Minecraft Mobs as 5e Creatures
A rift in reality has appeared to the west of the dark forest, spewing forth a series of strange creatures. Hailing from a land born and shaped of perfect geometry, these creatures possess mysterious abilities foreign to most. This compendium, a shimmering tome inscribed with a blocky symbol, describes the secrets these invaders hold within.
Physicality
The creatures in Minecraft are abstract, blocky, pixellated representations of monsters. As such, when described within this document, they are interpretations of how they would appear in a more realistic setting. None of these descriptions are canon to any aspect of the game. Feel free to edit any of these descriptions to match how you would see these creatures.
Creeper
The most iconic mob, the creeper is a sickly, green creature that lurks in the shadows of caves and dark forests, harboring destruction wherever it goes.
More intellegent than most creatures, a Creeper focuses not on its base survival needs, but rather causing as much destruction to natural and artificial land alike. It likes to stalk its prey by "creeping" up to them, and exploding in hopes to take a target down with it.
Creepers stand at about 4 feet tall, and are covered in thick leathery skin covered in boils and scars. Its face bears sunken eye-sockets and a wailing expression, and a faint smell of brimstone eminates out from its pores. It hosts a slightly mutable form, similar to an octopus, which allows it to change shape slightly and squeeze into crevices to hide.
If a creeper is infused with lightning, it becomes a Charged Creeper, a more agile and more volatile entity.
Creeper
Medium Monstrosity, Chaotic Evil
- Armor Class 14 (Natural Armor)
- Hit Points 31 (3d10 + 9)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 17 (+3) 8 (-1) 11 (+0) 6 (-2)
- Damage Immunities Lightning
- Skills Stealth + 5,
- Senses darkvision 60ft, passive perception 10
- Languages none
- Challenge 2
Form Shift The Creeper molds it's body to fit into crevices. The creeper can hide as a bonus action.
Charged Form If the creeper takes lightning damage, it becomes a Charged Creeper. It retains the amount of hit points it currently has.
Actions
Claw Melee weapon attack: +4 to hit, Reach 5ft, one target. Hit: 5 (1d6+2) piercing damage.
Explode When the Creeper is within 5ft of another creature, it may explode. Each creature within a 10 ft. radius of the Creeper must make a DC13 Dexterity Saving throw or take 4d8 fire damage, or half as much on a success. The creeper dies after it uses this ability.
Charged Creeper
Medium Monstrosity, Chaotic Evil
- Armor Class 16 (Natural Armor)
- Hit Points 31 (3d10 + 9)
- Speed 35 ft.
STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 17 (+3) 8 (-1) 11 (+0) 6 (-2)
- Damage Immunities Lightning
- Skills Stealth + 5,
- Senses darkvision 60ft, passive perception 10
- Languages none
- Challenge 3
Form Shift: The Creeper molds it's body to fit into crevices. The creeper can hide as a bonus action.
Charged Form: If the creeper takes lightning damage, it becomes a Charged Creeper. It retains the amount of hit points it currently has.
Actions
Claw Melee weapon attack: +4 to hit, Reach 5ft, one target. Hit: 5 (1d6+4) piercing damage.
Explode When the Creeper is within 5ft of another creature, it may explode. Each creature within a 10 ft. radius of the Creeper must make a DC13 Dexterity Saving throw or take 8d8 lightning damage, or half as much on a success. The creeper dies after it uses this ability.
Silverfish
Lurking below the surface in subterranian lairs, in mossy alcoves, and in the dilapidated structures of eons past, the silverfish establishes its hive. Silverfish are small, slithering, hairy gray insects that thrive in damp underground environments. While not a hive-mind, each silverfish is deeply connected through sonic signals and pheromone trails. An injured silverfish can request aid from members of the same hide, which repeat the signal to more, until its too late and even the most hardened of adventurers are swarmed and eaten alive. If you come across a mossy, silky patch of gravel, tread lightly.
Silverfish
Tiny Insect, unaligned
- Armor Class 12 (Natural Armor)
- Hit Points 8 (2d4 + 2)
- Speed 20 ft., burrow 20ft.
STR DEX CON INT WIS CHA 1 (-5) 12 (+1) 12 (+1) 2 (-4) 11 (+0) 8 (-1)
- Skills Survival + 2,
- Senses darkvision 60ft, passive perception 10
- Languages none
- Challenge 1/8
Pack Tactics: The silverfish has advantage on attack rolls if it is within 5 feet of an ally.
Actions
Bite Melee weapon attack: +3 to hit, Reach 5ft, one target. Hit: 3 (1d4+1) piercing damage. The target must also succeed on a DC11 Constitution saving throw or be poisoned for 10 minutes.
Swarming Cries (1/Day) Whenever the silverfish takes damage and is not incapacitated, it may use its reaction to send a signal, summoning 1d4 more silverfish. The summoned silverfish may enter on any unoccupied space within 30 ft., as long as the space is made up mostly of stone.
Enderman
A tall, quivering figure rips a branch from a tree, and follows a party of adventurers from a safe distance, murmuring high pitched groans. The stalwart leader advises the wizard not to look back. As the whispers and groans continue, the wizard's curiosity gets the best of her, as the creature standing but a few feet away's jaws unhinge and tear into her body.
Endermen are the most elusive of monsters, and will stalk prey for hours on end. They possess psionic powers and the innate ability to teleport, making them difficult to pin down.
Endermen are more intellegent than mere beasts, and seem to hold a form of communication toward each other. They don't like to attack out of nowhere, even if they have the advantage. Instead, they goad their targets into looking into their glowing eyes, which can shut down the fight or flight instinct.
Some enderman also hold an Ender Pearl, an alien item of unknown power. Ender pearls, while considered beautiful, are avoided by most as their form is unstable and could be volatile in uncareful hands.
Enderman
Medium Aberration, Neutral Evil
- Armor Class 16 (Natural Armor)
- Hit Points
- Speed 25ft
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 13 (+1) 17 (+3) 15 (+2) 12 (+1)
- Condition Immunities Fear
- Senses Blindsight 30ft. Darkvision 120ft.
- Languages Ender
- Challenge 5
Water Sensitivity: The enderman takes 4d6 damage at the start of its turn if it is submerged in water, in the rain, or water was splashed on it last turn.
Uncanny Eyes: Any creature that ends its turn with a line of sight with the enderman must succeed on a DC12 Wisdom Saving Throw, or be frightened of the enderman for 1 minute. While frightened in this way, the target's movement speed is reduced by 10 ft. The affected creature may repeat this saving throw at the end of each of its turns.
Actions
Multiattack. The Enderman makes three attacks: two with its claw, one with its bite
Claw. Melee Weapon Attack: +7 to hit, Reach 10ft., one target. Hit: 9 (1d8+4) slashing damage.
Bite. Melee Weapon Attack: +7 to hit, Reach 5ft., one target. Hit: 10 (2d6 +4) Piercing damage.
Blink. The Enderman can magically teleport, along with any Equipment it is wearing or carrying, to an unoccupied space within 40ft. It does not have to be able to see the space to teleport to it. Before or after teleporting, it can make on claw attack.
Blaze
A blaze is a spiraling tornado of solid flames. Inside is a white-hot skull, which hosts the creatures sentience. Blazes live in Mincraft's underworld: The Nether, and thus fits in well in any other lower plane.
Blazes are beings of carnage, looking to burn the whole world down. They chase after those foolish enough to encroach upon the abandoned fortresses they claim.
A blaze channels its power through a Blaze Rod, which can store heat and expel it in bursts.
Blaze
Medium Elemental, Neutral Evil
- Armor Class 15 (Natural Armor)
- Hit Points 59 (8d8 + 16)
- Speed 30 ft. Hover
STR DEX CON INT WIS CHA 2 (-4) 15 (+2) 18 (+4) 10 (0) 10 (0) 10 (0)
- Damage Resistances Necrotic, Radiant
- Damage Immunities Fire
- Condition Immunities Prone
- Senses passive Perception 10
- Languages Infernal
- Challenge 4
Heated Body. Any creature that starts its turn within 5 feet or makes a melee attack against the Blaze takes 1d8 fire damage.
Actions
Multiattack. The Blaze makes three fire charge attacks, or 1 slam attack.
Fire Charge Ranged Weapon Attack: +5 to hit, Range 30/60, one target. Hit: 10 (2d8) fire damage
Slam Melee weapon attack: +5 to hit, Reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage + 10 (2d8) fire damage
Guardian
A guardian is a thick skinned fish, featuring a teal, rocky hide, orange spikes, and one glowering central eye. It's been given the nickname "Sea Beholder" because of how easily it can be mistaken for one, especially as it can shoot a beam from its eye.
Guardians inhabit undersea temples in the elemental plane of water, protecting their elder. Guardians attack anything that isn't one of their own on sight.
Guardian
Large Beast, unaligned
- Armor Class 15 (Natural Armor)
- Hit Points 68 (8d10 + 16)
- Speed 5ft, 40ft. Swim
STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 15 (+2) 4 (-3) 11 (+0) 9 (-1)
- Senses passive Perception 10
- Languages none
- Challenge 6
Sharp Body: Any creature that starts its turn within 5 feet, enters a space within 5 feet, or makes a melee attack against the Guardian takes 2d4 piercing damage.
Actions
Multiattack. The Guardian makes two attacks: One slam attack and one with its tail.
Slam. Melee Weapon Attack: +7 to hit, Reach 5 ft., one target. Hit: 10 (1d10 + 4) Bludgeoning damage plus 4 (2d4) piercing damage.
Tail. Attack Style: +7 to hit, Reach 5 ft., one target. Hit: 10 (1d10 + 4) Bludgeoning damage. The target must also succeed on a DC14 Strength saving throw or be knocked back 10 ft.
Eye Beam (Recharge 5-6). Ranged Weapon Attack: +7 to hit, Range 60ft., one target. Hit: 18 (3d10) Necrotic damage, or half as much on a success
Elder Guardian
Huge Beast, unaligned
- Armor Class 18 (Natural Armor)
- Hit Points 104 (10d10 + 40)
- Speed 5ft, 40ft. Swim
STR DEX CON INT WIS CHA 22 (+6) 12 (+1) 18 (+4) 6 (-2) 11 (+0) 9 (-1)
- Senses passive Perception 10
- Languages none
- Challenge 9
Sharp Body: Any creature that starts its turn within 5 feet, enters a space within 5 feet, or makes a melee attack against the Guardian takes 4d4 piercing damage.
Fatigue Wave: Any creature that starts its turn within 120 feet of the Elder Guardian must make a DC16 Constitution Saving Throw, or take 2d4 necrotic damage, and the target's strength score reduces by that amount. If a creature is reduced to 0 strength this way, it dies. If a creature succeeds, they are immune to the Fatigue Wave ability for the next 24 hours.
Actions
Multiattack. The Guardian makes three attacks: two slam attacks and one with its tail.
Slam. Melee Weapon Attack: +10 to hit, Reach 5 ft., one target. Hit: 24 (3d10 + 6) Bludgeoning damage plus 8 (4d4) piercing damage.
Tail. Attack Style: +10 to hit, Reach 5 ft., one target. Hit: 24 (3d10 + 4) Bludgeoning damage. The target must also succeed on a DC14 Strength saving throw or be knocked back 10 ft, and the target is stunned until its next turn.
Eye Beam (Recharge 5-6). Ranged Weapon Attack: +10 to hit, Range 60ft., one target. Hit: 30 (5d10) Necrotic damage, or half as much on a success. If the target fails, they gain one level of exhaustion.
Magic Items
Ender Pearl
(Consumable Magic Item, Uncommon) This deep green pearl seems to vibrate with unstable energy. As a bonus action, you may throw the pearl to any point up to 30 feet to a location you can see. When the pearl hits the ground, you magically teleport to that location, and the pearl shatters and disappears. Due to the force of your throw, you also take damage equal to if you have fallen from a height of 30 feet. If you have an immunity to damage from falling, you do not take this damage.
Blaze Rod
(Consumable Magic Item, Uncommon) This orange rod is storing latent heat from the world. As an action, you can crack the Blaze Rod, destroying it, to trigger one of the following effects:
- You gain resistance to fire damage for 1 minute.
- You throw three fire charges. Treat this as a Ranged Weapon Attack: +5 to hit, Range 30/60, one target. Hit: 5 (1d8) fire damage
- A flaming tornado erupts and carries you up to 30 feet in any direction. You take 1d8 fire damage after you finish moving.