Monster Archive
Monster Archive
Deku Baba
Medium Plant, unaligned
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., target. Hit: 10
(2d8 + 1) piercing damage, plus 3 (1d6) acid damage.
Great White Minotaur Hunting Drake
One in one hundred thousand minotaurs are born a Great The Hunting Drake is a large, red draconic beast that looks
White Minotaur. They are believed to be descended from much like a wyvern. It is bred for the express purpose of
the gods and possess incredible strength, stamina, and a tracking down prey. They are often used to track escaped
canny ability to lead their fellows in battle. convicts and deserters of war.
Thunderbird
Huge Monstrosity, unaligned
Skaevling Armor Class 16 (natural armor)
Medium monstrosity, neutral evil Hit Points 175 (13d12 + 91)
Armor Class 15 (natural armor) Speed 30 ft., fly 90 ft.
Hit Points 49 (9d8 + 9) Str Dex Con Int Wis Cha
Speed 10 ft., fly 60 ft. 16 (+3) 17 (+3) 24 (+7) 15 (+2) 16 (+3) 14 (+2)
Str Dex Con Int Wis Cha Saving throws Constitution +12
15 (+2) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 5 (-3) Skills Perception +8
Skills Perception +3 Damage Immunities lightning, thunder
Senses Blindsight 60 ft., passive perception 13 Senses darkvision 120 ft., passive perception 18
Languages Can communicate with other skaevlings. Languages Understands, but cannot speak common
Challenge 3 (700 XP) Challenge 13 (10,000 XP)
Echolocation. The skaevling can’t use its blindsight while Lightning Aura. Any creature that ends its turn within 15
deafened. feet of the thunderbird takes 22 (5d8) lightning damage.
Keen Senses. The skaevling has advantage on Wisdom Flyby. The thunderbird doesn’t provoke opportunity attacks
(Perception) checks that rely on hearing. when it flies out of an enemy’s reach.
Actions Actions
Multiattack. The skaevling makes two claw attacks, or a claw Multiattack. The thunderbird makes one beak attack and one
attack and a bite attack. talons attack.
Flyby. The skaevling does not provoke an opportunity attack Thunderous Shriek (Recharge 5-6). All creatures within 30
when it flies out of an enemy’s reach. feet of the thunderbird must succeed on a DC 18 Constitution
Supersonic Shriek (Recharge 5-6). The skaevling lets out a saving throw, taking 27 (6d8) thunder damage on a failed
horrific screeching sound that forces every non-skaevling save, or half as much damage on a successful one. In addition,
within 30 feet that can hear it to succeed on a DC 13 Dexterity on a failed save, affected creatures are stunned until the end
save or take 13 (3d8) sonic damage and become of the thunderbird’s next turn.
incapacitated and deafened for 1d4 rounds. If the creature Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one
succeeds on their saving throw, they take half damage and creature. Hit: 16 (3d8 + 3) piercing damage, plus 9 (2d8)
are not incapacitated or deafened. A creature that fails its lightning damage.
save may attempt a new save at the end of each of its turns to
end the incapacitated and deafened effect. Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one
creature. Hit: 16 (3d8 + 3) piercing damage, plus 9 (2d8)
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. lightning damage.
Hit: 11 (2d8 + 2) slashing damage. If this attack hits, the
skaevling may make attempt to grapple the target for free. Lair Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one willing So long as the thunderbird is in its lair, on initiative count 20
creature, or one creature grappled by the skaevling. Hit: 13 (losing initiative ties), the thunderbird takes a lair action to
(2d10 + 2) piercing damage. cause the following effect:
A bolt of lightning strikes a single creature the
thunderbird can see within 120 feet. The creature must
succeed on a DC 18 Dexterity saving throw, taking 18
(4d8) lightning damage, or half as much on a successful
save.
Tortured Soul Vampire Spawn “Lasher”
Tortured Souls are zombies raised through a ritual where Lashers are vampire spawn that are designed to hit hard
they are infused with acid. They can expel this acid at will, and fast from stealth. They have poisonous veins that slide
and explode into acidic bursts when killed. out of their arms and act as whips against enemies.
Actions
Multiattack. The vampire makes two attacks, one of which
can be a bite attack.
Entangling Lash. If a lasher hits a creature with its blood
lash attack, it may use a bonus action to attempt to grapple
the foe using the blood lash. A creature grappled this way can
escape normally. If the lasher is grappling a creature, it
cannot use its blood lash attack. It may then retract the blood
lash as a bonus action on its turn to drag the grappled
creature adjacent to it (a DC 13 Strength saving throw
prevents this).
Blood Lash. Melee Weapon Attack: +5 to hit, reach 15 ft., one
target. Hit: 6 (1d6+3) slashing damage plus 10 (3d6) poison
damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one willing
creature, or a creature that is grappled by the vampire, or
restrained. Hit: 6 (1d6+3) piercing damage plus 7 (2d6)
necrotic damage. The target’s hit point maximum is reduced
by an amount equal to the necrotic damage taken, and the
vampire regains hit points equal to that amount. The
reduction lasts until the creature completes a long rest. The
target dies if its hit point maximum is reduced to 0.
Vampire Spawn “Hulk” Zombie, Necro-Tank
Hulks can survive in sunlight due to a thick bone-armor Necro-Tank zombies are literal tanks filled with necrotic
that covers their entire bodies. They act as daytime energy. They can pass it onto their allies, granting them
guardians and enforcers. great strength in combat.
Actions Reactions
Parry. The enforcer adds 2 to its AC against one melee attack
Fireball. Once per long rest, the arcanist can throw a ball of
that would hit it. To do so, the enforcer must see the attacker
flame up to 150 feet. It detonates into a 20-foot radius sphere
and be wielding a melee weapon.
that deals 21 (6d6) fire damage to all creatures caught
within. Creatures that succeed on a DC 15 Reflex save only
suffer half damage.
Arcane Bolt. Ranged Spell Attack: +6 to hit, range 60/300 ft.,
one creature. Hit: 40 (9d8) force damage.
Shocking Grasp. Melee Spell Attack: +6 to hit, reach 5 ft., one
creature. Hit: 40 (9d8) lightning damage.
Reactions
Gaseous Form. Once per long rest, when the arcanist would
suffer damage, it may use its reaction to reduce the damage
by half and transform into gas for 1 minute. As long as the
arcanist is gaseous, it cannot take actions, but cannot suffer
damage. It may travel through and inhabit any spaces that a
gas could inhabit. It may transform back into a solid form as
an action on its turn.
Bandit Rake Bandit Specialist
Rakes are thieves and burglars, hired to acquire tools and Specialists are assassin-illusionists that hare hired to deal
objects desired by the crime boss. They fight well in with obstinate people and problems without making a lot
groups, and are especially adept when they catch an of noise, in the way that thugs or enforcers might.
enemy by surprise.
Bandit “Specialist”
Bandit Rake Medium humanoid, neutral evil
Medium humanoid, neutral evil Armor Class 12 (15 with mage armor)
Armor Class 13 (armor) Hit Points 77 (14d8 + 14)
Hit Points 13 (3d8) Speed 30 ft.
Speed 30 ft. Str Dex Con Int Wis Cha
Str Dex Con Int Wis Cha 9 (-1) 14 (+2) 12 (+1) 18 (+4) 10 (+0) 11 (+0)
8 (-1) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 10 (+0) Saving throws Int +6, Wis +2
Skills Acrobatics +3, Sleight of Hand +3 Skills Acrobatics +4, Stealth +4
Senses passive perception 11 Senses passive perception 10
Languages Common Languages Common
Challenge 1/4 (50 XP) Challenge 3 (700 XP)
Banditry. The bandit can take the dash or disengage action as Banditry. The bandit can take the dash or disengage action as
a bonus action on each of its turns. a bonus action on each of its turns.
Backstab. Once per turn, the rake can deal an additional 3 Backstab. Once per turn, the specialist can deal an additional
(1d6) damage to creature it hits with a melee weapon attack, 17 (5d6) damage to creature it hits with a melee weapon
if that creature has yet to act in combat, or if that creature is attack, if that creature has yet to act in combat, or if that
within 5 feet of one of the rake’s allies. creature is within 5 feet of one of the rake’s allies. The
specialist can also deal this damage on a ranged attack
Actions against a creature who has yet to act in combat.
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one Spellcasting. The specialist is a 5th-level spellcaster. Its
target. Hit: 4 (1d4 + 2) piercing damage. spellcasting ability is Intelligence (Spell Save DC 14), +6 to hit
Hand Crossbow. Ranged Weapon Attack: +3 to hit, range with spell attacks). The specialist has the following wizard
30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. spells prepared:
Cantrips (at will): blade ward, mage hand, minor illusion
1st level (4 slots): disguise self, mage armor, silent image
2nd level (3 slots): invisibility, knock, suggestion
3rd level (2 slots): fly, major image,
Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.
Bandit Thug Grippli Monk
Bandit thugs are rabble. They’re common street-toughs Grippli monks live in jungles, building monasteries in
who are handed a beat stick and pointed in a direction. treetops and becoming guardians of the tropical woods.
These are the kinds of brutes that shake down a shopkeep,
not smart, but tough. Grippli Monk
Small humanoid (grippli), Neutral Good
Bandit Thug Armor Class 15
Medium humanoid, chaotic evil Hit Points 55 (10d6 + 20)
Armor Class 11 (armor) Speed 30 ft., climb 30 ft.
Hit Points 26 (4d8 + 8) Str Dex Con Int Wis Cha
Speed 30 ft. 10 (+0) 15 (+2) 14 (+2) 10 (+0) 17 (+3) 13 (+1)
Str Dex Con Int Wis Cha Saving throws Dex +4
12 (+1) 8 (-1) 14 (+2) 8 (-1) 10 (+0) 12 (+1) Skills Acrobatics +6, Athletics +4, Perception +5, Stealth +4
Skills Intimidation +3 Senses darkvision 60 ft., passive perception 15
Senses passive perception 10 Languages Common, Grippli
Languages Common Challenge 1 (200 XP)
Challenge 1/4 (50 XP) Treetop Stride. The grippli has advantage on all athletics and
Banditry. The bandit can take the dash or disengage action as acrobatics checks made to climb and jump.
a bonus action on each of its turns. Zen Mastery. So long as it does not wear armor or wield a
weapon, the grippli monk adds its Wisdom bonus to Attack
Actions rolls in place of its Strength or Dexterity bonus, and also adds
Rough ‘em Up. A single creature within 30 feet of the thug its Wisdom Bonus to its Armor Class.
that can see and hear it, and has taken damage from the thug
or one of its allies, must succeed on a DC 11 Wisdom saving Actions
throw or become frightened for 1 minute. The creature can Multiattack. The grippli monk makes two unarmed strikes.
repeat the saving throw at the end of each of its turns, ending
the effect on a success. If a creature’s saving throw is Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft.,
successful or the effect ends for it, the creature is immune to one creature. Hit: 4 (1d4 + 2) bludgeoning damage, plus 3
the thug’s Rough ‘em Up for the next 24 hours. (1d6) poison damage.
Beat Stick. Melee Weapon Attack: +3 to hit, reach 5 ft., one Tongue Lash. Ranged Weapon Attack: +5 to hit, reach 15 ft.,
target. Hit: 4 (1d6 + 1) bludgeoning damage. one creature. Hit: 7 (2d6) poison damage.
Magician Muscular Puncher
Magicians are hedge mages. Their magic may not be the Muscular punchers are powerful, stylish combatants that
most powerful, but they make up for it with versatility and whirl through the air, taking down foes with great speed
creativity. and efficiency.
Priest
Medium humanoid, neutral good
Armor Class 15 (scale mail)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
Str Dex Con Int Wis Cha
12 (+1) 12 (+1) 16 (+3) 10 (+0) 16 (+3) 12 (+1)
Saving throws Wis +5
Skills Persuasion +3, Religion +4
Damage Resistances radiant
Senses passive perception 13
Languages Common, Celestial
Challenge 3 (700 XP)
Divine Strike. All of the priest’s melee weapon attacks deal
an additional 3d8 radiant damage.
Divine Aura. So long as the priest is not frightened, all
creatures within 10 feet (including the priest) gain advantage
on all saving throws against fear effects.
Actions
Healing Burst. Once per short or long rest, the priest can
heal 18 (4d8) hit points to all creatures within 10 feet
(including the priest.
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 4 (1d6 + 1) type damage, plus 13 (3d8) radiant
damage.
BOSS MONSTERS
The following monsters are all considered “boss Gohma
monsters.” They do not have abbreviated stat blocks, and Gohma is a massive arthropod, with a single eye that fires
may be paragon or legendary monsters. deadly beams of heat. It can spawn larvae to aid it in
combat, as well.
Crime Boss
A bandit crime boss is exceptionally skilled at commanding
Gohma
Huge monstrosity, chaotic evil
a group of bandits. They function as leaders of crime
Armor Class 17 (natural armor)
syndicates in towns and cities. Hit Points 138 (12d12 + 60)
Speed 40 ft., climb 40 ft.
Bandit Crime Boss Str Dex Con Int Wis Cha
Medium humanoid, lawful evil 18 (+4) 10 (+0) 20 (+5) 12 (+1) 16 (+3) 6 (-2)
Armor Class 14 (modifiers) Saving throws Str +8, Con +9
Hit Points 117 (18d8 + 36) Skills Athletics +12, Perception +11
Speed 30 ft. Damage Resistances bludgeoning, piercing, slashing
Str Dex Con Int Wis Cha Damage Immunities poison
11 (+0) 18 (+4) 14 (+2) 16 (+3) 14 (+2) 16 (+3) Condition Immunities poisoned
Saving throws Dex +7, Int +6 Senses darkvision 120 ft., tremorsense 60 ft.,
Skills Acrobatics +7, Deception +6, Persuasion +6 passive perception 21
Senses passive perception 12 Languages Sylvan, Undercommon
Languages Common, +2 languages Challenge 10 (5,900 XP)
Challenge 5 (1,800 XP) Spider Climb. Gohma can climb on walls and ceilings
Banditry. The bandit can take the dash or disengage action as normally, using its climb speed.
a bonus action on each of its turns. Weak Point: Eye. Whenever Gohma uses its Eye Beam
Backstab. Once per turn, the crime boss can deal an action, its weak point becomes vulnerable until the start of
additional 17 (5d6) damage to creature it hits with a melee its next turn. You can target Gohma's weak point at this
weapon attack, if that creature has yet to act in combat, or if time by imposing disadvantage on your own attack roll. If
that creature is within 5 feet of one of the rake’s allies. The the attack hits, it bypasses Gohma's damage resistances
Crime Boss can also deal this damage on a ranged attack and immunities.
against a creature who has yet to act in combat.
Actions
Master of Tactics. The crime boss can use the Help action as Multiattack. Gohma makes 2 claw attacks.
a bonus action. If it uses the Help action to aid an ally with an
attack, it has a range of 30 ft., instead of 5 ft. Eye Beam (Recharge 5-6). Gohma opens its central eye
and unleashes a harsh beam of energy, targeting either a
Actions single creature within 120 feet, or a 60-foot cone. If it
Multiattack. The Crime Boss makes 2 melee attacks. targets a single creature, Gohma makes an attack roll with
a +7 bonus against the target, dealing 56 (16d6) fire
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. damage on a hit. If it instead targets a 60-foot cone, all
Hit: 8 (1d8 + 4) piercing damage. creatures within the cone must make a DC 18 Dexterity
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range saving throw, taking 31 (9d6) fire damage on a failed save,
30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. or half as much on a successful one.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Legendary Actions creature. Hit: 31 (5d10+4) piercing damage.
The crime boss has 1 legendary action. He can use it only at the
end of another creature’s turn. The crime boss regains spent Legendary Actions
legendary actions at the start of his turn. Gohma can take 3 legendary action, choosing from the
Attack. The crime boss makes a single attack with its rapier options below. Only one legendary action can be used at
or hand crossbow. a time, and only at the end of another creature’s turn.
Gohma regains spent legendary actions at the start of
Help. The crime boss uses the Help action to aid an ally. its turn.
Spawn Larvae (Recharge 5-6). Gohma spawns 3 Gohma
Larvae adjacent to it. They act only when Gohma uses the
Control Larvae legendary action.
Control Larvae. Gohma controls 1 of her larvae, causing it
to take its turn.
Gohma Larva Grippli Zen Master
Small monstrosity, chaotic evil
Armor Class 15 (natural armor) The Zen Master is the leader of the Grippli Monastery.
Hit Points 7 (2d6) They train other grippli in their ways, and assist in the
Speed 30 ft., climb 30 ft. defense of the monastery itself and the jungle that
Str Dex Con Int Wis Cha surrounds it.
12 (+1) 12 (+1) 10 (+0) 3 (-4) 8 (-1) 6 (-2)
Skills Acrobatics +5, Perception +1 Grippli Zen Master
Damage Immunities poison Small humanoid (grippli), Neutral Good
Condition Immunities poisoned Armor Class 17
Senses darkvision 60 ft., tremorsense 30 ft., Hit Points 117 (18d6 + 54)
passive perception 11 Speed 30 ft., climb 30 ft.
Languages understands sylvan and undercommon
Str Dex Con Int Wis Cha
Challenge 1/2 (100 XP)
12 (+1) 15 (+2) 16 (+3) 10 (+0) 20 (+5) 13 (+1)
Spider Climb. The gohma larva can climb on walls and
Saving throws Dex +6
ceilings normally, using its climb speed.
Skills Acrobatics +8, Athletics +7, Perception +8, Stealth +5
Actions Senses darkvision 60 ft., passive perception 18
Languages Common, Grippli
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Challenge 7 (2,900 XP)
creature. Hit: 8 (2d6 + 1) piercing damage.
Treetop Stride. The grippli has advantage on all athletics and
acrobatics checks made to climb and jump.
Zen Mastery. So long as it does not wear armor or wield a
weapon, the grippli zen master adds its Wisdom bonus to
Attack rolls in place of its Strength or Dexterity bonus, and
also adds its Wisdom Bonus to its Armor Class.
Actions
Multiattack. The grippli zen master makes three unarmed
strikes.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one creature. Hit: 7 (2d4 + 2) bludgeoning damage, plus 7
(2d6) poison damage.
Tongue Lash. Ranged Weapon Attack: +8 to hit, reach 15 ft.,
one creature. Hit: 14 (4d6) poison damage.
Reactions
Zen Parry. The grippli zen master may add 3 to its Armor
Class against a single melee or ranged weapon attack. To do
so, the grippli zen master must be able to see the attack
coming and be unarmed.
Legendary Actions
The grippli zen master has 1 legendary action. It can use it only
at the end of another creature’s turn. The grippli zen master
regains spent legendary actions at the start of its turn.
Evasive Dash. The grippli zen master moves up to its speed.
Attacks of opportunity made against it during this movement
have disadvantage.
Samhain
Samhain is a blood demon, dedicated to the blood goddess
La Magra. He is featured in the Night of Samhain
adventure.
SAMHAIN
Medium fiend (demon), chaotic evil
Armor Class 11
Hit Points 91 (14d8 + 28)
Speed 30 ft., fly 40 ft.
Str Dex Con Int Wis Cha
16 (+3) 12 (+1) 14 (+2) 16 (+3) 12 (+1) 18 (+4)
Saving throws Con +5, Cha +7
Skills Deception +7, Persuasion +7
Damage Resistances cold, fire, lightning
Damage Immunities poison, necrotic
Condition Immunities exhaustion, charmed, frightened, poisoned
Senses darkvision 120 ft., passive perception 11
Languages Common, Abyssal, Telepathy 100 ft.
Challenge 6 (2,300 XP)
Magic Resistance. Samhain has advantage on all saving throws
made against spells and other magic effects.
Bloodlust. Once per round, when Samhain deals damage to
creatures, it feeds him and makes him stronger. Every time he
deals damage to a creature, he regains 1d10+# hit points. This
cannot exceed his maximum hit points.
Innate Spellcasting. Samhain’s spellcasting ability is Charisma
(spell save DC 15). Samhain can innately cast the following spells,
without material components.
1/day each: fireball, haste
2/day each: hold person, invisiblity (self only), misty step
Actions
Multiattack. Samhain may fire up to 3 necrotic bolts.
Blood Drain. If Samhain is connected to a creature with his Blood
Spike, he may drain them as an action, dealing 21 (6d6) necrotic
damage. The target’s hit point maximum is reduced by the damage
dealt, and Samhain regains a number of hit points equal to the
damage dealt. A creature whose maximum hit points are brought to
0 with this ability dies.
Necrotic Bolt. Ranged Spell Attack: +7 to hit, range 60 ft., 1 target.
Hit: 9 (1d10 + 4) necrotic damage.
Blood Spike. Ranged Weapon Attack: +4 to hit, range 40 ft., 1 target.
Hit: 12 (2d10 + 1) piercing damage. The spike sticks in the target,
and a long vein-like rope connects Samhain to the target. The spike
can be removed as an action, and the vein can be cut with a
slashing weapon. Samhain takes no damage if the vein is cut.
Samhain can fire 5 blood spikes before he must complete a long
rest to re-grow them.
Legendary Actions
Samhain can take 1 legendary action. He can use it only at the end of
another creature’s turn. Samhain regains spent legendary actions at
the start of his turn.
Blood Drain. Samhain drains blood, as if he took the Blood Drain
action.