LMOP Monsters

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Glasstaff

Medium humanoid, lawful evil


  • Armor Class 13 (16 with mage armor)
  • Hit Points 49 ~ 81 (9d8 + 9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 17 (+3) 14 (+2) 16 (+3)

  • Saving Throws Cha +6, Wis +5, Int +6
  • Skills Perception +5, Deception +6, Arcana +6, Investigation +6, Persuasion +6
  • Senses passive Perception 15
  • Languages Common, Elvish, Dwarvish
  • Challenge 4 (1100 XP)

Spellcasting. Glasstaff is a 6th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Glasstaff has the following wizard spells prepared:

Cantrip (at will): blade ward, friends, ray of frost, shocking grasp

1st level (4 slots): charm person, expeditious retreat, magic missile, sleep

2nd level (3 slots): hold person, invisibility, misty step

3rd level (3 slots): blink, hypnotic pattern, tidal wave

Actions

Staff of Defense. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands to make a melee attack.

While attuned and wielding the staff, he has a +1 to AC. The staff has 10 charges which can be used to cast Mage Armor (1 charge) or Shield (2 charges).

Reactions

Shield. As a reaction when targeted by an attack, Glasstaff can use 2 charges to cast the *Shield spell. This grants him a +5 to his AC and immunity to Magic Missle until the start of his next turn.

Instinctive Charm. When a creature within 30ft attacks Glasstaff, he can use his reaction to divert the attack if another target is within the weapon's range. The attacker must make a DC 14 Wisdom save. If failed, the attacker targets the closest creature, or a new target of its choice if more than one are present. On a successful save, the attacker becomes immune to this effect until they rest.


Hamun Kost

Medium humanoid, lawful neutral


  • Armor Class 12 (15 with mage armor)
  • Hit Points 58 ~ 90 (9d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 14 (+2) 17 (+3) 16 (+3) 14 (+2)

  • Saving Throws Int +8, Wis +4
  • Skills Arcana +6, History +6
  • Senses passive Perception 10
  • Languages Common, Elvish, Dwarvish
  • Challenge 6 (2300 XP)

Spellcasting. Hamun Kost is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Hamun Kost has the following wizard spells prepared:

Cantrip (at will): chill touch, prestidigitation, frostbite, thunderclap

1st level (4 slots): mage armor, shield, thunder wave

2nd level (3 slots): mirror image, invisibility, misty step

3rd level (3 slots): blink, hypnotic pattern, counterspell, fireball

4th level (2 slots): blight, wall of fire

5th level (1 slots): cone of cold

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Reactions

Animate Dead. As a reaction when a creature at 10ft of Hamun Kost dies, he can raise them as a zombie if he choose to. If the target is player character they maintain their stats, AC and weapon attacks, but have 22 HP and do not have access to the class features.


Trickery Priest

Medium humanoid (any race), any alignment


  • Armor Class 15 (chain shirt)
  • Hit Points 27 ~ 45 (5d8 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 13 (+1) 16 (+3) 14 (+2)

  • Skills Deception +6, Medicine +7, Persuasion +3, Religion +3, Stealth +6
  • Senses passive Perception 13
  • Languages any two languages
  • Challenge 2 (450 XP)

Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd or higher, the extra damage increases by 1d6 for each level above 1st.

Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians

Actions

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

Cloak of Shadows (Recharge After a Short or Long Rest). The priest becomes invisible until the end of its next turn, or until it casts a spell.

Invoke Duplicity. The priest creates a perfect illusion of itself that lasts for 1 minute or until it loses its concentration, as if concentrating on a spell. The illusion appears in an unoccupied space within 30 feet of the priest. As a bonus action, the priest can move the illusion up to 30 feet to a space within 120 feet of the priest that it can see. Additionally, when both the priest and its illusion are within 5 feet of a creature that can see the illusion, the priest has advantage on attack rolls against that creature.


Fire Bender

Medium humanoid (any race), any alignment


  • Armor Class 13 (leather armor)
  • Hit Points 27 ~ 45 (5d8 + 5)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 12 (+1)

  • Damage Resistances cold, fire
  • Senses passive Perception 12
  • Languages Primordial plus any one language
  • Challenge 2 (450 XP)

Actions

Multiattack. The bender makes two Fangs of the Fire Snake attacks.

Fangs of the Fire Snake. Melee Spell Attack: +4 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) fire damage.


Warlock

Medium humanoid (any race), any alignment


  • Armor Class 12 (15 with mage armor)
  • Hit Points 22 ~ 40 (5d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 10 (+0) 14 (+2) 12 (+1) 16 (+3)

  • Senses passive Perception 9
  • Languages Common, Draconic
  • Challenge 2 (450 XP)

Innate Spellcasting. The warlock's spellcasting ability is Charisma (spell save DC 13). It can cast the following spells innately:

1/day each: mage armor

Spellcasting. The hexblade wielder is a 5th level spellcaster. Its spellcasting ability is Charisma (+5 to hit with spell attacks, spell save DC 13). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): eldritch blast (2 beams, +3 bonus to each damage roll), chill touch, friends, mage hand, sacret flame, vicious mockery
1st-3rd level (3 slots): armor of agathys, counterspell, hex, hypnotic pattern, invisibility, misty step


Assassin

Medium humanoid (any race), any alignment


  • Armor Class 14 (leather armor)
  • Hit Points 27 ~ 45 (5d8 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 12 (+1) 10 (+0) 10 (+0)

  • Skills Stealth +7
  • Senses passive Perception 10
  • Languages Thieves' Cant plus any one language
  • Challenge 2 (450 XP)

Ambusher. The assassin has advantage on attack rolls against creatures it has surprised.

Sneak Attack (1/Turn). The assassin deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Blowgun. Ranged Weapon Attack: +5 to hit, range 25/100 ft., one target. Hit: 1 piercing damage plus 5 (2d4) poison damage.


Phandalin Guard

Medium Humanoid (Human), Neutral good


  • Armor Class 16 (chain shirt, shield)
  • Hit Points 11
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)

  • Skills Perception +2
  • Languages Common
  • Challenge 1/8 (25 XP)

Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.


Sildar Hallwinter

Medium Humanoid (Human), Lawful good


  • Armor Class 16 (chain shirt, breastplate)
  • Hit Points 60
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 9 (-1) 13 (+1) 12 (+1)

  • Skills Athletics +10, Persuasion +6
  • Senses passive Perception 11
  • Languages Common
  • Challenge 3 (700 XP)

Actions

Multiattack. Sildar makes two melee attacks.

Greatsword. Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

If a hit a creature with this weapon, you can choose to cast the Dispel Magic spell against the target at part of the attack. Alternatively, you can use your action to cast the Dispel Magic spell at a target of your choice. The spell is cast at 3rd level, and the Ability check bonus for this spell is +3.

Reactions

Parry. When an attacker hits Sildar with a melee attack and Sildar can see the attacker. He can roll 1d6 and add the number rolled to his AC against the triggering attack. Provided he's wielding a melee weapon.


Phandalin Guard

Medium Humanoid (Human), Neutral good


  • Armor Class 16 (chain shirt, shield)
  • Hit Points 11
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)

  • Skills Perception +2
  • Languages Common
  • Challenge 1/8 (25 XP)

Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.


Gundren Rockseeker

Medium Humanoid (Dwarf), Neutral good


  • Armor Class 15 (chain shirt, shield)
  • Hit Points 13
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 15 (+2) 10 (+0) 11 (+0) 11 (+0)

  • Damage Resistances poison
  • Skills Athletics +4, Perception +2
  • Senses darkvision 60 ft.
  • Languages Common, Dwarvish
  • Challenge 0 (10 XP)

Dwarven Resilience. Gundren has advantage on saving throws against poison.

Actions

Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage, or 7 (1d10+2) bludgeoning damage if used with two hands.



Nezzar - The Black Spider

Medium humanoid (elf), neutral evil


  • Armor Class 13 (16 with mage armor)
  • Hit Points 100 ~ 198 (18d8+54)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 20 (+5) 16 (+3) 16 (+3)

  • Saving Throws Intelligence +8, Wisdom +6
  • Skills Arcana +8, Perception +6, Stealth +5
  • Senses Darkvision 120 Ft., passive Perception 16
  • Languages Common, Elvish, Dwarvish
  • Challenge 5 (1,800 XP)

Legendary Resistance (3/day). If Nezzar fails a saving throw, he can choose to succeed instead.

Special Equipment. Nezzar has a Spider Staff and a Cloak of Protection (adds +1 to AC and saving throws).

Fey Ancestry. Nezzar has advantage on saving throws against being charmed, and magic cannot put him to sleep.

Sunlight Sensitivity. Nezzar has disadvantage on attack rolls when he or his target is in sunlight.

Potent Spellcasting. Nezzar adds his spellcasting modifier to damage dealt by his cantrips.

Innate Spellcasting. Nezzar can innately cast the following spells, requiring no material components:

At-will: dancing lights, detect magic

1/day each: darkness, faerie fire (DC 14), levitate, dispel magic (+3 >3rd-level)

Spellcasting. Nezzar is a 6th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 16, +8 to hit with spell attacks). Nezzar has the following spells prepared from the wizard’s spell list.

Cantrip (at will): mage hand, shocking grasp, toll the dead, fire bolt

1st level (4 slots): mage armour*, magic missile, shield, ray of sickness

2nd level (3 slots): invisibility, hold person, misty step, mirror image

3rd level (3 slots): counterspell, fireball, erupting earth

*The Black Spider casts these spells on itself before combat.

Actions

Spider Staff: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6 + 0) bludgeoning damage plus 3 (1d6) poison damage.

The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.

The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required. The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.

Legendary Actions

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Move. Nezzar moves up to his speed without provoking opportunity attacks.

Cantrip. Nezzar casts a cantrip.

Cast a Spell (Costs 3 Actions). Nezzar casts a spell from his list of prepared Spells, Innate Spellcasting, or Spider Staff using a spell slot (or charges) as normal.

Lair Actions

On initiative count 20 (losing initiative ties), Nezzar can take a lair action to cause one of the following magical effects; Nezzar can’t use the same effect two rounds in a row:

Nezzar rolls a d8. If the roll is 4 or below, he regains a 1st-level spell slot. If it is 5 or higher, he regains a 2nd-level spell slot. If Nezzar has no spent spell slots of that level or lower, nothing happens.

Nezzar invokes the power of Lolth, darkening his lair. Until initiative count 20, all natural sources of light are obscured by Lolth’s power, plunging the lair into darkness, Blinding all creatures lacking Darkvision or a similar sense. If the light is from a spell of 2nd-level or lower, that light is automatically suppressed for the duration of the effect. If it is 3rd-level or higher, Nezzar must roll as though he were casting dispel magic to see if the light is suppressed for the duration.

Nezzar’s lair crackles with eldritch power, bolts of dark magic arcing everywhere. Nezzar can target any number of creatures he can see within his lair with this power, and targets must succeed a DC 14 Wisdom saving throw or take 7 (2d6) force damage.

Nezzar invokes the power of Lolth, conjuring a swarm of spiders to bite a foe he can see. The target must make a DC 13 Constitution saving throw or take 9 (2d8) poison damage. If the target fails the throw by 5 or more, it is considered Poisoned for the next minute.



Nezzar - The Black Spider

Medium humanoid (elf), neutral evil


  • Armor Class 15 (18 with mage armor, 22 with shield)
  • Hit Points 200
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 12 (+1) 28 (+4) 14 (+2) 13 (+1)

  • Saving Throws Int +9, Wis +7, Dex +7
  • Skills Arc +8, Dec +5, Per +5, St +6
  • Senses Darkvision 120 Ft., passive Perception 15
  • Languages Elvish, Undercommon, Common
  • Challenge 11

Legendary Resistance (3/day). If Nezzar fails a saving throw, he can choose to succeed instead.

Special Equipment. Nezzar has a Ring of Protection and Bracers of Defense.

Magic Resistance. As a Highborn Drow, the Spider has advantage on saving throws against spells and other magical effects.

Fey Ancestry. Nezzar has advantage on saving throws against being charmed, and magic cannot put him to sleep.

Sunlight Sensitivity. Nezzar has disadvantage on attack rolls when he or his target is in sunlight.

Innate Spellcasting. Nezzar can innately cast the following spells, requiring no material components:

At-will: dancing lights

1/day each: darkness, faerie fire (DC 14), levitate (self only)

Spellcasting. Nezzar is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The Nezzar has the following wizard spells prepared:

Cantrip (at will): mage hand, minor illusion, shocking grasp, ray of frost

1st level (4 slots): mage armor*, magic missile, shield, absorb elements

2nd level (3 slots): alter self, misty step, mirror image, web

3rd level (3 slots): fly, lightning bolt, counterspell

4th level (3 slots): Evard's black tentacles, greater invisibility

5th level (2 slots): synaptic static, wall of force

6thh level (1 slots): chain lightning

*The Black Spider casts these spells on itself before combat.

The Spider Staff of Nezznar

(Legendary, requires attunement by a spellcaster).

The top of this black, adamantine staff is shaped like a spider. The Black Spider has used foul magics to increase its potency, granting himself legendary prowess while attuned to it

Wielder is immune to the poisoned condition and has resistance to poison damage

The staff is a +1 magic weapon that grants +1 to spell attack rolls and spell save DCs

The staff has 10 charges. With staff in hand you may use an action to cast a spell from staff with no components, but only if you are able to cast spells of that level:

Poison spray (1 charge, 3d12 poison), Spider Climb (1 charge), Web (2 charges , Spell save DC15) and Conjure animals (Giant Spiders only) 3 charges

The Staff regains 1d6+4 charges a day at midnight. If the last charge is used: The staff is shattered and destroyed on a roll of 1 on a d20.

While attuned to the staff, and with it in hand, the Black Spider gains legendary resistances and actions (see below). The Spider loses his Legendary actions and resistances if his Staff is destroyed or he is disarmed of it, until he picks it up again. The staff is an object with 50 HP, AC 20 and immunity to psychic, radiant and poison damage, and resistance to B, P and S from non magic weapons that are not adamantine. If the Staff is destroyed, he is Stunned till the end of his next turn. This last ability functions for no-one else other than the Spider.

Actions

Spider Staff: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage, or 6 (1d8+2) bludgeoning damage if used with two hands, plus 10 (3d6) poison damage plus poison (see below).

Once per turn, on a successful melee weapon attack with the staff, the wielder deals 3d6 extra poison damage. If a target takes poison damage from this attack, the wielder may expend a charge, forcing the target to succeed in a DC 15 Constitution save or be poisoned for 1 minute. A creature poisoned by the staff in this way must attempt a DC 15 Constitution check at the end of each of its subsequent turns or suffer an additional 10 (3d6) poison damage. On a successful save, the poisoned condition instead ends. A creature poisoned by the staff, cannot be poisoned by it again while the condition lasts.

Legendary Actions

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

Hit and run. (costs 1 action) The Black Spider makes 1 Staff attack. He may then move up to half his speed without provoking attacks of opportunity.

Cast cantrip. (costs 1 action) The Spider can cast a cantrip.

Cast spell (costs 2 actions). The Spider can cast a spell of 1st or 2nd level with a casting time of 1 action, using a spell slot of up to 2nd level to cast it. Alternatively, he can cast Poison spray from his staff. He uses this to cast mirror image on his first turn, then switches to offensive spells on subsequent turns.

 

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