Trilemma Bestiary 5e v1.0.1
Trilemma Bestiary 5e v1.0.1
Trilemma Bestiary 5e v1.0.1
http://trilemma.com
Additional Creatures
Kira Magrann: (www.serpentcyborggames.com / @kiranansi) Siren
Michael Atlin: Vinteralf
Stephanie Bryant: (www.mortaine.com/blog / @mortaine) Dream
Eater
Additional Proofreading
Danielle Phegan
Illustration
Juan Ochoa: (www.juanochoa.co) Acolyte, Avatar, Bog Strangler,
Bone Devil, Carreg, Cave Drake, Cave Squid, Chalk Hound, Dire
Fleas, Grush, Handwolves, Heelan, Hulk Larva, Lady of Memory,
Menaka, Moon Baby, Novy Dom, Onddo, Orc, Ricalu, Sand Monarch,
Selk, Sylph Spider, Tcheth, Vinteralf, Warbody
Lauren Bryce: (@brycescribbles on Twitter) Slewt
Justine Jones: (justinejonesillustration.com) Dradkin & Fleshpriest,
Vampire, Wraith
Michael Lavoie: (instagram.com/artofmichaellavoie) Sarcas
Michael Prescott: (www.trilemma.com) Apocalypse Larva,
Automaton, Chitin Drake, Dire Pelican, Dogfolk, Emperor Tortoise,
Ghost Selk, Guardian, Hell Knight, Hungry Spirit, Lady of Memory,
Malak, Motes, Nuss Exile, Nuss Harbinger, Rust Soldier, Sand
Sprite, Shrine Baby, Siren, Splice Hydra, Void Bringer, Void Gull,
Water Shade, Werewolf, Whip Scorpion, Wyrm—Jokun, Wyvern
Nate Pride: (www.natepride.com) Lantern Worm, Storm Seals
Peter Mullen: (pmullenblog.blogspot.com) Crypt Servant, Heelan
Phib, Shadow Bohka, Vampire Tree, Void Worm
Russ Nicholson: (russnicholson.blogspot.com) Cave Stitcher, Jorn,
Undine
Tomas Panavas: Cover painting
Zé Burnay: (www.zeburnay.com) Brass Soldier, Demon Wolf, Jellies,
Ogre
Copyright © 2019-2020 Michael Prescott & Jennifer Adcock.
All rights reserved. Version 1.0.1
—3
4—
—5
6—
—7
Aether Serpent
Small monstrosity, unaligned
Armor Class: 15
Hit Points: 6 (2d4 + 2)
Speed: 40 ft.
Actions
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
1 piercing damage, and the target must make a DC 16 Intelligence
saving throw, becoming incapacitated for one minute by astral visions
on a failed save.
8—
Acolyte of Raal
Medium humanoid, evil
Armor Class: 18
Hit Points: 60 (8d8 + 24)
Speed: 30 ft.
Actions
Multiattack. The Acolyte of Raal makes two melee attacks with its
claws.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
(1d8 + 2) slashing damage.
5e Bestiary — 9
Ant, Blight
Small to large insect, unaligned
Armor Class: 14
Hit Points: 13 (2d10 + 2)
Speed: 50 ft.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4
(1d6 + 1) piercing damage.
10 — 5e Bestiary
Apocalypse Larva
Medium insect, unaligned
Armor Class: 6
Hit Points: 2 (1d4)
Speed: 0 ft.
Oil Sacs. The Apocalypse Larvae are full of precious oils. If the Larva
take damage, everyone within 5 ft. must make a DC 15 Dexterity
saving throw or take 3d6 fire damage.
5e Bestiary — 11
Automaton, Servant
Large construct, unaligned
Armor Class: 13
Hit Points: 33 (6d8 + 6)
Speed: 30 ft.
Skull Collar. The Servant Automaton’s head can be switched with the
head of any other Servant Automaton.
Actions
Slam: Melee Weapon Attack: +1 to hit, one target. Hit: 5 (1d8 + 1)
bludgeoning damage.
12 — 5e Bestiary
Automaton, Servant
Medium construct, unaligned
Armor Class: 13
Hit Points: 33 (6d8 + 6)
Speed: 30 ft.
Skull Collar. The Servant Automaton’s head can be switched with the
head of any other Servant Automaton.
Actions
Multiattack. The Vault Jackal makes two attacks.
Bite: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 6
(2d4 + 1) piercing damage. If the target is a creature, it must succeed
on a DC 11 Strength saving throw or be knocked prone.
5e Bestiary — 13
Armor Class: 17
Hit Points: 135 (18d10 + 36)
Speed: 40 ft.
Actions
Multiattack. Avorask makes three swarm attacks.
Swarm. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
Hit: 12 (2d6 + 5) piercing damage. If the target is a creature, it must
succeed on a DC 14 Constitution saving throw or become diseased. The
14 — 5e Bestiary
5e Bestiary — 15
Bandit Wasp
Large insect, unaligned
Armor Class: 14
Hit Points: 51 (6d10 +18)
Speed: 20 ft., fly 40 ft., fly 10 ft. when encumbered
Actions
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
7 (1d6 + 4) piercing damage. The target must also make a DC 13
Constitution saving throw, taking 4 (1d6) poison damage on a failed
throw.
16 — 5e Bestiary
Armor Class: 11
Hit Points: 6 (1d10)
Speed: 10 ft.
Actions
Wax. Ranged Weapon Attack: +2 to hit, range 10 ft., one target. Hit: 4
(1d6) fire damage.
5e Bestiary — 17
Blue Lichen
Small ooze, unaligned
Armor Class: 5
Hit Points: 10 (1d10 + 5)
Speed: 0 ft.
Actions
Touch. Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit:
4 (1d8) necrotic damage.
18 — 5e Bestiary
Bog Strangler
Medium undead, evil
Armor Class: 15
Hit Points: 44 (9d4 + 22)
Speed: 30 ft.
Actions
Strangle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
9 (2d8) bludgeoning damage.
5e Bestiary — 19
20 — 5e Bestiary
Armor Class: 19
Hit Points: 153 (18d8 + 72)
Speed: 40 ft.
Flaming Lamps. The bone devil may create a lamp of blue fire,
which glows brightly for a 30 ft. radius and dimly for an additional 30
ft. Spirits who see the light of the lamp must make a DC 16 Wisdom
saving throw or become entrapped by the lamp.
Actions
Multiattack. The bone devil makes two attacks with its hooks.
Hook. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18
(3d8 + 4) piercing damage.
5e Bestiary — 21
22 — 5e Bestiary
Armor Class: 20
Hit Points: 210 (20d10 + 100)
Speed: 5 ft.
Actions
Grab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
41 (12d12 + 5) bludgeoning damage and the target is grappled by the
brass soldier (escape DC 30).
5e Bestiary — 23
Carreg
Medium humanoid, any alignment
Armor Class: 12
Hit Points: 11
Speed: 30 ft.
Actions
Bone Weapons. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning, piercing, or slashing damage.
24 — 5e Bestiary
Armor Class: 14
Hit Points: 65 (10d8 + 20)
Speed: 30 ft.
Actions
Bone Weapons. Melee
Weapon Attack: +5
to hit, reach 5 ft., one
target. Hit: 11 (1d12 + 5)
bludgeoning, piercing, or
slashing damage.
5e Bestiary — 25
26 — 5e Bestiary
Armor Class: 18
Hit Points: 157 (15d12 + 60)
Speed: 0 ft., fly 60 ft.
Actions
Tentacles. Melee Weapon Attack: +6 to hit, reach 15 ft., one target.
Hit: 18 (4d6 + 4) bludgeoning damage. The cave squid may also choose
one of the below effects on a successful attack.
5e Bestiary — 27
Cave Stitcher
Large demon, evil
Armor Class: 16
Hit Points: 136 (16d8 + 64)
Speed: 60 ft., climb 60 ft.
Spider Climb. The cave stitcher can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check.
28 — 5e Bestiary
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 5
(1d6 +2) piercing damage plus 40 (6d8) poison damage.
Stitching (Recharge 6). The cave stitcher can create a new puppet
from a corpse within 30 ft. The new puppet gives the cave stitcher
access to one new cantrip from any spell list of the GM’s choosing.
5e Bestiary — 29
Chalk Hound
Medium construct, unaligned
Armor Class: 16
Hit Points: 65 (10d10 + 10)
Speed: 50 ft.
Houndprint Sigils. Once per turn when it takes the move action, the
chalk hound can leave glowing sigils imprinted in its footsteps. These
faintly glowing prints last for one hour.
*Blessings. Any creature who spends their action walking along these
glowing golden runes is Blessed as per the spell for 1 minute.
*Healing Word. Any creature who spends their action walking along
these glowing pink prints heals 1 hit point.
*Curse. Any creature who steps on these glowing purple runes must
make a DC 13 Charisma saving throw or be affected by the Bane spell
for 1 minute.
*Thorns. Any creature who steps on these glowing blue runes takes
1d4 piercing damage for every 5 feet of movement over the runes.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10
(2d6 + 3) piercing damage. If the target is a creature, it must succeed
on a DC 13 Strength saving throw or be knocked prone.
30 — 5e Bestiary
Changeling
Medium humanoid, any alignment
Armor Class: 15
Hit Points: 44 (8d8 + 8)
Speed: 30 ft.
Actions
Weapons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d6 + 2) piercing damage.
5e Bestiary — 31
Chitin Drake
Large monstrosity, unaligned
Armor Class: 20
Hit Points: 178 (17d10 + 85)
Speed: 40 ft., fly 80 ft.
32 — 5e Bestiary
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit:
27 (4d10 + 6) piercing damage. On a successful attack, the target must
also make a DC 16 Constitution saving throw or take 21 (6d6) poison
damage and become poisoned for 1 minute.
Coil. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13
(2d6 + 6) piercing damage and the target is grappled (escape DC 14).
Each round that the target remains grappled, they take an additional
13 (2d6 + 6) piercing damage.
Fire Breath (2/Long Rest). Ranged Weapon Attack. +15 to hit, range
30/120 ft., one target. Hit: 55 (10d10) fire damage.
5e Bestiary — 33
Craesten
Large beast, unaligned
Armor Class: 20
Hit Points: 184 (16d12 + 80)
Speed: 30 ft.
Actions
Multiattack. The craesten makes two attacks with its claws.
Claw. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit:
22 (3d10 + 6) piercing damage.
34 — 5e Bestiary
Crawling Ghost
Medium undead, evil
Armor Class: 15
Hit Points: 90 (11d10 + 30)
Speed: 20 ft.
Actions
Spellcasting. The crawling ghost casts a spell at random from the list.
Its spellcasting ability is Wisdom (spell save DC 15, +4 to hit with spell
attacks). It does not have limits on spell slots.
5e Bestiary — 35
Crypt Servant
Medium undead, unaligned
Armor Class: 10
Hit Points: 13 (3d8)
Speed: 30 ft.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4
(1d6 + 1) bludgeoning damage.
36 — 5e Bestiary
Armor Class: 18
Hit Points: 46 (6d10 + 14)
Speed: 30 ft., climb 30 ft.
Spider Climb. The cursed bear can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The cursed
bear makes two attacks:
one with its bite and one
with its claws.
5e Bestiary — 37
38 — 5e Bestiary
Armor Class: 14
Hit Points: 157 (15d10 + 75)
Speed: 60 ft.
Actions
Multiattack. The demon wolf makes three attacks: two with its claws
and one with its bite.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15
(2d10 + 4) slashing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20
(3d10 + 4) slashing damage and 4 (1d8) fire damage.
5e Bestiary — 39
40 — 5e Bestiary
Armor Class: 10
Hit Points: 4 (2d4)
Speed: 10 ft., jump 40 ft.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1
piercing damage.
5e Bestiary — 41
42 — 5e Bestiary
Armor Class: 16
Hit Points: 22 (4d8 + 4)
Speed: 40 ft. (on two legs), 60 ft. (on four legs)
Actions
Weapons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
4 (1d6 + 1) bludgeoning, piercing, or slashing damage.
5e Bestiary — 43
Dradkin
Medium humanoid, any alignment
Armor Class: 13
Hit Points: 31 (6d8 + 4)
Speed: 30 ft.
Skills: Perception +6
Senses: blindsight 120 ft., darkvision 120 ft., passive Perception 16 (12
if they are deafened)
Languages: Common
Challenge: 1/2 (100 XP)
Actions
Weapons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
6 (1d8 + 1) bludgeoning, piercing, or slashing damage.
44 — 5e Bestiary
Dradkin Fleshpriest
Medium humanoid, any alignment
Armor Class: 16
Hit Points: 73 (13d8 + 15)
Speed: 30 ft.
Actions
Multiattack. The dradkin fleshpriest makes two attacks with its staff.
Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
(1d8 + 1) bludgeoning damage.
46 — 5e Bestiary
Drake
Large dragon/beast, unaligned
Armor Class: 18
Hit Points: 168 (16d10 + 80)
Speed: 30 ft., fly 80 ft.
Actions
Multiattack. The drake makes three attacks: one with its bite and
two with its talons.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16
(2d10 + 5) piercing damage.
Talon. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12
(2d6 + 5) slashing damage.
5e Bestiary — 47
Drake, Cave
Large beast, unaligned
Armor Class: 16
Hit Points: 52 (7d8 + 21)
Speed: 40 ft.; fly 80 ft.
Skills: Perception +5
Senses: darkvision 120 ft., passive Perception 15
Languages: -
Challenge: 9 (5,000 XP)
Actions
Multiattack. The cave drake makes three attacks: one with its beak
and two with its talons.
Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16
(2d10 + 5) piercing damage.
Talon. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12
(2d6 + 5) slashing damage.
Tail Grasp. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 12 (2d6 + 5) piercing damage and the target must succeed on a DC
18 Dexterity saving throw or become grappled (escape DC 18).
5e Bestiary — 49
Dream Eater
Large fiend (demon), evil
Armor Class: 18
Hit Points: 66 (12d8 + 12)
Speed: 30 ft.
50 — 5e Bestiary
Mimicry. The dream eater can take on the appearance of anyone who
has entered its lair.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
11 (2d8 + 3) piercing damage. The target must also make a DC 16
Charisma saving throw or take one level of exhaustion.
5e Bestiary — 51
52 — 5e Bestiary
Armor Class: 25
Hit Points: 350 (22d20 + 115)
Speed: 10 ft.
At will: power word heal, power word kill, power word stun, true
resurrection, wish
5e Bestiary — 53
Emperor Heron
Large beast, unaligned
Armor Class: 10
Hit Points: 21 (3d10 + 5)
Speed: 10 ft., fly 50 ft.
Mimicry. Emperor herons can perfectly mimic sounds and voices they
have heard.
Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7
(2d4 + 2) piercing damage.
54 — 5e Bestiary
Fever Flies
Tiny insect, unaligned
Armor Class: 13
Hit Points: 4 (2d4)
Speed: 10 ft., fly 40 ft.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
4 (1d4 +2) piercing damage, and the target must make a DC 16
Constitution saving throw or become poisoned for 1d12 hours.
5e Bestiary — 55
Fire Beetle
Small insect, unaligned
Armor Class: 14
Hit Points: 10 (2d6 + 4)
Speed: 10 ft., fly 40 ft.
Actions
Fire Spurt. All creatures within 5 feet of the fire beetle must make a
DC 12 Dexterity saving throw or take 3 (1d6) fire damage.
56 — 5e Bestiary
Fire Sprite
Small elemental, unaligned
Armor Class: 13
Hit Points: 13 (2d10 + 3)
Speed: 30 ft.
Fire Form. The fire sprite can move through a space as narrow as 1
inch wide without squeezing. A creature that touches the fire sprite or
hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire
damage.
Illumination. The fire sprite sheds bright light in a 15-foot radius and
dim light in an additional 15 feet.
Actions
Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6
(1d6 + 3) fire damage.
5e Bestiary — 57
Fire Titan
Large giant, any alignment
Armor Class: 18
Hit Points: 154 (13d12 + 70)
Speed: 30 ft.
Actions
Multiattack. The fire titan makes two weapon attacks.
Weapon. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit:
26 (6d6 + 5) bludgeoning, piercing, or slashing damage.
58 — 5e Bestiary
Ghost Bat
Large beast, unaligned
Armor Class: 13
Hit Points: 24 (4d12)
Speed: 10 ft., fly 60 ft.
Echolocation. The ghost bat can’t use its blindsight while deafened.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6
(1d8 + 2) bludgeoning damage.
5e Bestiary — 59
Giragita
Large beast, unaligned
Armor Class: 12
Hit Points: 42 (5d10 + 15)
Speed: 30 ft., climb 30 ft.
Actions
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
8 (1d8 + 4) piercing damage and the target must make a DC 16
Constitution saving throw. On a failed saving throw, the target is
poisoned for one hour.
60 — 5e Bestiary
62 — 5e Bestiary
Armor Class: 18
Hit Points: 470 (27d20 + 200)
Speed: 20 ft., swim 120 ft.
Saving Throws: Str +12, Dex +12, Con +15, Int +14, Wis +10, Cha
+10
Damage Immunities: cold, lightning; bludgeoning, piercing, and
slashing from nonmagical weapons
Condition Immunities: charmed, frightened
Senses: darkvision 240 ft., passive Perception 13
Languages: -
Challenge: 20 (24,500 XP)
Actions
Multiattack. The god unmoving makes four tentacle attacks.
Tentacle. Melee Weapon Attack: +15 to hit, reach 30 ft., one target.
Hit: 17 (3d6 + 7) bludgeoning damage, and the target is grappled
(escape DC 18). Until this grapple ends, the target is restrained.
Mucus. The god unmoving may inject mucus into the lungs of a
grappled target. The target must make a DC 25 Constitution saving
throw. The target dies on a failed save, or becomes unconscious on a
successful one.
5e Bestiary — 63
64 — 5e Bestiary
Armor Class: 18
Hit Points: 133 (14d10 + 56)
Speed: 0 ft.
Actions
Psychic Assault. All creatures within 120 feet of the monolith must
make a DC 16 Wisdom saving throw. They take 20 (4d10) psychic
damage on a failed save, or half as much on a successful one.
5e Bestiary — 65
66 — 5e Bestiary
Armor Class: 16
Hit Points: 230 (20d12 + 100)
Speed: 50 ft. (swim or climb 50 ft. depending on type)
At will: blade ward, dancing lights, fire bolt, guidance, mage hand,
mending, minor illusion, prestidigitation, thaumaturgy
Actions
Multiattack. The guardian makes two attacks with its claws and one
with its bite.
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit:
27 (6d6 + 6) slashing damage.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 33
(4d6 + 6) piercing damage.
5e Bestiary — 67
Handwolf
Medium monstrosity, any alignment
Armor Class: 13
Hit Points: 55 (10d10)
Speed: 40 ft.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10
(2d6 + 3) piercing damage.
68 — 5e Bestiary
70 — 5e Bestiary
Heelan Phib
Medium humanoid, any alignment
Armor Class: 11
Hit Points: 15 (3d10)
Speed: 30 ft.
Actions
Weapons. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:
4 (1d8) bludgeoning, piercing, or slashing damage.
5e Bestiary — 71
Heelan Proudskull
Medium humanoid, any alignment
Armor Class: 15
Hit Points: 75 (10d10 + 20)
Speed: 30 ft.
Skills: Perception +3
Senses: passive Perception 14
Languages: Common
Challenge: 5 (1,800 XP)
Actions
Multiattack. The proudskull makes two melee attacks.
72 — 5e Bestiary
74 — 5e Bestiary
Cantrips (at will): eldritch blast, fire bolt, light, mage armor, mage
hand, minor illusion, prestidigitation, thaumaturgy
Actions
Weapon. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3
(1d6) bludgeoning damage plus 10 (3d6) fire damage.
5e Bestiary — 75
Heilian Gorgon
Large monstrosity, unaligned
Armor Class: 14
Hit Points: 186 (12d12 + 48)
Speed: 40 ft.
Skills: Perception +8
Senses: passive Perception 18
Languages: -
Challenge: 7 (2,900 XP)
Actions
Multiattack. The Heilian gorgon makes three attacks: two with its
claws and one with its bite. It may choose to use its Transfixing Stare
in place of the bite attack.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14
(3d6 + 4) slashing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13
(3d6 + 4) piercing damage.
Transfixing Stare. The Heilian gorgon makes eye contact with one
target. The target must make a DC 16 Wisdom saving throw or become
stunned for 1 minute. The target may attempt the saving throw again
at the end of each of their turns.
76 — 5e Bestiary
78 — 5e Bestiary
Armor Class: 18
Hit Points: 112 (15d8 + 45)
Speed: 30 ft.
Stoic. The hell knight has advantage on saving throws against being
charmed or frightened.
Actions
Multiattack. The hell knight makes three attacks with its sword.
Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13
(2d8 + 4) slashing damage.
Reactions
Parry. The hell knight adds 3 to its AC against one melee attack that
would hit it. To do so, the knight must see the attacker and be wielding
a melee weapon.
5e Bestiary — 79
Hulk Larva
Medium insect, unaligned
Armor Class: 14
Hit Points: 118 (12d12 + 40)
Speed: 45 ft.
Actions
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 26
(6d6 + 6) bludgeoning damage.
Wild Magic. Roll on the Wild Magic Surge table in the Players
Handbook.
80 — 5e Bestiary
Hulk Mother
Large insect, unaligned
Armor Class: 15
Hit Points: 158 (12d12 + 80)
Speed: 45 ft.
Actions
Multiattack. The hulk mother makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit:
19 (4d6 + 6) bludgeoning damage.
Wild Magic. Roll twice on the Wild Magic Surge table in the Players
Handbook.
5e Bestiary — 81
82 — 5e Bestiary
Armor Class: 16
Hit Points: 45 (6d8 + 18)
Speed: 30 ft.
Pack Tactics. The hungry spirit has advantage on attack rolls against
a creature if at least one other hungry spirit is within 5 feet of the
creature and isn’t incapacitated.
Possession. The hungry spirit can possess a corpse. It can also possess
a badly weakened living victim by maintaining concentration.
Actions
Multiattack. The hungry spirit makes two slam attacks, or one slam
attack and one life drain.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7
(1d10 + 2) bludgeoning damage.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC
13 Constitution saving throw or its hit point maximum is reduced by
an amount equal to the damage taken. This reduction lasts until the
target finishes a long rest. The target dies if this effect reduces its hit
point maximum to 0.
5e Bestiary — 83
Isopod
Tiny insect, unaligned
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2
(1d4) piercing damage.
84 — 5e Bestiary
Leviathan Isopod
Huge insect, unaligned
Armor Class: 21
Hit Points: 160 (40d4 + 80)
Speed: 60 ft.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21
(8d4 + 5) piercing damage.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 29
(8d6 + 5) bludgeoning damage.
5e Bestiary — 85
Jellies
Small ooze, any alignment
Armor Class: 8
Hit Points: 6 (1d10 + 1)
Speed: 10 ft.
Actions
Splash. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1
cold damage.
86 — 5e Bestiary
Jorn
Huge giant, any alignment
Armor Class: 13
Hit Points: 85 (10d12 + 20)
Speed: 30 ft.
Skills: Perception +2
Damage Vulnerabilities: garnet
Senses: blindsight 60 ft., passive Perception 12
Languages: Common
Challenge: 4 (1,100 XP)
Actions
Multiattack. The jorn makes two attacks with its weapon.
Weapon. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:
17 (3d8 + 4) bludgeoning, piercing, or slashing damage.
88 — 5e Bestiary
Lantern Worm
Large fiend, unaligned
Armor Class: 12
Hit Points: 111 (13d10 + 40)
Speed: 30 ft.
Actions
Venomous Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one
target. Hit: 39 (8d8 + 7) piercing damage and 24 (4d12) poison damage.
90 — 5e Bestiary
Malak
Large beast, unaligned
Armor Class: 18
Hit Points: 68 (12d8 + 20)
Speed: 10 ft.
Actions
Multiattack. The malak makes two bite attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 19
(3d10 + 5) piercing damage.
92 — 5e Bestiary
Martoi Knight
Medium undead, evil
Armor Class: 18
Hit Points: 52 (8d8 + 16)
Speed: 30 ft.
Actions
Multiattack. The Martoi knight makes two greatsword attacks; two
ghastly touch attacks; or one of each. The Martoi knight will not use
their ghastly touch unless they have been revealed as undead.
5e Bestiary — 93
Lady of Memory
Medium undead, evil
Armor Class: 16
Hit Points: 130 (12d10 + 70)
Speed: 30 ft.
Great Speed. Once per turn, the Lady of Memory can move herself
and any other creatures within 5 feet of her up to 120 feet in any
direction.
94 — 5e Bestiary
Actions
Multiattack. The Lady
of Memory makes two
Ghastly Touch attacks, or
one Ghastly Touch and one
Dreadful Glare.
5e Bestiary — 95
Martoi Serf
Medium undead, evil
Armor Class: 14
Hit Points: 11 (2d8 + 2)
Speed: 30 ft.
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.
96 — 5e Bestiary
Meeb
Medium ooze, unaligned
Armor Class: 8
Hit Points: 22 (3d12 + 4)
Speed: 5 ft., leap 60 ft.
Skills: Stealth +4
Damage Immunities: acid
Damage Vulnerabilities: slashing
Condition Immunities: blinded, charmed, deafened, exhaustion,
frightened, prone
Senses: blindsight 60 ft., passive Perception 8
Languages: -
Challenge: 1/2 (100 XP)
Actions
Engulf. The meeb enters a creature’s space and the creature must
make a DC 12 Dexterity saving throw.
On a failed save, the creature takes 6 (2d6) acid damage and is
grappled (escape DC 14). On a successful save, the creature takes
half as much damage and is not grappled.
5e Bestiary — 97
Menaka
Medium aberration, any alignment
Armor Class: 16
Hit Points: 72 (12d10 + 12)
Speed: fly 30 ft. (hover)
98 — 5e Bestiary
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10
(2d8 + 2) piercing damage.
5e Bestiary — 99
100 — 5e Bestiary
Armor Class: 15
Hit Points: 87 (15d8 + 20)
Speed: 30 ft.
False Visions. The moon baby can give false visions to those who
accept them. The moon baby can see through the eyes of anyone who
does.
Lunar Kiss. The moon baby selects a target, who must be a magic
user. The target must make a DC 14 Charisma saving throw or become
charmed by the moon baby. If the target fails, the moon baby kisses
them, forcing the target to the moon and replacing them with another
moon baby.
Actions
Silvered Knife. Melee or Ranged Weapon Attack: +6 to hit, reach
10 ft. or range 320/1000 feet, one target. Hit: 10 (2d8 + 2) slashing
damage.
5e Bestiary — 101
Motes
Medium humanoid, any alignment
Armor Class: 12
Hit Points: 18 (4d8)
Speed: 30 ft.
Skills: Survival +5
Senses: passive Perception 13
Languages: Common
Challenge: 1/8 (25 XP)
Actions
Weapon. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2
(1d4) piercing damage.
102 — 5e Bestiary
Murker
Medium beast, any alignment
Actions
Paralytic Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d6) poison damage and the target must make a DC 15
Constitution saving throw or become paralyzed for one minute.
5e Bestiary — 103
Nuss Eruption
Small aberration, chaotic
Armor Class: 11
Hit Points: 12 (2d8 + 2)
Speed: 30 ft.
Actions
Multiattack. The nuss eruption makes two slam attacks.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2
(1d4) bludgeoning damage.
104 — 5e Bestiary
Nuss Exile
Medium aberration, chaotic
Armor Class: 15
Hit Points: 30 (5d8 + 5)
Speed: 30 ft.
Actions
Multiattack. The nuss exile makes two attacks with its weapon.
Weapon. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
8 (2d6 + 2) bludgeoning, piercing, or slashing damage.
5e Bestiary — 105
Nuss Harbinger
Large aberration, chaotic
Armor Class: 17
Hit Points: 48 (8d8 + 8)
Speed: 10 ft., fly 40 ft.
Actions
Multiattack. The nuss harbinger makes two slam attacks, or one
essence attack.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12
(2d8 + 3) bludgeoning damage.
106 — 5e Bestiary
108 — 5e Bestiary
Armor Class: 16
Hit Points: 73 (10d10 + 23)
Speed: 40 ft.
Actions
Multiattack. The ogre makes two greataxe attacks.
Sling. Ranged Weapon Attack: +2 to hit, range 20/200 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning damage.
Heavy Net. Ranged Weapon Attack: +2 to hit, range 20/40 ft., one
target. A Medium or smaller creature hit by the net is restrained until
it is freed. A creature can use its action to make a DC 13 Strength
check, freeing itself or another creature within its reach on a success.
Dealing 10 slashing damage to the net (AC 10) also frees the creature
without harming it, ending the effect.
Lair Actions
On initiative count 20 (losing initiative ties), the ogre takes a lair action
to cause one of the following effects; the ogre can’t use the same effect
two rounds in a row.
• All creatures besides the ogre within 120 feet have their movement
halved by rough terrain. This effect lasts until initiative count 20 on
the next round.
• The ogre’s path contains a trap of the GM’s choice within it.
• The ogre takes the Hide action for free.
5e Bestiary — 109
Onddo, Hunting
Medium plant, any alignment
Armor Class: 18
Hit Points: 8 (2d6 + 2)
Speed: 30 ft. (Seed Onddo: 60 ft.)
Regeneration. The onddo regains 5 hit points at the start of its turn.
If the onddo takes fire damage, this trait doesn’t function at the start
of the onddo’s next turn. The onddo only dies if it starts its turn with 0
hit points and doesn’t regenerate.
Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10
(3d6) bludgeoning damage.
110 — 5e Bestiary
Armor Class: 12
Hit Points: 72 (8d12 + 20)
Speed: 40 ft.
Actions
Tusk. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19
(3d8 + 6) piercing damage.
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone target.
Hit: 22 (3d10 + 6) bludgeoning damage.
Onddo, Seed
Medium plant, unaligned
Armor Class: 12
Hit Points: 10 (2d8 + 2)
Speed: 40 ft.
112 — 5e Bestiary
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4
(1d6 + 1) piercing damage. If the target is a creature, it must make a
DC 16 Constitution saving throw or be injected with spore-filled venom
that inspires irresistible wanderlust.
Onddo, Venerable
Medium plant, any alignment
Armor Class: 18
Hit Points: 12 (3d6 + 3)
Speed: 30 ft.
Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10
(3d6) bludgeoning damage.
5e Bestiary — 113
114 — 5e Bestiary
Armor Class: 18
Hit Points: 45 (5d10 + 10)
Speed: 45 ft.
Aggressive. As a bonus action, the blight orc can move up to its speed
toward a hostile creature that it can see.
Actions
Multiattack. The blight orc makes two weapon attacks.
Weapon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
10 (1d12 + 4) bludgeoning, piercing, or slashing damage.
5e Bestiary — 115
116 — 5e Bestiary
Armor Class: 18
Hit Points: 70 (10d10 + 20)
Speed: 45 ft.
Actions
Multiattack. The primordial orc makes two weapon attacks.
Weapon. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
17 (2d12 + 5) bludgeoning, piercing, or slashing damage.
5e Bestiary — 117
118 — 5e Bestiary
Armor Class: 14
Hit Points: 35 (5d12 + 5)
Speed: 30 ft., fly 60 ft.
Keen Sight and Smell. The dire pelican has advantage on Wisdom
(Perception) checks that rely on sight or smell.
Actions
Multiattack. The dire pelican makes two attacks: one beak attack and
one slam attack.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8
(2d6 + 2) piercing damage. The target of a successful beak attack must
make a DC 14 Dexterity saving throw or become grappled (escape DC
16) as it is swallowed by the pelican. The dire pelican can grapple one
target at a time.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
10 (1d12 + 4) bludgeoning damage. If the target is a creature, it must
succeed on a DC 13 Strength saving throw or be knocked prone.
5e Bestiary — 119
120 — 5e Bestiary
Armor Class: 25
Hit Points: 136 (13d10 + 65)
Speed: 30 ft.
Pronouncement of Death. Once per long rest, the pit lord may
pronounce the death of any creature within 120 feet that it can see.
The target dies within 13 hours.
Gaze of Truth. Within 60 feet of the pit lord, all creatures must make
a DC 18 Charisma saving throw or confess all secrets.
Actions
Multiattack. The pit lord makes three weapon attacks.
Weapon. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:
15 (2d10 + 4) bludgeoning, piercing, or slashing damage.
Blessing. As an action, the pit lord may bestow a blessing upon those
it favors. The blessing grants the target resistance to fire damage.
5e Bestiary — 121
122 — 5e Bestiary
Armor Class: 14
Hit Points: 9 (2d6 + 2)
Speed: 30 ft.
Actions
Weapon. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8
(1d6 + 3) bludgeoning, piercing, or slashing damage.
5e Bestiary — 123
Rust Soldier
Medium construct, unaligned
Armor Class: 18
Hit Points: 100 (14d10 + 30)
Speed: 30 ft.
Actions
Multiattack. The rust soldier makes two weapon attacks.
Weapon. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:
21 (3d10 + 5) bludgeoning, piercing, or slashing damage.
124 — 5e Bestiary
126 — 5e Bestiary
Armor Class: 15
Hit Points: 68 (13d10 + 10)
Speed: 30 ft.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 15
(2d10 + 4) bludgeoning damage.
Enthrall. The sand monarch may force one creature within 120 feet to
make a DC 19 Intelligence saving throw. On a failed save, the creature
becomes a thrall to the sand monarch and must act on the monarch’s
behalf. The creature may repeat the saving throw at the end of their
turn. The sand monarch may hold up to five creatures enthralled in
this way at the same time.
5e Bestiary — 127
Sand Sprite
Small elemental, any alignment
Armor Class: 12
Hit Points: 18 (4d6 +4)
Speed: 30 ft.
Actions
Water Control. The sand sprite causes a creature within 60 feet that
they can see to make a DC 14 Constitution saving throw. The creature
takes 7 (2d6) poison damage on a failed save, or half as much on a
successful save.
128 — 5e Bestiary
Grush Selk
Medium humanoid, any alignment
Armor Class: 17
Hit Points: 60 (9d8 + 20)
Speed: 30 ft.
Reckless. At the start of its turn, the grush selk can gain advantage
on all melee attack rolls during that turn, but attack rolls against it
have advantage until the start of its next turn.
Actions
Weapon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8
(2d6 + 2) bludgeoning, piercing, or slashing damage.
130 — 5e Bestiary
Ghost Selk
Medium humanoid, any alignment
Armor Class: 19
Hit Points: 85 (15d8 + 20)
Speed: 30 ft.
Actions
Multiattack. The ghost selk makes two attacks with its seax.
Seax. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11
(2d6 + 4) slashing damage.
Javelin. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target.
Hit: 11 (2d6 + 4) piercing damage and the target must make a DC 15
Constitution saving throw. If failed, the target is paralyzed for one
minute.
5e Bestiary — 133
134 — 5e Bestiary
Armor Class: 18
Hit Points: 60 (12d8 + 12)
Speed: 30 ft.
Shadow Stealth. While in dim light or darkness, Bokha can take the
Hide action as a bonus action.
Actions
Multiattack. Bokha may make two thieving touch attacks.
5e Bestiary — 135
Shrine Baby
Small construct, unaligned
Armor Class: 12
Hit Points: 9 (2d8 + 1)
Speed: 20 ft.
Actions
Slam. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3
(1d6) bludgeoning damage.
5e Bestiary — 137
138 — 5e Bestiary
Armor Class: 16
Hit Points: 57 (8d12 + 12)
Speed: 10 ft., swim 40 ft.
Skills: Persuasion +8
Senses: darkvision 120 ft., passive Perception 11
Languages: Common, Aquan
Challenge: 7 (2,900 XP)
Mesmerizing Song. All creatures that can hear the siren within 240
feet must make a DC 18 Charisma saving throw or become charmed by
the siren for one minute.
Actions
Multiattack. The siren can make two bite attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12
(2d8 + 4) piercing damage.
Crystal Knife. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (3d4 + 3) piercing damage and the target must make a DC 18
Constitution saving throw. On a failed save, the target’s hit point
maximum is reduced by 1d6. The target dies if this effect reduces its
hit point maximum to 0. This reduction lasts until the target is healed
by a greater restoration spell.
5e Bestiary — 139
140 — 5e Bestiary
Armor Class: 15
Hit Points: 22 (4d8 + 4)
Speed: 30 ft., swim 30 ft.
Actions
Weapon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
(1d6 + 2) bludgeoning, piercing, or slashing damage.
5e Bestiary — 141
Soil Mother
Gargantuan demigod, unaligned
Armor Class: 25
Hit Points: 800 (50d20 + 300)
Speed: 5 ft.
142 — 5e Bestiary
Actions
Create Onddo. The soil mother creates 2d6 onddo. The soil mother
must expend 10 (3d6) hit points to perform this action.
Legendary Actions
At the start of each round on initiative count 20, the soil mother may
choose one of her regular actions to perform without expending her turn.
She may not perform the same legendary action two rounds in a row.
5e Bestiary — 143
Splice Hydra
Huge monstrosity, unaligned
Armor Class: 15
Hit Points: 172 (15d12 + 75)
Speed: 30 ft, swim 30 ft.
Reactive Heads. For each head the hydra has beyond one, it gets an
extra reaction that can only be used for opportunity attacks.
Song. When the splice hydra sings, all creatures that can hear it within 120
feet must make a DC 18 Wisdom saving throw. Creatures that fail become
incapacitated. Creatures that fail by more than 5 become stunned.
Wakeful. While the splice hydra sleeps, at least one head is awake.
Actions
Multiattack. The hydra makes as many bite attacks as it has heads.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10
(1d10 +5) piercing damage.
144 — 5e Bestiary
Storm Seal
Medium monstrosity, unaligned
Armor Class: 12
Hit Points: 90 (12d12 + 12)
Speed: 0 ft., fly 45 ft, swim 45 ft.
Charge. If the storm seal moves 20 feet straight towards a target and
then hits it with a melee attack on the same turn, the target is knocked
prone.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18
(4d6 + 4) piercing damage.
146 — 5e Bestiary
148 — 5e Bestiary
Armor Class: 14
Hit Points: 32 (5d10 + 5)
Speed: 30 ft., climb 30 ft., fly (hover) 30 ft.
Spider Climb. The sylph spider can climb difficult surfaces, including
upside down on ceilings without needing to make an ability check.
Web Weakness. If the sylph spider’s leg webbing takes fire damage or
is deliberately cut, it loses its fly movement.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
7 (1d8 + 3) piercing damage, and the target must make a DC 13
Constitution saving throw, taking 12 (3d8) poison damage on a
successful save, or half as much damage on a successful one.
5e Bestiary — 149
Tcheth
Medium humanoid, any alignment
Armor Class: 11
Hit Points: 8 (2d8)
Speed: 30 ft., climb 30 ft.
Actions
Weapon. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3
(1d6) bludgeoning, piercing, or slashing damage.
150 — 5e Bestiary
152 — 5e Bestiary
Armor Class: 12
Hit Points: 18 (4d6 +4)
Speed: 30 ft.
Actions
Bite (Serpent Form Only). Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 6 (1d3 + 3) piercing damage.
5e Bestiary — 153
Vampire
Medium undead, evil
Armor Class: 16
Hit Points: 120 (14d8 + 60)
Speed: 30 ft.
154 — 5e Bestiary
Actions
Multiattack. The vampire makes two attacks, only one of which can
be a bite attack.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature,
or a creature that is grappled by the vampire, incapacitated, or
restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic
damage. The target’s hit point maximum is reduced by an equal
amount to the necrotic damage taken, and the vampire regains hit
points equal to that amount. The reduction lasts until the target
finishes a long rest. The target dies if this effect reduces its hit point
maximum to 0.
5e Bestiary — 155
Vampire Bush
Medium plant, unaligned
Armor Class: 9
Hit Points: 13 (3d6 + 3)
Speed: 0 ft.
Actions
Ensnare. The vampire bush targets one creature within 5 feet, which
must make a DC 14 Dexterity saving throw. On a failed save, the
target takes 7 (2d6) piercing damage.
156 — 5e Bestiary
Vampire Tree
Huge plant, evil
Armor Class: 16
Hit Points: 70 (7d12 + 25)
Speed: 0 ft.
Actions
Ensnare. The vampire tree targets one creature within 10 feet, which
must make a DC 18 Dexterity saving throw. On a failed save, the
target takes 20 (6d6) piercing damage, or half as much on a success.
5e Bestiary — 157
Vinteralf
Medium humanoid, any alignment
Armor Class: 18
Hit Points: 56 (9d8 + 16)
Speed: 30 ft.
Actions
Multiattack. The vinteralf make three weapon attacks.
Weapon. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
16 (3d6 + 6) bludgeoning, piercing, or slashing damage.
158 — 5e Bestiary
Armor Class: 20
Hit Points: 56 (9d8 + 16)
Speed: 30 ft.
Starseer. The Vinteralf confessor can see slightly into the future,
which is reflected in the calculated AC and bonus.
Actions
Multiattack. The vinteralf make three weapon attacks.
Weapon. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:
16 (3d6 + 6) bludgeoning, piercing, or slashing damage.
5e Bestiary — 159
160 — 5e Bestiary
Armor Class: 12
Hit Points: 26 (3d10 + 10)
Speed: 10 ft., fly 60 ft.
Keen Sight and Smell. The void gull has advantage on Wisdom
(Perception) checks that rely on sight or smell.
Pack Tactics. The void gull has advantage on an attack roll against a
creature if at least one of the gull’s allies is within 5 feet of the creature
and the ally isn’t incapacitated.
Actions
Multiattack. The void gull can make two beak attacks, or one grapple
attack.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7
(2d4 + 2) piercing damage.
Grapple. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
6 (1d8 + 2) bludgeoning damage and the target is grappled (escape DC
14). Until this grapple ends, the creature is restrained and the gull
can’t grapple another target.
5e Bestiary — 161
162 — 5e Bestiary
Armor Class: 12
Hit Points: 26 (3d10 + 10)
Speed: 10 ft., fly 60 ft.
Keen Sight and Smell. The void bringer has advantage on Wisdom
(Perception) checks that rely on sight or smell.
Cantrips (at will): acid splash, dancing lights, mage hand, minor
illusion, prestidigitation
1st level (4 slots): fog cloud, silent image
2nd level (3 slots): knock, phantasmal force, shatter
3rd level (2 slots): sleet storm
Actions
Multiattack. The void bringer can make two beak attacks, or one
grapple attack.
Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6
(2d4 + 1) piercing damage.
Grapple. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
5 (1d8 + 1) bludgeoning damage and the target is grappled (escape DC
12). Until this grapple ends, the creature is restrained and the gull
can’t grapple another target.
5e Bestiary — 163
Void Worm
Large aberration, unaligned
Armor Class: 40
Hit Points: 1
Speed: 5 ft.
Gold. Mining the gold at the top of the void worm kills it immediately.
164 — 5e Bestiary
166 — 5e Bestiary
Armor Class: 22
Hit Points: 210 (20d10 + 100)
Speed: 45 ft., fly 45 ft.
Actions
Multiattack. The warbody makes two attacks with its lance.
Lance. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit:
23 (3d10 + 7) piercing damage plus 10 (2d10) lightning damage.
5e Bestiary — 167
168 — 5e Bestiary
Armor Class: 15
Hit Points: 20 (4d8 + 4)
Speed: 45 ft.
Actions
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7
(2d4 +2) bludgeoning damage.
5e Bestiary — 169
170 — 5e Bestiary
Armor Class: 14
Hit Points: 135 (18d8 + 55)
Speed: 40 ft.
Skills: Perception +7
Damage Immunities: bludgeoning, piercing, and slashing from
nonmagical weapons that aren’t silvered
Senses: passive Perception 17
Languages: Celestial, Abyssal, Common, but can’t speak in animal
form
Challenge: 6 (2,300 XP)
Actions
Multiattack. The werewolf makes two claw attacks, or one claw and
one bite attack.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13
(2d8 + 4) slashing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15
(2d10 + 4) piercing damage. If the target is a humanoid, they must
succeed on a DC 14 Constitution saving throw or be cursed with
lycanthropy.
5e Bestiary — 171
Whip Scorpion
Large beast, unaligned
Armor Class: 15
Hit Points: 50 (7d10 + 12)
Speed: 40 ft.
Skills: Perception +3
Senses: blindsight 60 ft., passive Perception 12
Languages: -
Challenge: 2 (450 XP)
Actions
Multiattack. The scorpion makes three attacks: two with its claws
and one with its sting.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6
(1d8 + 2) piercing damage, and the target is grappled (escape DC 12).
The scorpion has two claws, each of which can grapple only one target.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit:
7 (1d10 + 2) piercing damage, and the target must make a DC 13
Constitution saving throw, taking 20 (4d10) acid damage on a failed
save, or half as much damage on a successful one.
172 — 5e Bestiary
174 — 5e Bestiary
Armor Class: 13
Hit Points: 60 (9d8 + 20)
Speed: 0 ft., fly 60 ft.
Actions
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 17 (3d8 + 3) necrotic damage. The target must succeed on a DC
13 Constitution saving throw or its hit point maximum is reduced by
an amount equal to the damage taken. This reduction lasts until the
target finishes a long rest. The target dies if this effect reduces its hit
point maximum to 0.
5e Bestiary — 175
176 — 5e Bestiary
Armor Class: 18
Hit Points: 178 (17d10 + 85)
Speed: 40 ft., climb 40 ft., fly 80 ft.
Cold Radiation. Jokun radiates cold. Anyone who touches her scales
with bare skin takes 9 (2d8) cold damage.
Actions
Multiattack. Jokun makes three attacks: one with her bite and two
with her claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17
(2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13
(2d6 + 6) slashing damage plus 3 (1d6) cold damage.
Heat Breath (Once per Long Rest). Jokun exhales a blast of pure
heat in a 30-foot cone. Each creature in that area must make a DC 17
Dexterity saving throw, taking 91 (26d6) fire damage on a failed save,
or half as much damage on a successful one.
5e Bestiary — 177
178 — 5e Bestiary
Armor Class: 15
Hit Points: 101 (13d10 + 30)
Speed: 20 ft., fly 80 ft.
Skills: Perception +4
Senses: darkvision 120 ft., passive Perception 14
Languages: - (see below)
Challenge: 6 (2,300 XP)
Actions
Multiattack. The wyvern makes two attacks: two bite attacks, or one
bite and one grapple attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11
(2d6 + 4) piercing damage.
Grapple. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
7 (1d6 +4) bludgeoning damage, and the target is grappled (escape DC
16). The wyvern can only grapple one target at a time.
5e Bestiary — 179
Wyvern Eel
Large beast, unaligned
Armor Class: 14
Hit Points: 80 (9d12 + 22)
Speed: 0 ft., swim 50 ft.
Actions
Multiattack. The wyvern eel makes two attacks: one with its bite and
one constrict attack.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 20
(3d10 + 4) piercing damage.
180 — 5e Bestiary
182 — 5e Bestiary
5e Bestiary — 183
184 — 5e Bestiary