
- Senses darkvision 120 ft., passive Perception 18
- Languages Common and any three languages of its choice.
- Challenge 8 (3,900 XP)
Crystallized Plating. The HuKK's external plating provides 18 AC as natural armor. Its AC may never fall below 18.
Legendary Resistance (3/Day). If the bellgaar fails a saving throw, it can choose to succeed instead.
Magic Resistance. The HuKK has advantage on saving throws against spells and other magical effects.
Magic Weapons. The HuKK's arm-mounted blade and unarmed strikes count as magical for the purpose of overcoming resistances.
Mechanized Reflexes. The HuKK can use its bonus action to perform the Dash, Disengage, Dodge and Hide actions. The HuKK lands a critical hit on a 19 or 20.
Skulker. The HuKK has advantage on Dexterity (Stealth) checks and other creatures have disadvantage on Wisdom (Perception) checks to perceive the HuKK. The HuKK can hide even when only lightly obscured. When the HuKK is hidden from a creature and misses it with a ranged attack, the HuKK is not revealed. Dim light does not impose disadvantage on Wisdom (Perception) checks that the HuKK makes.
Sneak Attack. Once per turn, the HuKK can deal 14 (4d6) extra damage to one creature it hit with an attack that it had advantage on. The HuKK does not need advantage if the target creature is engaged by another creature that is hostile to it and the HuKK does not have disadvantage on the attack roll.
Telepathically Controlled. The HuKK is connected telepathically to its controller, an arcane device shaped like a stone disc. While on the same plane of existence as its controller the HuKK can send and receive simple text messages with it. If the controller is within 3 miles of the HuKK, the controller can be used to telepathically perceive through the HuKK's senses. The user of the controller is incapacitated while using it in this way.
Theives' Cant. The HuKK is a competent user of Theives' Cant, recognizing most forms of it that are used throughout the are it is operating in.
Actions
Multiattack. The HuKK makes one arm-mounted Blade attack, one unarmed strike or weapon attack, and one ravage mind attack each round.
Arm-Mounted Blade. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Ravage Mind. A target creature within 60 feet of the HuKK must make a DC 17 Wisdom saving throw. On a failed saving throw, the creature takes 13 (2d6 + 6) psychic damage and becomes paralyzed until the start of the HuKK's next turn, or, on a successful saving throw, they take half as much damage and are frightened of the HuKK until the start of its next turn.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 4) bludgeoning damage.
Reactions
Deflect Missile. The HuKK can use its reaction to deflect or catch a missile when it is hit by a ranged weapon attack. When it does so, the damage is reduced by 15 (2d10 + 4). If the damage taken is reduced to 0, the HuKK catches and may immediately throws the missile as a ranged weapon attack.
Parry. The HuKK adds 2 to its AC against one melee attack that would hit it. To do so, the HuKK must see the attacker.
SCORCH
Small beast construct, unaligned
- Armor Class 13 (natural armor)
- Hit Points 42 (6d6 + 6)
- Speed 40 ft.
STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 12 (+1) 5 (-3) 10 (+0) 10 (+0)
- Damage Vulnerabilities thunder
- Damage Resistances fire, poison, psychic, radiant
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified
- Senses darkvision 60 ft., passive Perception 10
- Languages understands common but can't speak
- Challenge 1 (200 XP)
Actions
Multiattack. The SCORCH makes two flame-tongue attacks or one purging flame attack.
Flame-Tongue. The SCORCH projects a 15 ft. long line of fire towards its target. Any effected creature must make a DC 13 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save. On a successful save, they take half damage.
Purging Flame. The SCORCH calls forth radiant energy to a point it can see within 60 foot of itself. All creatures within a 10-foot-radius sphere of that point must make a DC 13 Dexterity saving throw, taking 3 (1d6) fire damage plus 7 (2d6) radiant damage on a failed save. On a successful save, they take half damage.
Sen
Medium humanoid construct, lawful neutral
- Armor Class 13 (natural armor)
- Hit Points 58 (9d8 + 18)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 8 (-1) 15 (+2) 8 (-1) 12 (+1) 4 (-3)
- Saving Throws Str + 6, Con + 4
- Skills Athletics + 10, Perception +5
- Damage Resistances poison, psychic
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified
- Senses darkvision 60 ft., passive Perception 15
- Languages understands common but can't speak
- Challenge 2 (450 XP)
Actions
Multiattack. The Sen makes two attacks
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Slam. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage. On a hit, the target creature must succeed on a DC 14 Dexterity saving throw or be knocked prone.
Bolt Throw. Ranged Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 2 (1d4) slashing damage.
Reactions
Parry. When hit by a melee weapon attack, the Sen can attempt to parry the blow as a reaction. The Sen's AC is increased by 2 for that attack, potentially changing the outcome.
Gangs of Xago
The metropolis of Xago is an ancient city, as rife with magic as it is villainy. It's streets and sewers are populated by innumerable gangs, with total members counted in the millions.
While some of these gangs are simply made of local business people, aiming to protect their livelihoods and assets, they soon join the ranks of the criminal, as encroaching competition pushes them towards ever more roofless acts.
The Dwellers
The dwellers are technically not a single gang. Rather, they are loose association of ever shifting alliances, groups, families and organizations that exist beneath the streets of the city. Hidden from view in the sewers, tunnels and forgotten passages, these peoples often avoid the notice and efforts of law enforcement almost entirely.
They're characterized by extremely pale skin, resulting from their almost entirely subterranean existence, an aversion to bright light and their extremely low, often unhealthily so, bodyweight.
Dweller Thug
Medium humanoid (any race), any alignment
- Armor Class 12 (leather armor)
- Hit Points 7 (2d8 - 2)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 9 (-1) 10 (+0) 12 (+1) 7 (-2)
- Saving Throws Dex +3, Con +1
- Skills Intimidation +2, Stealth +3
- Damage Resistances poison
- Condition Immunities poisoned
- Senses darkvision 30 ft., passive Perception 11
- Languages common and any one language
- Challenge 1/8 (25 XP)
Actions
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 4 (1d8) poison damage.
Dweller Bossman
Medium humanoid (any race), any alignment
- Armor Class 13 (leather armor)
- Hit Points 39 (6d8 + 12)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 14 (+1) 14 (+2) 13 (+1) 14 (+2) 8 (-1)
- Saving Throws Dex +3, Con +4
- Skills Insight +4, Intimidation +4, Stealth +3
- Damage Resistances poison
- Condition Immunities poisoned
- Senses darkvision 60 ft., passive Perception 12
- Languages Common and any one language
- Challenge 2 (450 XP)
Actions
Multiattack. The dweller bossman makes two shortsword and one dagger attacks, or three dagger attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) poison damage.
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 4 (1d8) poison damage.
Dweller Alchemist
Medium humanoid (any race), any alignment
- Armor Class 15 (mage armor)
- Hit Points 79 (14d8 + 16)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 15 (+2) 14 (+2) 19 (+4) 14 (+2) 11 (+0)
- Saving Throws Int +6, Wis +4
- Skills Arcana +6, Deception +2, Insight +4, Investigation +6, Persuasion +2, Slight of Hand +4, Stealth +4
- Damage Resistances acid
- Damage Immunities poison
- Condition Immunities disease, poisoned
- Senses darkvision 60 ft., passive Perception 13
- Languages Common and any two languages (usually including undercommon)
- Challenge 3 (700 XP)
Master of Concentration. The dweller alchemist can maintain concentration on two concentration spells at the same time. When taking damage, it makes a separate concentration saving throw for each spell that it is concentrating on. It has advantage on all concentration saving throws.
Spellcasting. The dweller alchemist is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The dweller alchemist has the following wizard spells prepared.
Cantrips (at will): acid splash, message, poison spray, shape water
1st level (4 slots): alarm, expeditious retreat, mage armor, ray of sickness, witch bolt
2nd Level (3 slots): alter self, blindness/deafness, dragon's breath (acid or poison only), invisibility
3rd level (2 slots): tidal wave, tiny servant, wall of waterActions
Multiattack. The dweller alchemist makes two dagger attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 4 (1d8) poison damage.
Natural Weapons (alter self). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) magical bludgeoning, piercing or slashing damage.
Acid (3). Ranged Weapon Attack: +4 to hit, range 20 ft., one target. Hit: 7 (2d6) acid damage. The dweller alchemist only carries three jars of acid at any point in time.
Alchemists Fire (3). Ranged Weapon Attack: +4 to hit, range 20 ft., one target. Hit: 2 (1d4) fire damage at the start of each of the target's turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. The dweller alchemist only carries three jars of alchemist's fire at any point in time.
Infernal Millipede
Infernal Millipedes are a voracious, carnivorous species of millipede. Often seen as little more than deadly pests, these creatures will roam the topsoil of volcanic wastelands, dense forests and tall grasslands in packs sometimes exceeding a dozen creatures, searching for corpses to scavenge.
Coordinated Pack Hunters. Should their quest for free food go unsuccessfully, infernal millipedes are not adverse to hunting, usually by ambush. They will typically lie in wait along well trodden paths, either hidden in the lower branches of the trees and undergrowth, or burrowing just beneath the surface. Should prey arrive in a group or herd, they will split into small groups to take on the entire group at once.
Indiscriminate Carnivores. The nature of their meal is irrelevant to them, be it week-old, rotting meat or a band of human adventurers. During battle, if they find themselves outmatched, they will usually cut their losses, grabbing the corpses of their own defeated pack members as a consolation price, as well as something to sustain them until the next meal.
Multi-Planar Organisms. No one knows where or how these organisms came into being, but they can now be found in vast swathes of the material plane, the elemental plan of fire and the infernal plane.
Safety in the Soil. When they secure a meal, they will loosen the earth beneath it by burrowing back and forth, until they are able to drag the body, often many times larger than themselves, underground, shielding both it and themselves from the attention of other creatures.
Infernal Millipede
Small beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 22 (5d6 +8)
- Speed 30 ft., burrow 30 ft., climb 30ft.
STR DEX CON INT WIS CHA 8 (-1) 12 (+1) 12 (+1) 1 (-5) 7 (-2) 1 (-5)
- Damage Resistances poison
- Damage Immunities fire
- Senses Tremorsense 30 ft., passive Perception 8
- Languages —
- Challenge 1 (200 XP)
Aquaphilic Flames. The fire exuded by the infernal millipede cannot be extinguished with water.
Burning Trail. The infernal millipede leaves a trail of sticky fire everywhere it goes. It's presence is usually first detected by the smell of smoke and carrion. The trail casts bright light for 5 ft. and dim light for a further 15 ft..
Any creature that makes contact with the trail must make a DC 11 Dexterity Saving Throw. On a failed saving throw they are burned for 3 (1d6) fire damage, or on a successful saving throw they receive half damage.Robust Immunity. Evolved to the consumption of carrion, the Infernal Millipede is immune to diseases, and resistant to parasites and poisons.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 3 (1d6) fire damage. The attack also spills liquid fire onto the victim. The damage from making contact is already included in the attack.
Needle-Beaks
Individually, these tiny hummingbirds are beautiful, with a deep green plumage and red feathered breast. In flocks, the complex patterns of movement, the interplay of greens and reds, the endlessly shifting mass of feathers, is mesmerizing.
Deceptive Predators. The beauty of these tiny creatures hides their true intent behind an alluring display. Highly capable of interpreting their effect upon other creatures, they intentionally draw in creatures and people with their dazzling displays, only for the rest of the flock to strike from their hidden positions in the trees.
Terrors of the Jungle. Found in great numbers, these birds can form flocks ranging from tens, to thousands. While individually they pose no significant threat, they can quickly overwhelm large or powerful creatures, or even groups of creatures, with sheer numbers.
Veracious Bloodsuckers. These birds are named after their fused, needle-like beaks, which they use to puncture the flesh of their prey and drain them of blood. While a bite from a single bird is easy to ignore, the hunger of a flock can strip entire regions of animal life.
Flock of Needle-Beaks
Large swarm of tiny beasts, unaligned
- Armor Class 13
- Hit Points 84 (13d10 + 13)
- Speed 5ft. fly 40 ft. (hover)
STR DEX CON INT WIS CHA 2 (-4) 16 (+3) 13 (+1) 5 (-3) 10 (+0) 16 (+3)
- Saving Throws Dex +5, Cha +5
- Skills Deception +7, Performance +7, Stealth +7
- Damage Vulnerabilities fire
- Damage Resistances bludgeoning, piercing and slashing
- Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
- Senses passive Perception 10
- Languages —
- Challenge 3 (700 XP)
Blood Frenzy. The Swarm performs an additional bite attack against creatures with half or fewer hit points.
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 bird. The swarm can't regain hit points.
Vampiric Nature. The swarm gains temporary hit points equal to the damage it deals. These temporary hit points stack with other temporary hit points acquired in this way.
Actions
Multiattack. The Flock of Needle-Beaks makes a bite attack against each target that is within range.
Bite. Melee Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the swarm has half hit points or fewer, it deals half damage.
Mob (recharge 5-6). Instead of attacking separate targets, the flock dives at and mobs a single target. The target creature must make a DC 13 Dexterity saving throw, taking 10 (3d4 + 3) piercing damage plus 7 (3d4) poison damage on a failed save, or half damage on a success. Undead and constructs do not suffer the poison damage caused by this attack.
Unearthly Beauty (recharge 6). All creatures within 60 feet, excluding other Flocks of Needle-Beaks, must succeed on a DC 13 Wisdom Saving Throw. On a failed save, they immediately use their reaction, if available, to move as far as it can directly towards the center of the flock. The flock performs a bite attack against each creature drawn into its space.
Greater Flock of Needle-Beaks
Huge swarm of tiny beasts, unaligned
- Armor Class 15
- Hit Points 161 (13d12 + 38)
- Speed 5ft. fly 40 ft. (hover)
STR DEX CON INT WIS CHA 2 (-4) 20 (+5) 15 (+2) 5 (-3) 8 (-1) 16 (+3)
- Saving Throws Dex +8, Cha +7
- Skills Deception +10, Performance +10, Stealth +11
- Damage Vulnerabilities fire
- Damage Resistances bludgeoning, piercing and slashing
- Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
- Senses passive Perception 9
- Languages —
- Challenge 8 (3900 XP)
Blood Frenzy. The Swarm performs an additional attack against creatures with half or fewer hit points.
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 bird. The swarm can't regain hit points. If the swarm has half hit points or fewer, it deals half damage.
Vampiric Nature. The swarm gains temporary hit points equal to the damage it deals. These temporary hit points stack with other temporary hit points acquired in this way.
Actions
Multiattack. The Flock of Needle-Beaks makes a bite attack against each target that is within range.
Bite. Melee Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 4) piercing damage.
Mob (recharge 5-6). Instead of attacking separate targets, the flock dives at and mobs a single target. The target creature must make a DC 16 Dexterity saving throw, taking 15 (3d4 + 5) piercing damage plus 7 (3d4) poison damage on a failed save, or half damage on a success. Undead and constructs do not suffer the poison damage caused by this attack.
Unearthly Beauty (recharge 6). All creatures within 60 feet, excluding other Flocks of Needle-Beaks, must succeed on a DC 15 Wisdom Saving Throw. On a failed save, they immediately use their reaction, if available, to move as far as it can directly towards the center of the flock. The flock performs a bite attack against each creature drawn into its space.
Colossal Flock of Needle-Beaks
Gargantuan swarm of tiny beasts, unaligned
- Armor Class 16
- Hit Points 217 (15d20 + 60)
- Speed 5ft. fly 40 ft. (hover)
STR DEX CON INT WIS CHA 2 (-4) 23 (+6) 18 (+4) 8 (-1) 8 (-1) 18 (+4)
- Saving Throws Dex +10, Cha +8
- Skills Deception +12, Performance +12, Stealth +14
- Damage Vulnerabilities fire
- Damage Resistances bludgeoning, piercing and slashing
- Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
- Senses passive Perception 9
- Languages —
- Challenge 12 (8400 XP)
Blood Frenzy. The Swarm performs an additional bite attack against creatures with half or fewer hit points.
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 bird. The swarm can't regain hit points. If the swarm has half hit points or fewer, it deals half damage.
Vampiric Nature. The swarm gains temporary hit points equal to the damage it deals. These temporary hit points stack with other temporary hit points acquired in this way.
Actions
Multiattack. The Flock of Needle-Beaks makes a bite attack against each target that is within range.
Bite. Melee Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d4 + 6) piercing damage.
Mob (recharge 5-6). Instead of attacking separate targets, the flock dives at and mobs a single target. The target creature must make a DC 18 Dexterity saving throw, taking 16 (3d4 + 6) piercing damage plus 7 (3d4) poison damage on a failed save, or half damage on a success. Undead and constructs do not suffer the poison damage caused by this attack.
Unearthly Beauty (recharge 6). All creatures within 60 feet, excluding other Flocks of Needle-Beaks, must succeed on a DC 18 Wisdom Saving Throw. On a failed save, they immediately use their reaction, if available, to move as far as it can directly towards the center of the flock. The flock performs a bite attack against each creature drawn into its space.