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Contents

Fallen Angel

Alphabetical Listing

Fern Lizard

Arcanamite

Feyote

Armed Skeleton

Froghoul

Azure Sorcerers

Frost Giant Jarl

Azure Enchanter

Fusion Elemental

Azure Mind Sculptor

Gazellean

Baneling

Gill-man

Beast of Ill Omen

Ginormus Squirrel

Bone Golem

Gladeborn Guild

Brood Butcher
Brood Monitor

Gladeborn Trapper & Hunter
Gnolls

Bullywug Shaman

Gnoll DeathKnight

Burning Skeleton

Gnoll Deathmage & Fiendish Hyena

Caustic Crawler

Goblin Alchemist & Ritualist

Chainer Geist

Grave Titan

Chamaelean

Grim Sea Pirates

Chronomancers

Grove Guardian

Clockwork Dragon

Hawkfox

Clockwork Pest

Headless Horseman

Coven Horror

Herald of Rot

Crowlock

Ice Golem

Crystal Elemental

Infestation Swarm

Crystalline Dragon

Kobolds

Death Widow

Kobold Bully

Dire Anglerfish

Kobold Commander

Dream Eater

Kobold Hero

Eldrazi Scion

Kobold Shaman

Evil Doll

Kobold Soldier

Leonin
Living Spellbook

Silverpaw Dog & Paladin
Slivers

Lizardfolk Monk

Armor & Might Sliver

Luck Dragon

Crystalline & Spitting Sliver

Kraken Hatchling

Sliver

Magma bear

Sliver Queen

Masked Killer

Winged & Virulent Sliver

Monks of the Five Spires

Snow Spider

Five Spires Initiate

Spellskite

Master of the Five Spires

Spider Skull

Morphlit

Spirit

Myr

Stone Strix

Myr Battlesphere

Swarm of Squirrels

Orcs

Sylvan Stalker

Orc berserker

Technothug

Orc Hand of Gruumsh

Tentaghoul

Owlbear Matron

Troll Boar

Pact Devil

Truesong Guild

Phelddagrif

Truesong Dancer & Dirge

Priest of Blight

Tuskaloth

Pumpkin King

Ulamog

Pustuloid

Verdalin

Rat Hermit

Vodyanoy

Rusalka

War Titan

Scorpikis

Werewolf Alpha

Screecher

Wight Walker

Selachian

Winged Ape

Sire of Stagnation

Winter Sprite

Silverpaw Guild

By CR

Silverpaw Dog 1/4 Winter Sprite Clockwork Pest Feyote 2 Kobold Soldier Beast of Ill Omen Leonin Bullywug Shaman Luck Dragon Evil Doll Myr Fiendish Hyena Froghoul 1/2 Baneling Hawkfox Chamaelean Kobold Shaman Crowlock Lizardfolk Monk Fern Lizard Might Sliver Gazellean Morphlit Goblin Alchemist Pirate Axe Thrower Goblin Ritualist Screecher Kobold Commander Spitting Sliver Spirit Swarm of Squirrels Spider Skull Troll Boar Technothug Winged Ape Verdalin 3 Armor Sliver 1 Arcanamite Crystal Elemental Armed Skeleton Death Widow Burning Skeleton Five Spire Initiate Eldrazi Scion Gladeborn Trapper Kobold Bully Magma Bear Orc berserker Pirate Chain Swinger Orc Hand of Gruumsh Rat Hermit Pustuloid Silverpaw Paladin .

Snow Spider 7 Tentaghoul Azure Enchanter Truesong Dancer Brood Monitor Virulent Sliver Ancient Chronomancer Winged Sliver Gnoll Deathmage 8 4 Caustic Crawler Headless Horseman Chainer Geist Ice Golem Crystalline Sliver Master of the Five Spires Infestation Swarm Priest of Blight Kobold Hero Selachian Rusalka Stone Strix Sylvan Stalker 5 Dire Anglerfish 9 Gladeborn Hunter Bone Golem Grove Guardian Brood Butcher Masked Killer Coven Horror Myr Battlesphere Pact Devil Owlbear Matron Werewolf Alpha Phelddagrif 10 Spellskite Azure Mind Sculptor Truesong Dirge Dream Eater Vodyanoy Fallen Angel Grave Titan 6 Gill-man Living Spellbook Gnoll DeathKnight Tuskaloth Herald of Rot 11 Frost Giant Jarl Scorpikis Wight Walker 12 .

Kraken Hatchling 13 Pumpkin King Sliver Queen 14 Clockwork Dragon 15 Fusion Elemental 16 Ginormus Squirrel War Titan 17 Sire of Stagnation 18 Crystalline Dragon 30 Ulamog .

Reflective Carapace. it detaches from the creature. On a 6. Unless an adequate amount of arcane energy is given. passive Perception 13 Languages Challenge 1 (200 XP) Magic Scent. living and fighting in large swarms. Arcanamites sense arcane energy. Stealth +4 Damage Vulnerabilities bludgeoning Senses darkvision 60 ft.. it can’t bite another target. Arcanamites scuttle through the deep places of the world. Any time the arcanamite is targeted by a magic missile spell. ACTIONS Bite. the arcanamite is unaffected. reach 5 ft. If the arcanamite has leeched a number of spell slots with a combined level of 8 or more. Partially made of arcane-infused gem. While dangerous. They use needle-like barbs to latch onto their target. they nest closely to area rich in arcane power. can provide a fortuitous haul. STR 7 (-2) DEX 15 (+2) CON 15 (+2) INT 2 (-4) WIS 12 (+1) CHA 6 (-2) Skills Perception +3. roll a d4. Drawn to magical energy. Spellcasters will sometimes attempt to capture an Arcanamite alive. ARCANAMITE Small monstrosity. a line spell. On a 1 to 5. moving to the most potent source first. Arcanamites that are kept by lords and spellcasters are not trustworthy pets. Hit: 4 (1 d4 + 2) piercing damage. Melee Weapon Attack: +4 to hit. Occasionally. unaligned Armor Class 1 5 (natural armor) Hit Points 27 (5d6 + 10) Speed 30 ft. . and the arcanamite can attach itself to the target. Until the arcanamite detaches. ignoring the attacks and magic that bounce off of their resistant shell. draining them of their magic or return to their hive. the location of a creature that can cast spells within 60 feet of it. Leech Magic. Once they sense magic energy. Aracanamites will remain latched on a target for years. The arcanamite can be removed if a creature takes an action and succeeds on a DC 15 Strength check against it. climb 30 ft.ARCAN AMITE Beautiful to look at. using it as a defender or to harry other arcane-users. and the effect is reflected back at the caster as though it originated from the arcanamite. Prized Possession. an Arcanamite’s carapace is valuable to spellcasters and rare jewelcrafters. Expeditions to Arcanamite hives. or the next highest level if it has no spell slots of that level. The sensation left by Arcanamite draining is both painful but highly stimulating. x DAY 34 'ÿV ARCANAMITE Addictive Qualities. by scent. Arcanamites Will attempt to kill their captors. horrific to come across. The arcanamite detaches if it takes fire damage. Magic bounces harmlessly from Arcanamites as they swarm around their targets. creating massive hive networks that stretch for miles. draining arcane energy from their host While the victim is lost in the experience. turning the caster into the target. burrowing into them with razor-sharp pincers and needle beaks. The arcanamite can pinpoint. one target. draining the region dry.. Arcanamites are rarely alone. the arcanamite is unaffected. roll a d6. Swarm Fighters. draining arcane energy.. The target loses a spell slot of that level. Dangerous Friends. If the arcanamite is attached to a creature with spell slots. Arcanamites rush toward their target. or a spell that requires a ranged attack roll. spellcasters who experience this effect grow dependent of it.

Created by StoneStrix ./r /monster aday Art Credit: Will O'Brien . ACTIONS Multiattack.I ARMED SKELETON Medium undead. Claw. lawful evil Armor Class 13 (natural armor) Hit Points 26 (4d8 + 8) Speed 30 ft. The skeleton has advantage on Strength (Athletics) checks made to grapple.. poisoned Senses darkvision 60 ft. one target Hit: 3 (1d4+ 1) slashing damage. Melee Weapon Attack: +3 to hit. reach 5 ft. STR 12 (+1) DEX 14 (+2) CON 15 (+2) INT 6 (-2) WIS 8 (-1) CHA 6 (-2) Skills Athletics +3 Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion. passive Perception 9 Languages understands all languages it knew in life but can't speak Challenge 1 (200 XP) Armed Advantage. The skeleton makes four melee attacks..

Many initiates are caught up into political schemes. On the rare occasion that they do unite. When working outside of Nesas. Zealous and callous. acting as spies and gears in greater plots. Initiation. the lowest class in Nesas. however. Azure sorcerers work in the best interests of their order. choosing instead to propel their own complex schemes. Divided into six orders. squabbling with the other five groups. Nesas is the seat of the Azure Palace. Azure sorcerers are found in every corner of the world. Azure sorcerers meet and scheme. Located on a narrow coast. aiding or destroying anything that struggles to fit their design. Azure sorcerers have been known to build entire empires or crush mighty forces. collecting individuals who show arcane promise in manipulation and illusion. plotting as much against each other as with the world around them. Nesas is a place of political games and complex conspiracies. Protected by powerful illusory magic. Inspired by: u/Stonestrix Lore Credit: u/thalate Art Credit: Rayvon . Those who fail to show promise in their studies are kept as veritable slaves. Azure sorcerers guide the world.Azure Sorcerers Masters of manipulation. Working their power. Taken to Nesas. Here. All Azure sorcerers enjoy manipulating the world around them. Divided beliefs. Governed by an absolute ruler. initiates then work as laborers and servants as they learn to channel their magical energies. Agents of the Azure palace roam the land. Azure sorcerers rarely interact with one another. Azure Palace. the city of Nesas lies hidden from prying eyes. Miniature wars have been known to break out between the various orders. often contradict. plans come to fruition. kings dance like puppets and heroes unwittingly follow Azure machinations. Becoming an Azure sorcerer is not a choice. Their motivations.

ending the effect on itself on a success. mage hand. Its spellcasting ability is Charisma (save DC 17. any alignment Medium humanoid (any race). The mind sculptor knows the following sorcerer spells: Cantrips (at will): blade ward. Hit: 16 (3d10) psychic damage. If the enchanter is the target of an attack and can see the attacker. dominate beast 5th level (1 slots): dominate person ACTIONS Mind Lash. range 30/60 ft. Persuasion +9 Senses passive Perception 16 Languages any three languages Challenge 10 (5.— AZURE ENCHANTER AZURE MIND SCULPTOR Medium humanoid (any race). one creature. The mind sculptor targets one creature that it can see within 60 feet of it. it imposes disadvantage on the attack roll. If it charms another.. any alignment Armor Class 12 (15 with mage armor) Hit Points 49 (9d8 + 9) Armor Class 12 (15 with mage armor) Hit Points 84 (13d8 + 26) Speed 30 ft. dominate beast 5th level (2 slots): dominate person. Cha +6 Skills Perception +4. prestidigitation 1st level (4 slots): charm person. message./r/monsteraday Art Credit: Capprotti and Federico Musetti . Cantrips (at will): blade ward.. shield 2nd level (3 slots): hold person. Perception +6. The enchanter knows the following sorcerer spells: Enthralling Aura. mage hand. range 60/120 ft. Hit: 11 (2d10) psychic damage and the creature has disadvantage on Wisdom saving throws until the end of the enchanter's next turn. The enchanter is a 9th-level spellcaster. Its spellcasting ability is Charisma (save DC 14. +9 to hit with spell attacks). STR 9 (-1) DEX 14 (+2) CON 13 (+1) INT 11 (+0) WIS 12 (+1) CHA 17 (+3) STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 14 (+2) WIS 14 (+2) CHA 20 (+5) Saving Throws Wis +4.900 XP) Spellcasting. Attack rolls against the mind sculptor have disadvantage. light. Speed 30 ft. one creature. +6 to hit with spell attacks). light. dispel magic 4th level (3 slots): confusion. The charmed creature can't attack or otherwise harm another creature. prestidigitation 1st level (4 slots): charm person. The target can repeat the saving throw at the end of each of its turns. suggestion 3rd level (3 slots): counterspell. suggestion 3rd level (3 slots): counterspell. The target must succeed on a DC 17 Wisdom saving throw or be magically charmed.900 XP) Saving Throws Wis +6. Persuasion +6 Senses passive Perception 14 Languages any two languages Challenge 7 (2. Ranged Spell Attack: +6 to hit. Spellcasting. mage armor. and the creature must succeed on a DC 17 Wisdom saving throw or become stunned until the end of the mind sculptor's next turn. shield 2nd level (3 slots): hold person. Pacify. Ranged Spell Attack: +9 to hit. mage armor. The mind sculptor is a 13th-level spellcaster. The mind sculptor can have only one target charmed at a time in this way. Cha +9 Skills Deception +9. Created by StoneStrix . message. REACTIONS Invoke Doubt. dispel magic 4th level (3 slots): confusion. seeming 6th level (1 slots): mass suggestion 7th level (1 slots): prismatic spray ACTIONS Melt Mind. the effect on the previous target ends.

BANELING Small fiend (demon). Hit: 2 {1d4) acid damage. Melee Weapon Attack: +4 to hit. passive Perception 10 Languages understands Abyssal but can't speak Challenge 1/2 (100XP) DeofA Burst. ACTIONS Bite. taking 7 (2d6) acid damage on a failed save. Created by StoneStrix . STR DEX CON INT WIS CHA 6 (-2) 15 (+2) 10 (+0) 7 (-2) 11 (+0) 3 (-4) Damage Immunities add Senses darkvision 60 ft. The baneling explodes when it drops to 0 hit points. or half as much damage on a successful one. Each creature within 10 feet of it must make a DC 12 Dexterity saving throw. one target. chaotic evil Armor Class 12 Hit Points 7 (2d6) Speed 40 ft.../r/monsteraday Art Credit: Luke Mancini . reach 5 ft.

and saving throws. Created by StoneStrix . chaotic evil Armor Class 14 (natural armor) Hit Points 45 (6d10 + 12) Speed 50 ft. Hit: 11 (2d6 + 4) piercing damage. STR DEX CON INT WIS 18 (+4) 15 (+2) 14 (+2) 4 (-3) 12 (+1) CHA 10 (+0) Skills Perception +3. The beast is unaffected by critical hits. Stealth +4 Senses passive Perception 13 Languages Challenge 2 (450 XP) Aura of Misfortune..BEAST OF III OMEN Large monstrosity. Hostile creatures in that area have disadvantage on attack rolls. reach 5 ft. Melee Weapon Attack: +6 to hit. Unfavorable Target. Bad luck radiates from the beast in an aura with a 60-foot radius. ACTIONS Bite. one target. ability checks./r /monster aday Art Credit: Tatchit .

STR 20 (+5) DEX 9 (-1) CON 18 (+4) INT 3 (-4) WIS CHA 8 (-1) 1 (-5) Damage Immunities poison. The golem makes two slam attacks. The golem's weapon attacks are magical. A prison of magical bones surrounds the creature. Faint screams and cry echo from Bone Golems. or by destroying the bone prison (AC 20. Sharing traits with its lesser skeletal counterparts.Bone Golem A Bone Golem is the defiled abomination of animated skeletons crafted into a singular entity that desires nothing more than to add more material to its hideous form... exhaustion. The target must make a DC 15 Dexterity saving throw or become restrained. Similar to other golems. Necromancers who have created these monstrosities also have the presence of mind to make the Bone Golem itself a master of bone. reach 5 ft. Bone Golems serve adeptly as guards of ancient tombs or its master's personal studies. frightened. Bone Prison. instead resorting to try a doorhandle rather than harm themselves by breaking through it. It may dismiss the bone prison as a bonus action. The golem is immune to any spell or effect that would alter its form. poisoned Senses darkvision 60 ft. Art Credit: Yunus Kocatepe . piercing. The golem can only have one bone prison active at a time. ACTIONS Multiattack. paralyzed. and slashing from nonmagical weapons that aren't adamantine Condition Immunities charmed.000 XP) Immutable Form. the many heads of the Bone Golem still quietly whisper with the pain and suffering of those used to create the construct. The golem has advantage on saving throws against spells and other magical effects. Magic Resistance. Bone Golems do not try to damage themselves to reach a goal. one target. petrified. following them with disturbing ferocity and preci¬ sion. psychic. Magic Weapons. BONE GOLEM Large construct. The restrained creature can break free by succeeding on a DC 20 escape check. The golem targets one creature it can see within 60 feet of it. passive Perception 9 Languages understands the languages of its creator but can't speak Challenge 9 (5. bludgeoning. Melee Weapon Attack: +8 to hit. Bone Golems serve the commands of their masters. unaligned Armor Class 14 (natural armor) Hit Points 133 (14d10 + 56) Speed 30 ft. Hit: 18 (3d8 + 5) bludgeoning damage. 50 hit points. Slam. immunity to poison and psychic damage). An empty shell driven by negative energy. Capable of gathering bones together into a prison for its victims.

. reach 5 ft.BROOD BUTCHER Huge aberration. the creature is restrained. taking 28 (8d6) necrotic damage on a failed save. Consume (1/Day)./r/monster. its body becomes a pile of white dust. Constrict. Created by StoneStrix . Claw. Hit: 19 (3d8 + 6) bludgeoning damage. Hit: 22 (3d10 + 6) slashing damage.. and the butcher can't constrict another target. destroying the scion. If this damage reduces the creature to 0 hit points. Ingest Scion As a bonus action. K ■ Art Credit: Daarken . . ACTIONS Multiattack.. or half as much damage on a successful one. the butcher can ingest an eldrazi scion within 10 feet of it.000 XP) Alien Mind. The butcher then regains use of Consume. The butcher makes two daw attacks. Until this grapple ends. The butcher has advantage on Wisdom saving throws. passive Perception 16 Languages Challenge 9 (5. and the target is grappled (escape DC 16). chaotic evil Armor Class 14 (natural armor} Hit Points 184 (I6d12 + 80) Speed 40 ft. Melee Weapon Attack: +1 0 to hit. one target. one target. The target must make a DC 16 Constitution saving throw. Melee Weapon Attack: +1 0 to hit. The butcher targets one creature that it can see within 60 feet of it. STR DEX CON 23 (+6) 10 (+0) 20 (+5) INT 8 (-1) WIS CHA 14 (+2) 7 (-2) Saving Throws Wis +6 Skills Perception +6 Senses darkvision 60 ft. reach 10 ft.

Melee Weapon Attack: +8 to hit.. Melee Weapon Attack: +8 to hit.BROOD MONITOR Huge aberration. passive Perception 15 Languages Challenge 7 (2. The monitor makes two fist attacks. ACTIONS Multiattack. Fist. the creature is restrained. climb 40 ft.. chaotic evil Armor Class 12 Hit Points 126 (12d12 + 48} Speed 40 ft. and the target is grappled (escape DC 16). reach 5 ft. The monitor spawns an eldrazi scion that appears in an unoccupied space within 5 feet of it.. Created by StoneStrix . one target. Hit: 1 8 {3d8 + 5) bludgeoning damage. Hit 21 (3d10 + 5) bludgeoning damage. Spawn Scion (3/Day). STR DEX 21 (+5) 14 (+2) CON 18 (+4) INT WIS CHA 7 (-2) 14 (+2) 8{-1) Saving Throws Wis +5 Skills Perception +5 Senses darkvision 60 ft. and the monitor can't constrict another target. Until this grapple ends. one target.. Constrict. reach 10 ft. The monitor has advantage on Wisdom saving throws.900 XP) Alien Mind./r/monsteraday Art Credit: Izzy .

Hit: 4 (1d6 + 1) bludgeoning damage. reach 5 ft. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.BULLYWUG SHAMAN Medium humanoid (bullywug). one target. Stealth +4 Senses darkvision 60 ft.. and Charisma scores. wall of water Swamp Camouflage. Its statistics are replaced by the statistics of a giant toad. but it retains its Intelligence. Wisdom. ACTIONS Mace. The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Melee Weapon Attack: +3 to hit. STR 12 (+1) DEX 14 (+2) CON 12 (+1) INT 9 (-1} WIS 15 (+2) CHA 10 (+0) Skills Perception +4. It reverts to its true form if it dies. +4 to hit with spell attacks). Standing Leap. misty step 3rd level (2 slots): tidal wave. swim 40 ft. shape water. passive Perception 14 Languages Bullywug Challenge 2 (450 XP) Amphibious. The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet. cure wounds 2nd level (3 slots): invisibility. Any equipment it is wearing merges Into the new form.. remaining in that form for up to 1 hour. with or without a running start. The bullywug can breathe air and water. create or destroy water.. The bullywug is a 5th-level spellcaster. Created by StoneStrix ./r /monster aday Art Credit: Eric Belisle . Its spellcasting ability is Wisdom (save DC 12. The bullywug has the following druid spells prepared: Cantrips (at will): druidcraft. Speak with Frogs and Toerds. Spellcasting ( Bullywug Form Only). Change Shape (Recharges after a Short or Long Rest). shillelagh 1st level (4 slots): fog cloud. It can revert to its true form as a bonus action. neutral evil Armor Class 14 (hide armor) Hit Points 27 (5d8 + 5) Speed 20 ft. The bullywug magically polymorphs into a giant toad.

A creature that touches the skeleton or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. one target. Ranged Weapon Attack: +4 to hit. lawful evil Armor Class 1 5 (chain shirt) Hit Points 26 (4d8 + 8) Speed 30 ft STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 6 (-2) WIS 8 (-1) CHA 6 (-2) Damage Vulnerabilities bludgeoning. The skeleton makes two melee attacks. one target. poisoned Senses darkvision 60 ft. passive Perception 9 Languages understands all languages it knew in life but can't speak Challenge 1 (200 XP) Heated Body. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) fire damage. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) fire damage.. Created by StoneStrix .BURNING SKELETON Medium undead. cold Damage Immunities fire. Shortbow. ACTIONS Multiattack. Melee Weapon Attack: +4 to hit. Heated Weapons.. Shortsword. reach 5 ft. Any weapon the skeleton wields deals an extra 3 (1d6) fire damage on a hit (included in the attack). range 80/320 ft./r /monster aday Art Credit: Marek Madej .. poison Condition Immunities exhaustion.

Each creature in that line must make a DC 14 Dexterity saving throw. STR 16 (+3) DEX 12 (+1) CON 18 (+4) INT 2 (-4) WIS 12 (+1) CHA 6 (-2) Damage Immunities acid. poison Condition Immunities poisoned Senses darkvision 60 ft. Caustic Fumes. Any creature that starts its turn within 10 feet of the crawler must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn.100 XP) Acidic Blood. Claws Melee Weapon Attack: +5 to hit. reach 5 ft. unaiigned Armor Class 14 (natural armor) Hit Points 102{12d8 + 48) Speed 30 ft. passive Perception 11 Languages Challenge 4 {1. taking 28 (8d6) acid damage on a failed save. ACTIONS .. one target.. On a successful saving throw. A creature that hits the crawler with a melee attack while within 5 feet of it takes 7 (2d6) acid damage. Created by StoneStrix . or half as much damage on a successful one. The crawler spits acid in a line that is 30 feet long and 5 feet wide. Hit 12 (2d8 + 3) slashing damage plus 7 (2d6) acid damage. Acid Spray (Recharge 6 )./r /monster aday Art Credit: Joe Slucher . the creature is immune to the crawler's fumes for 24 hours.CAUSTIC CRAWLER Medium monstrosity.

The geist can move through other creatures and objects as if they were difficult terrain. Created by StoneStrix . restrained Senses darkvision 60 ft. bludgeoning. petrified. yet it can't affect or be affected by anything on the other plane. Hit: 10 (2d6 + 3) bludgeoning damage. Melee Weapon Attack: +5 to hit..100 XPj Ethereal Sight. Chain. STR 16 (+3) DEX 13 (+1) CON 10 (+0) INT 10 (+0) WIS 12 (+1) CHA 14 (+2) Damage Resistances acid.. The geist can see 60 feet into the Ethereal Plane when it is on the Material plane. grappled. The geist makes two attacks with its chains. necrotic. and slashing from nonmagica! weapons Damage Immunities cold. one target. The target is grappled (escape DC 13) if the geist isn't already grappling a creature./r /monster aday Art Credit: Andrew Hou . It is visible on the Material Plane while it is in the Border Ethereal. the target is restrained and takes 3 (1d6) necrotic damage at the start of each of its turns. exhaustion. or vice versa. and vice versa. The geist enters the Ethereal Plane from the Material Plane.[ CHAINER GEIST Medium undead. and vice versa. Incorporeal Movement. prone. Etherealness. chaotic evil Armor Class 1 1 Hit Points 45 (10d8) Speed 0 ft. fire. Until this grapple ends. piercing. fly 40 ft. passive Perception 11 Languages any languages it knew in life Challenge 4(1. reach 10 ft.. poisoned. poison Condition Immunities charmed. lightning. frightened. It takes 5 (1 d1 0) force damage if it ends its turn inside an object. ACTIONS Multiattack. paralyzed. thunder.

] CHAMAELEAN Small humanoid (chamaelean)... neutral Armor Class 14 (hide armor) Hit Points 10(3d6) Speed 25 ft. Melee Weapon Attack: +4 to hit. Created by StoneStrix . reach 10 ft./r /monsteraday Art Credit: Firat Solhan . one target. the chamaelean takes the object and holds it with its tongue. STR 9 (-1) DEX 15 (+2) CON 11 (+0) INT 10 (+0) WIS 14 (+2) CHA 10 (+0) Skills Perception +6. Tongue.. Chamaelean Challenge 1/2 (100 XP) Camouflage. climb 25 ft. The chamaelean has advantage on Dexterity (Stealth) checks made to hide in natural terrain. Hits 4 (1d4 + 2) bludgeoning damage. forcing it to drop one item of the chamaelean's choice that it’s holding. Stealth +6 Senses passive Perception 16 Languages Common. Hit: 5 (1d6 + 2) piercing damage. On a failed save. Ranged Weapon Attack: +4 to hit. one target. ACTIONS Shortbow. the chamaelean can attempt to disarm the target. range 80/320 ft. Instead of dealing damage. The target must make a DC 10 Strength saving throw.

mage hand. mage hand. passive Perception 12 Languages any four languages Challenge 7 (2. ray of frost. STR 12 (+1) ANCIENT CHRONOMANCER Medium humanoid construct. Its spellcasting ability is Intelligence (save DC 14. shield 2nd level (3 slots): hold person. paralyzed. prestidigitation 1st level (4 slots): detect magic. or half as much damage on a successful one.900 XP) poisoned Senses darkvision 60 ft. or half as much damage on a successful one. Wis +7 Skills Arcane +15.TIMELESS CHRONOMANCER Medium humanoid construct. The chronomancer has advantage on saving throws against spells and other magical effects. The target must make a DC 18 Wisdom saving throw. it must remake the roll and use the new result. dimension door 5th level (3 slots): cone of cold./r/monsteraday REACTIONS Rewind. If the chronomancer is targeted by a ranged attack. REACTIONS Slow Projectile. Wis +5 Skills Arcane +6. petrified. causing the target's flesh to rapidly age and decompose. ACTIONS Expose Paradox (Recharge 5-6). the chronomancer has a +10 bonus to AC against ranged attacks. saving throw. haste. neutral Speed 30 ft. it can alter the flow of time nearby.. slow 4th level (3 slots): banishment. passive Perception 12 Languages all Challenge 14(11. Spellcasting. misty step 3rd level (3 slots): blink. causing incoming projectiles to slow down. The target must make a DC 14 Constitution saving throw. neutral Armor Class 18 (natural armor) Hit Points 150 (20d8 + 60) Speed 30 ft. poisoned Senses darkvision 60 ft. taking 42 (12d6) psychic damage on a failed save. The chronomancer is a 20th-level spellcaster. The chronomancer can take one additional action on its turn. taking 16 (3d10) necrotic damage on a failed save. wall offorce 6th level (1 slot): globe of invulnerability 7th level (1 slot): teleport 8th level (1 slot): maze 9th level (1 slot): time stop Stretch Time (Recharge 5-6). Art Credit: Kekai Kotaki . magic missile. dimension door 5th level (1 slot): cone of cold ACTIONS Unmake. +6 to hit with spell attacks). Until the start of its next turn. expeditious retreat. The chronomancer choses one creature it can see within 60 feet of it. or ability check.. expeditious retreat. The chronomancer has the following wizard sells prepared: Cantrips (at will): blade ward. Created by StoneStrix .500 XP) Magic Resistance. The chronomancer is a 9th-level spellcaster. Armor Class 16 (natural armor) Hit Points 67 (9d8 + 27) STR 12 (+1) DEX 14 (+2) INT 17 (+3) WIS 14(+2) CHA 11 (+0) Saving Throws Int + 6. paralyzed. slow 4th level (3 slots): banishment. The chronomancer choses one creature it can see within 60 feet of it. prestidigitation 1st level (4 slots): detect magic. magic missile. History +6 Damage Immunities poison Condition Immunities exhaustion. History +15 Damage Resistances damage from spells Damage Immunities poison Condition Immunities exhaustion. shield 2nd level (3 slots): hold person. revealing to it a paradox in the space-time continuum. DEX 14 (+2) CON 16 (+3) CON 16 (+3) INT 20 (+5) WIS 14 (+2) CHA 14 (+2) Saving Throws Int + 10. misty step 3rd level (3 slots): blink. The chronomancer has the following wizard sells prepared: Cantrips (at will): blade ward. +10 to hit with spell attacks). Spellcasting. ray of frost. Its spellcasting ability is Intelligence (save DC 18. petrified. When the chronomancer or another creature makes an attack roll. haste.

CLOCKWORK DRAGON

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit:
13 (2d6 + 6) slashing damage.

Huge construct, unaligned

Tail. Melee Weapon Attack: +11 to hit, reach 1 5 ft., one target. Hit:
15 (2d8 + 6) bludgeoning damage.

Armor Class 18 (natural armor)
Hit Points 184 (16d12 + 80)

Breath Weapons (Recharge 5-6). The dragon uses one of the
following breath weapons.

Speed 40 ft., fly 80 ft.
STR

DEX

CON

INT

WIS

CHA

23 (+6)

10 (+0)

20 (+5)

9 (-1)

11 (+0)

5 (-3)

Saving Throws Dex +5, Con +10
Skills Perception +10
Damage Immunities poison, psychic; bludgeoning, piercing, and
slashing from nonmagical weapons that aren't adamantine
Condition Immunities charmed, exhaustion, frightened,

paralyzed, petrified, poisoned
Senses truesight 60 ft., darkvision 120 ft., passive Perception 20
Languages understands the languages of its creator but can't
speak
Challenge 14 (11,500 XP)
Immutable Form. The dragon is immune to any spell or effect
that would alter its form.

Legendary Resistance (3/day). If the dragon fails a saving throw,
it can choose to succeed instead.

Self Destruct. When the dragon is reduced to 0 hit points, it
explodes, and each creature within 30 feet of it must make a DC
18 Dexterity saving throw, taking 21 (6d6) fire damage and 21
(6d6) piercing damage on a failed save, or half as much damage
on a successful one.

ACTIONS

Fire Tar Breath. The dragon sprays flaming tar in a 30-foot cone.
Each creature in that area must make a DC 18 Dexterity saving
throw, taking 35 (10d6) fire damage on a failed save, or half as
much damage on a successful one. On a failed save, a creature is
restrained (escape DC 18). While restrained in this way, a creature
takes 1 0 (3d6) fire damage at the start of each of its turns.
Knockout Gas Breath. The dragon exhales knockout gas in a 60foot cone. Each creature in that area must succeed on a DC 1 8
Constitution saving throw or fall unconscious for 10 minutes. This
effect ends for a creature if the creature takes damage or
someone uses an action to wake it.

LEGENDARY ACTIONS
The dragon 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 dragon
regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each
creature within 10 feet of the dragon must succeed on a DC 19
Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage
and be knocked prone. The dragon can then fly up to half its
flying speed.

Multiattack. The dragon makes three attacks: one with its bite
and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit:
17 (2d10 + 6) piercing damage.

Created by StoneStrix - /r/monsteraday

Art Credit: Chris Seaman

CLOCKWORK PEST
Tiny construct, unaiigned

Armor Class 14 (natural armor)

Hit Points 7 (2d4 + 2)
Speed 0 ft., fly 40 ft.
SIR
4 (-3)

DEX
16 (+3)

CON
12 (+1)

INT
8 (-1)

WIS
11 (+0)

CHA
1 (-5)

Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened,

paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can't
speak
Challenge 1/4 (50 XP)
Potent Injection (1/Day). If the pest hits a creature with its
stinger, it can inject a larger dose of poison. The target must
succeed on a DC 12 Constitution saving throw or become
poisoned for 1 hour.

ACTIONS
Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
1 piercing damage, and the target must make a DC 10
Constitution saving throw, taking 5 (2d4) poison damage on a
failed save, or half as much damage on a successful one.

Created by StoneStrix - /r /monster aday

Art Credit: Anne Stokes

tlovEN HORROR
Hags represent all that is evil and cruel. A Coven Horror is
evil and cruelty magnified. A wandering, agonized wretch,
the Coven Horror seeks to ruin everything around it,
believing that it may free itself from the horrid body it has
been bound in.

COVEN HORROR
Large monstrosity, chaotic evil

Armor Class 15 (natural armor)
Hit Points 123 (13d10 + 52)
Speed 30 ft.
STR
20 (+5)

DEX
10 (+0)

CON
18 (+4)

INT
17 (+3)

WIS

15 (+2)

CHA
20 (+5)

Saving Throws Con +8, Cha +9
Skills Deception +9, Insight +6, Perception +10
Damage Resistances cold, fire; bludgeoning, piercing, and
slashing from nonmagical weapons that aren't silvered
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 20
Languages Abyssal, Common, Infernal, Primordial
Challenge 9 (3,900 XP)
Wails of the Unborn. Humanoids within 60 feet of the horror that
can hear it have disadvantage on Constitution saving throws to
maintain concentration.

Magic Resistance. The horror has advantage on saving throws
against spells and other magical effects.

ACTIONS
Multiattack. The horror can use its Gaze. It then makes two claw
attacks.
Clam. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit:
14 (2d8 + 5) slashing damage.
Gaze. The horror makes one

gaze at random, choosing one target

it can see within 60 feet of it.
1. Gaze of Agony. The target creature must make a DC 15
Charisma saving throw, taking 36 (8d8) psychic damage on a
failed save, or half as much damage on a successful one.
2. Gaze of Lethargy. The target creature must succeed on a DC 15
Charisma saving throw. On a failed save, the target can't use
reactions, its speed is halved, and it can't make more than one
attack on its turn. In addition, the target can take either an action
or a bonus action on its turn, not both. These effects last for 1
minute. The creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.
3. Gaze of Despair. The target creature must succeed on a DC 15
Charisma saving throw. On a failed save, the target becomes
overwhelmed with despair for 1 minute, and has disadvantage on
attack rolls, saving throws, and ability checks. The creature can
repeat the saving throw at the end of each of its turns, ending the

effect on itself on a success.

Vile Origins. The Coven Horror is the result of multiple
witches who had made pacts with a demon and failed to
live up to their end of the agreement. The witches were
fused along with the wailing bodies of children that they
had sacrificed in the name of that demon in order to
constantly remind them of their failure. Each head of the
horror is in control of the main trunk, but they will
frequently snap at either of the two heads if they feel that
the other is too close to their own head. The horror is left
to wander the Abyssal realm, spreading agony and despair
throughout. They will take any chance to escape to the
prime material plane so that they can to spread terror and
death, believing that fulfilling their original pact by killing
anyone they come across will release them from their
torment.

Foe of Demons. The witches that make up this monstrosity
will always remember the demon that bound them together.
While prone to quickly attacking the first thing they see in
hopes that it will release their bond, the three witches will
occasionally listen and help those who promise to show
them to their demonic lord. Coven Horrors are fickle,
each of the heads continually coming up with a way to free
themselves, the most common choice being to kill those
nearest to them in order to gain favor with their demonic
binding. Demons fear these abominations, tending to steer
clear of them throughout the Abyssal plane.

COVEN HORROR

DAY

41

. range 60/120 ft. fly 50 ft. Created by StoneStrix . Deep 5peech Challenge 1/2 (100 XP) Perfect Mimicry. Perception +4.CROWLOCK Tiny monstrosity. STR 4 (-3) DEX 16 (+3) CON INT WIS CHA 10 (+0) 10 (+0) 14 (+2) 14 (+2) Skills Deception +6. ACTIONS Mind Pierce.. Stealth +5 Senses truesight 30 ft. The crowlock can mimic any sounds it has heard.. Ranged Spell Attack: +4 to hit. including a person's voice. one creature. Hit: 7 (1d10 + 2) psychic damage. passive Perception 14 Languages Common./r /monster aday Art Credit: Sullivan . chaotic neutral Armor Class 13 Hit Points 10(4d4) Speed 30 ft. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Hit 12 (2d8 + 3) piercing damage. Regeneration. this trait doesn't function at the start of the elemental’s next turn.. ACTIONS Muitiattack./r /monster aday Art Credit: John Derek Murphy .. tremorsense 60 ft. Crystal Spear. but attack rolls against it have disadvantage until the start of its next turn.. STR 16 (+3) DEX 12 (+1) CON 20 (+5) INT 12 (+1) WIS 10 (+0) CHA 12 (+1) Damage Vulnerabilities thunder Damage Resistances piercing and slashing from nonmagical weapons that aren't adamantine Senses darkvision 60 ft.. one target.CRYSTAL ELEMENTAL Medium elemental. the elemental can choose to have disadvantage on all melee weapon attack rolls during that turn. The elemental regains 10 hit points at the start of its turn if it has at least 1 hit point. burrow 30 ft. reach 5 ft. Melee Weapon Attack: +5 to hit. neutral Armor Class 1 5 (natural armor) Hit Points 57 (6d8 + 30) Speed 30 ft. passive Perception 10 Languages Terran Challenge 3 (700 XP) . The elemental makes two attacks with its crystal spear. If the elemental takes thunder damage. Harden At the start of its turn. Created by StoneStrix .

rerolling any 8. If the dragon fails a saving throw. or half as much damage on a successful one. Roll twice more. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.. Only one legendary action option can be used at a time and only at the end of another creature's turn. On a failed save. piercing. Melee Weapon Attack: +15 to hit. The dragon can use its Frightful Presence./r/monsteraday Detect. 8 Special. Melee Weapon Attack: +15 to hit. The dragon can use its bonus action to gain immunity to one of the following damage types: acid. The target takes 55 (10d10) cold damage on a failed save.. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. 3 Yellow. reach 5 ft. Cha +14 Skills Insight +9. The immunity lasts until the dragon uses this ability again. reach 15 ft. passive Perception 25 Languages Common. or Bite. Hit: 18 (2d8 + 9) bludgeoning damage. Hit: 16 (2d6 + 9) slashing damage. If it successfully saves three times. A creature can repeat the saving throw at the end of each of its Created by StoneStrix . For each target. Tail Attack. the target is restrained. It then makes three attacks: one with its bite and two with its claws. it can choose to succeed instead. reach 10 ft. Tail. or half as much damage on a successful one. roll a d8 to determine which color ray affects it. Wis +9. Frightful Presence. cold. 4 Green. The target takes 55 (10d10) lightning damage on a failed save. the target is blinded for 1 minute. The target takes 55 (10d10) poison damage on a failed save. one target. choosing from the options below. Wing Attack (Costs 2 Actions). 7 Violet.CRYSTALLINE DRAGON turns.000 XP) Legendary Resistance (3/Day). INT 18 (+4) WIS CHA 16 (+3) 26 (+8) 1 Red.. one target. Con +13. Hit: 20 (2d10 + 9) piercing damage. The target takes 55 (10d10) fire damage on a failed save. Prismatic Immunity. fire. or half as much damage on a successful one. any chaotic Armor Class 20 (natural armor) Hit Points 270 (20d12 + 140) Speed 40 ft. Intimidation +14 Damage Immunities bludgeoning. fly 80 ft.. it permanently turns to stone and is subjected to the petrified condition. Perception +15. The dragon makes a tail attack. Draconic Challenge 18 (20. The dragon regains spent legendary actions at the start of its turn. or half as much damage on a successful one. ACTIONS LEGENDARY ACTIONS Multiattack. If it fails its save three times. It must then make a DC 21 Constitution saving throw at the end of each of its turns. and slashing from nonmagical weapons that aren't adamantine Senses blindsight 60 ft. The dragon exhales multicolored rays of light. ending the effect on itself on a success. the effect ends. 5 Blue. Melee Weapon Attack: +15 to hit. Huge dragon. The dragon can take 3 legendary actions. Claw.. The target takes 55 (10d10) acid damage on a failed save. Saving Throws Dex +8. or half as much damage on a successful one. darkvision 120 ft. The target is struck by two rays. one target. The dragon makes a Wisdom (Perception) check. Art Credit: Taylor Fischer . 2 Orange. On a failed save.. The dragon beats its wings. 6 Indigo. lightning. Each creature in a 60-foot cone must make a DC 21 Dexterity saving throw. the creature is immune to the dragon's Frightful Presence for the next 24 hours. STR 28 (+9) DEX 14 (+2) CON 24 (+7) Prismatic Breath (Recharge 5-6). If a creature's saving throw is successful or the effect ends for it.

While poisoned in this way. Created by StoneStrix . Melee Weapon Attack: +5 to hit. passive Perception 11 Languages Challenge 3 (700 XP) Spider Climb. including upside down on ceilings.. The widow ignores movement restrictions caused by webbing. the widow knows the exact location of any other creature in contact with the same web.DEATH WIDOW Large monstrosity. reach 5 ft. without needing to make an ability check.. Web Sense. The widow can climb difficult surfaces. ending the effect on itself on a success... climb 30 ft./r /monster aday Art Credit: Joe Slucher . STR DEX 15 (+2) 16 (+3) CON 14 (+2) INT WIS CHA 2 (~4) 12(+1) 5 (-3) Skills Stealth +7 Senses blindsight 10 ft. unaligned Armor Class 14 (natural armor) Hit Points 60 (8d10 + 16) Speed 30 ft. The target can repeat the saving throw at the end of each of its turns. ACTIONS Bite. and the target must succeed on a DC 13 Constitution saving throw or become poisoned. the target is incapacitated and takes 13 (3d8) poison damage at the start of each of its turns. Hit: 8 (1d10 + 3) piercing damage. While in contact with a web. Web Walker. one target. darkvision 60 ft.

that creature is swallowed. While swallowed.. If the anglerfish dies.800 XP) False Appearance. If the target is a Huge or smaller creature. a swallowed creature is no longer restrained by it and can escape from the corpse using 1 0 feet of movement. Melee Weapon Attack: +8 to hit.. one target. If the anglerfish takes 20 damage or more on a single turn from a creature inside it. reach 5 ft./r/monster aday Art Credit: Brynn Metheney . The anglerfish can breathe only underwater. it appears as dancing lights that resemble floating lanterns. the creature is blinded and restrained. and it takes 17 (5d6) acid damage at the start of each of the anglerfish’s turns. the anglerfish regurgitates all swallowed creatures. it has total cover against attacks and other effects outside the anglerfish. swim 50 ft.DIRE ANGLERFISH Huge beast. While the anglerfish remains motionless in dim light or darkness. which fail prone in a space within 5 feet of the anglerfish. Water Breathing. Hit: 21 (3d1 0 + 5) piercing damage. passive Perception 14 Languages * Challenge 5 (1.. unaligned Armor Class 13 (natural armor) Hit Points 105 (I0d12 + 40) Speed 0 ft. The anglerfish can hold only one Huge creature or up to four Large or smaller creatures inside it at a time. Stealth +8 Senses blindsight 60 ft. Created by StoneStrix . ACTIONS Bite.. exiting prone. darkvision 120 ft. STR 20 (+5) DEX 14 (+2) CON 18 (+4) INT 1 (-5) WIS 12 (+1) CHA 7 (-2) Skills Perception +4.

exhaustion. frightened. Cha +8 Skills Perception +7 Damage Immunities poison. The target must succeed on a DC 14 Wisdom saving throw or fall unconscious for 8 hours. Wis +7. Created by StoneStrix . and the target must succeed on a DC 14 Constitution saving throw or gain one level of exhaustion.DREAM EATER Large aberration. The dream eater targets one creature that it can see within 60 feet of it. Dream Walk. telepathy 120 ft. Challenge 10 (5. Each creature within 10 feet of the dream eater must succeed on a DC 14 Wisdom saving throw or become paralyzed untii the end of the dream eater's next turn. The dream eater makes two claw attacks.. poisoned. psychic Condition Immunities charmed. STR 21 (+5) DEX 20 (+5) CON INT WIS CHA 19 (+4) 13 (+1) 17 (+3) 18 (+4) Saving Throws Dex +9. one target. Melee Weapon Attack: +9 to hit. ACTIONS Multiattack. choosing from the options below. The dream eater regains spent legendary actions at the start of its turn. The dream eater magically teleports up to 40 feet to an unoccupied space it can see. Claw.. The target wakes up if it takes damage or if another creature takes an action to shake it awake. Deep Slumber (Costs 2 Actions). Hit: 13 (3d8) psychic damage. prone. The dream eater emits nightmarish visions. paralyzed. restrained Senses truesight 120 ft.. it can choose to succeed instead. petrified.900 XP) Legendary Resistance (2/Day). fly 40 ft./r /monster aday Art Credit: Antonio Jose Manzanedo . passive Perception 17 Languages all. Terrorize (Recharge 5-6). chaotic evil Armor Class 17 (natural armor) Hit Points 133 (14d10 + 56) Speed 0 ft. reach 5 ft. If the dream eater fails a saving throw. LEGENDARY ACTIONS The dream eater can take 2 legendary actions. grappled. Only one legendary action option can be used at a time and only at the end of another creature's turn.

chaotic evil Armor Class 12 Hit Points 45 (6d10 + 12) Speed 40 ft. it is grappled (escape DC 1 6). If the target is a creature.ELDRAZI SCION Large aberration../r /monster aday Art Credit: Izzy . Stealth +4 Senses darkvision 60 ft. reach 10 ft. ACTIONS Tentacles.. one target. Melee Weapon Attack: +5 to hit. Hit: 10 (2d6 + 3) bludgeoning damage. The scion has advantage on Wisdom saving throws. burrow 10 ft. passive Perception 15 Languages Challenge 1 {200 XP) Alien Mind. Created by StoneStrix . and the scion can't use its tentacles on another target.. STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 15 (+2) 6 (-2) 13 (+1) 4 (-3) Saving Throws Wis +3 Skills Perception +5. Until the grapple ends. the target is restrained.

Created by StoneStrix . ending the effect on itself on a success. exhaustion. piercing. Common. petrified. requiring only verbal components: At will: suggestion 1/day each: dominate person. If the doll is destroyed. Stealth +7 Damage Resistances bludgeoning. it regains all its hitpoints and reappears at a nearby location in 24 hours unless a remove curse spell is cast on its remains. poison Condition Immunities charmed. One creature of the doll’s choice within 30 feet of it must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage and become frightened for 1 minute. and slashing from nonmagical weapons that aren’t silvered Damage Immunities fire. lawful evil Armor Class 14 (natural armor) Hit Points 21 (6d4 + 6} Speed 30 ft. with disadvantage if the doll is within line of sight. While the doll remains motionless. ACTIONS Giggle.. frightened. modify memory Undying Evil. STR 3 (-4) DEX 16 (+3) CON INT WIS CHA 12 (+1) 10 (+0) 14 (+2) 18 (+4) Skills Deception +6r Perception +4. Inanimate. The target can repeat the saving throw at the end of each of its turns. The doll’s spellcasting ability is Charisma (spell save DC 14). Magical darkness doesn't impede the doll's darkvision. Challenge 2 (450 XP) Devil's Sight. passive Perception 14 Languages Infernal. telepathy 60 ft. poisoned Senses darkvision 120 ft. Innate Spellcasting./r /monster aday Art Credit: Miguel Regodon . it is indistinguishable from an ordinary doll. paralyzed.[ EVIL DOLL Tiny construct fiend. Persuasion +6. The doll can innately cast the following spells.

The angel has advantage on saving throws against spells and other magical effects.. reach 5 ft. bludgeoning. one target. fly 90 ft. The angel can innately cast the following spells. and the angel regains hit points equal to half the amount of necrotic damage dealt. harm Magic Resistance. telepathy 120 ft. exhaustion. requiring only verbal components: At will: detect evil and good 1/day each: death ward. Hit: 18 (4d8) necrotic damage.. The angel makes two melee attacks. or back into its true form. The angel can use its action to polymorph into a Small or Medium humanoid. passive Perception 19 Languages all. Melee Weapon Attack: +8 to hit. other than its size.j FALLEN ANGEL Med/um te/esfr'a/. The angel's spellcasting ability is Charisma (spell save DC 16). Its statistics. Innate Spellcasting. the weapon deals an extra 4d8 necrotic damage (included in the attack). reach 5 ft. It reverts to its true form if it dies. ACTIONS Multiattack. 't . one target. /on//i// ew/ Armor Class 17 (natural armor) Hit Points 136 (16d8 + 64) Speed 30 ft. When the angel hits with any weapon. Hit: 1 (1d6 + 4) slashing damage plus 18 (4d8) necrotic damage. Challenge 10 (5. STR 18 (+4) DEX 18 (+4) CON 18 (+4) INT 17 (+3) WIS 20 (+5) CHA 18 (+4) Saving Throws Wis +9. Melee Spell Attack: +8 to hit. piercing. and slashing from nonmagical weapons Condition Immunities charmed. The angel's weapon attacks are magical. Cha +8 Skills Deception +8.. Scimitar. Vampiric Touch (3/day). frightened Senses darkvision 120 ft. Perception +9 Damage Resistances necrotic. are the same in each form.900 XP) % Corrupted Weapons.. Shapechanger. Any equipment it is wearing or carrying isn't transformed.

The lizard spits a glob of venom at a creature it can see within 15 feet of it. ACTIONS Tail. these lizards become a druid’s ally. Fern Lizards have been known to help those who support and care for their environment. well away from the eyes of predators. climb 30 ft. it is indistinguishable from a normal plant. Prized Pet: Whether caught young or raised from an egg. passive Perception 13 Languages none Challenge 1/2 (100 XP) False Appearance. Stealth +4 Senses darkvision 30 ft.. The target must succeed on a DC 12 Dexterity saving throw or be blinded until the end of the lizard's next turn. The entirety of a Fern Lizard’s body appears as though it is made of foliage. While the lizard remains motionless. Melee Weapon Attack: +4 to hit. Removing the region of pestilence and danger. Hit: 4 (1d4 + 2) piercing damage. STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 10 (+0) 2 (-4) 12 (+1) 10 (+0) Skills Perception +3. Fern Lizards harry travelers. A Fern Lizard requires satiation of its omnivorous appetite. Prone to capture or kidnapping.. investing large sums of money to acquire them. FERN LIZARD Small beast. Fern Lizards work as guardians of their surrounding area. Alternatively.. Fern Lizards are often seen slowly burrowing into tree trunks. a Fern Lizard is a loyal and useful companion. a small fanged mouth and beady eyes. one target. Once trained. Capable of easily blending into its surroundings. Fern Lizards are extremely aggressive and territorial to those who bring trouble to their home. Establishing their territory as a colony. using their acidic spittle to bore small holes to devour insects. Venemous Spittle (Recharge 5-6). Art Credit: Brent Hollowell Lore Credit: JHuebsch Design by: u/Stonestrix . Fern Lizards wait for meals to stumble before them rather than waste energy hunting them down. a Fern Lizard can be trained to serve as a companion. reach 5 ft. steal food and lead wanderers astray until the traveler flees or dies. Considerted good luck and useful spies for druids. Patient Hunter: Capable of standing immobile for hours. Insects and plant life inspire them to voracious appetites. It bonds with one master for life and serves that master to the best of its abilities. such as a colorful fern. Small Stewards: Fern Lizards make their nests in heavy growths of foliage. acting as guides for lost travelers and providing sources of food to those in need.Fern Lizard Fern Lizards are quick land omnivores with the body of a lizard and the upper torso com¬ prised of two small talons. Fern Lizards wait patiently for prey to come to them. unaligned Armor Class 12 Hit Points 14 (4d6) Speed 30 ft. Fern Lizards are often in their company. Nobility view these creatures as exotic additions to their home. masters must be careful when bringing Fern Lizards in public as they immediately draw attention to both themselves and their much desired pets.

Created by StoneStrix . Stealth +4 Senses darkvision 30 ft. STR DEX CON INT 13 (+1) 15 (+2) 12 (+1 ) 6 (-2) WIS 14 (+2) CHA 10 (+0) Skills Perception +4. ACTIONS Bite. The feyote can innately cast the following spells. neutral Armor Class 12 Hit Points 11 (2d8 + 2) Speed 40 ft. reach 5 ft. Magic Resistance. passive Perception 14 Languages understands Sylvan but can't speak Challenge 1/4 (50 XP) Innate Spellcasting. Hit: 4 (1d6 + 1) piercing damage. it must succeed on a DC 11 Strength saving throw or be knocked prone. The feyote has advantage on Wisdom (Perception) checks that rely on hearing or smell. The feyote has advantage on saving throws against spells and other magical effects. one target./r /monster aday Art Credit: Jason Rainville . If the target is a creature. requiring no components: At will: druidcraft 1/ day: enhance ability 1/week: divination Keen Hearing and Smell. The feyote's innate spellcasting ability is Wisdom. Melee Weapon Attack: +3 to hit.FEYOTE Medium fey...

FROGHOUL
Medium undead, chaotic evil
Armor Class 14 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft., swim 30 ft.
STR

16 (+3)

DEX
16 (+3)

CON

INT

WIS

CHA

12 (+1)

4 (-3)

10 (+0)

5 (-3)

Damage Resistances necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Challenge 2 (450 XP)
Leap Attack. The froghoul doesn't provoke opportunity attacks

when it moves out of an enemy’s reach,

ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit:
12 (2d8 + 3) piercing damage. The froghoul has advantage on this
attack if the target is grappled by it.
Tongue. Melee Weapon Attack: +5 to hit, reach 15 ft., one creature.
Hit: 7 (1 dS + 3) bludgeoning damage and the target is grappled
(escape DC 13) and pulled 10 feet toward the froghoul. If the
target is a creature other than an undead, it must succeed on a
DC 10 Constitution saving throw or be paralyzed for 1 minute. The
target can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.

Created by StoneStrix - /r /monsteraday

Art Credit: Taylor Fischer

FROST GIANT JARL
Huge giant, neutral evil

Armor Class 16 (dragonscale armor)
Hit Points 187 (15d12 + 90)

Speed 40 ft.
STR

25 (+7)

DEX
10 (+0)

CON

23 (+6)

INT
11 (+0)

WIS

CHA

14 (+2)

16 (+3)

Saving Throws Con +10, Wis +6, Cha +7
Skills Athletics +11, Perception +6
Damage Immunities cold
Senses passive Perception 16
Languages Giant
Challenge 11 (7,200)

Flash Freeze (Recharge 5-6). The jarl stomps the ground, creating
a wave of intense cold in a line that is 60 feet long and 5 feet
wide. Each creature in that line must make a DC 15 Dexterity
saving throw, taking 45 (10d8) cold damage on a failed save, or
half as much damage on a successful one. If a target fails the
saving throw, it becomes restrained by ice. As an action, the
restrained target can make a DC 15 Strength check, breaking free
of the ice on a success. The ice can also be attacked and
destroyed (AC 10; hp 15; vulnerability to fire damage; immunity to
poison and psychic damage).

LEGENDARY ACTIONS
The jarl 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 jarl regains
spent legendary actions at the start of its turn.
Shove. The jarl makes a shove attack.

Legendary Resistance (3/day). If the jarl fails a saving throw, it
can choose to succeed instead.

Charge. The jarl moves up to its speed.

ACTIONS

Battle Order. The jarl directs an allied creature to strike, so long
as the creature can see or hear the jarl. That creature can
immediately use its reaction to make one weapon attack.

Multiattack. The jarl makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 26 (3d12 + 7) slashing damage plus 4 (1d8) cold damage.

Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one
target. Hit: 29 (4d10 + 7) bludgeoning damage.

Created by StoneStrix - /r/monsteraday

Art Credit: Mike Sass

FUSION ELEMENTAL

2. Fire Breath. The elemental exhales fire in a 60-foot cone. Each
creature in that area must make a DC 18 Dexterity saving throw,
taking 54 (12d8) fire damage on a failed save, or half as much
damage on a successful one.

Huge elemental, neutral

Armor Class 17 (natural armor)
Hit Points 250 (20d12 + 120)
Speed 50 ft.
STR

29 (+9)

DEX
11 (+0)

CON

20 (+5)

INT
7 (-2)

WIS

CHA

10 (+0)

9 (-1)

Saving Throws Str +14, Wis +5
Damage Immunities acid, cold, fire, lightning, poison;
bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, restrained, unconscious
Senses darkvision 120 ft., passive Perception 10
Languages Auran, Terran, Ignan, Aquan, Primordial
Challenge 15 (13,000 XP)

Volatile Form. When the elemental dies, it explodes, and each
creature within 30 feet of it must make a DC 18 Dexterity saving
throw, taking 10 (3d6) acid damage, 10 (3d6) lightning damage,
10 (3d6) fire damage, and 10 (3d6) cold damage on a failed save,
or half as much damage on a successful one.

ACTIONS
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit:
20 (2d10 + 9) bludgeoning damage plus 9 (2d8) damage of a type
chosen randomly from the following: acid, lightning, fire, or cold.
Hurl Energy. Ranged Weapon Attack: +14 to hit, range 60/240 ft.,
one target. Hit: 18 (2d8 + 9) damage of a type chosen randomly
from the following: acid, lightning, fire, or cold.

Elemental Chaos (Recharge 5-6). The elemental makes one
elemental chaos attack at random.

.

1 Earthquake. A seismic disturbance radiates from the elemental
in a 100-foot radius circle. Each creature on the ground in that
area must succeed on a DC 18 Dexterity saving throw or be
knocked prone. Each creature on the ground that is
concentrating must also succeed on a DC 18 Constitution saving
throw or break concentration. The area becomes difficult terrain
after the earthquake.

3. Tidal Wave. A massive wave emanates from the elemental.
Each creature within 60 feet of the elemental must succeed on a
DC 18 Strength saving throw or be pushed up to 60 feet away
from the elemental. On a success, the creature is pushed 10 feet
away from the elemental.
4. Whirlwind. The elemental summons a 10-foot-radius, 60-foot
high whirlwind centered on a point within 120 feet of it. Each
creature in that area must make a DC 18 Strength saving throw.
On a failure, a target takes 27 (6d8) bludgeoning damage and is
flung up to 40 feet away in a random direction and knocked
prone. If a thrown target strikes an object, such as a wall or floor,
the target takes 3 (1d6) bludgeoning damage for every 10 feet it
was thrown. If the target is thrown at another creature, that
creature must succeed on a DC 18 Dexterity saving throw or take
the same damage and be knocked prone.If the saving throw is
successful, the target takes half the bludgeoning damage and
isn't flung away or knocked prone.

LEGENDARY ACTIONS
The elemental 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
elemental regains spent legendary actions at the start of its turn.
Hurl Energy. The elemental uses its Hurl Energy.
Harness Energy (Costs 2 actions). The elemental regains use of its
Elemental Chaos.

Unstable Outburst (Costs 3 actions). The elemental loses control
of its chaotic energies. Each creature within 30 feet of the
elemental, including the elemental itself, must succeed on a DC
18 Constitution saving throw or take 21 (6d6) damage of a type
chosen randomly from the following: acid, lightning, fire, or cold.
A creature takes half damage on a success. The elemental has no
immunity to the damage caused by this outburst.

Art Credit: Michael Komarck

The gazellean can take the Dash or Disengage action as a bonus action on each of its turns. neutral Armor Class 14 (padded armor) Hit Points 16 (3d8 + 3) Speed 40 ft. ACTIONS Multiattack. Hit: 5 (1d6 + 2) piercing damage. STR DEX 14 (+2) 16 (+3) CON 12 (+1) INT WIS CHA 10 (+0) 12 (+1) 10 (+0) Skills Perception +3./r/monsteraday ..K GAZELLEAN Medium humanoid ( gazellean). the gazellean can’t be surprised. Javelin. The gazellean has advantage on Dexterity checks for initiative. and other creatures don't gain advantage on attack rolls against it as a result of being hidden from it. Created by StoneStrix . Gazellean Challenge 1/2 (100 XP) Sprinter. one target. Stealth +5 Senses passive Perception 13 Languages Common. Melee or Ranged Weapon Attack: +4 to hit. or range 30/120 ft. Additionally. Alert. The gazellean makes two melee attacks or two ranged attacks. reach 5 ft.

Stealth +6 Damage Vulnerabilities poison Senses darkvision 120 ft. one target.. neutral Armor Class 16 (natural armor) Hit Points 102 (12dS + 48) Speed 30 ft. The gill-man dies only if it starts its turn with 0 hit points and doesn't regenerate.300 XP) Amphibious. The gill-man can breathe air and water. The gilf-man regains 10 hit points at the start of its turn. this trait doesn’t function. Art Credit: David Ogilvie . If the gill-man is poisoned. this trait doesn't function at the start of the gill-man’s next turn.. Torpedo Attack. If the gill-man swims at least 30 feet straight toward a target and then hits it with a melee weapon attack. the attack deals an extra 9 (2d8) damage to the target. The gill-man makes two attacks with its claws. reach 5 ft. Regeneration. Claw. The gill-man doesn't provoke opportunity attacks when it swims out of an enemy's reach. Hit: 14 (2d8 + 5) slashing damage. Swimby. If the gill-man takes poison damage.GILL-MAN Medium monstrosity. passive Perception 15 Languages Gill-man Challenge 6 (2.. ACTIONS Multiattack. STR 20 (+5) DEX 16 (+3) CON 18 (+4) INT 10 (+0) WIS 14 (+2) CHA 7 (-2) Skills Perception +5. swim 50 ft. Melee Weapon Attack: +8 to hit.

Dex +8. LEGENDARY ACTIONS Saving Throws Str +13. Gargantuan beast. it becomes incapacitated until the end of the squirrel's next turn._ GINORMOUS SQUIRREL Tail. The squirrel makes three attacks: one with its bite and two with its claws. taking 24 (7d6) bludgeoning damage on a failed save. Art Credit: Ron Spencer - . Each creature on the ground within 20 feet of the squirrel must make a DC 21 Dexterity saving throw. climb 50 ft. The squirrel regains spent legendary actions at the start of its turn. or half as much damage on a successful one.. Might of Oaks (Costs 3 Actions). Each creature within 60 feet of the squirrel and able to hear its chatter must make a DC 18 Constitution saving throw. choosing from the options below. one target. one target. If a creature fails the saving throw. The ground in that area becomes difficult terrain. one target. Only one legendary action option can be used at a time and only at the end of another creature's turn. Melee Weapon Attack: +13 to hit./r/monsteraday The squirrel can take 3 legendary actions. it can choose to succeed instead. Con +10 Skills Perception +11 Senses darkvision 120 ft. ACTIONS Multiattack. reach 15 ft. STR DEX CON INT WIS CHA 27 (+8) 16 (+3) 20 (+5) 2 (-4) 12 (+1) 10 (+0) Monstrous Chatter (Recharge 5-6).. Created by StoneStrix . Melee Weapon Attack: +13 to hit. taking 45 (10d8) thunder damage on a failed save. It can move through another creature's space but must end its movement in an unoccupied space. uprooting nearby trees and disrupting the earth around it. or half as much damage on a successful one. The squirrel chatters furiously. Hit: 19 (2d10 + 8) piercing damage... If the squirrel fails a saving throw. reach 10 ft. Melee Weapon Attack: +13 to hit.. passive Perception 21 Languages Challenge 16(15. The squirrel makes a tail attack. The squirrel has advantage on Wisdom (Perception) checks that rely on smell. The squirrel moves up to its speed without provoking opportunity attacks. Hit: 17 (2d8 + 8) bludgeoning damage. Legendary Resistance (3/day). Tail Attack. Trample (Costs 2 Actions). Claw. The squirrel goes into a frenzy. unaligned Armor Class 20 (natural armor) Hit Points 248 (16d20 + 80) Speed 50 ft. reach 10 ft. Bite. Each creature in the squirrel's path must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Hit: 15 (2d6 + 8) slashing damage.000 XP) Keen Smell.

prone to leaving for hours simply to get away from their present company. nine druids came together to create a future for their community. making them distrusting and disconnected towards others. Capable of living exclusively in the wild and often more dangerous than any animal. looking to eventually return the world to the wild. As children. Inspired by: u/Stonestrix Survival of the Fittest Gladeborn take on a ritualistic belief of how the world works as they grow in the wild. Scarred Childhood. Gladeborn care little for civilized worlds. The origin of the Gladeborn. Gladeborn react with violent outbursts when faced with difficult social situations. using anything in their power to promote a wild existence. cold individuals. Art Credit: Donmalo & Kerem Beyit Lore Credit: JHuebsch . The Nine view society as a blight upon the land. Gladeborn members work to disrupt civilized communities. comprised more of sects and individuals rather than a united community. Gladeborn are known as cold. Gladeborn come across as harsh. reckless fanatics. they are forced to grow and survive according the to the desires of their druid mentor. Willing to sacrifice the natural world in order to fulfill this desire. Gladeborn are taken from cities and villages and placed into the wild. Circle of Nine. the Nine require their initiates to grow up in the wild. Believing in a predator or prey mentality. This experience hardens a Gladeborn. Here. Out of place in civilized areas.Gladeborn Rangers The Gladeborn are a volatile guild . Each agreeing that the wilderness honed the perfect person.

range 30/60 ft./r/monsteraday ranged attacks. reach 5 ft.. STR 12 (+1) DEX 16 (+3) CON 14 (+2) INT 11 (+0) WIS CHA STR 14 (+2) 11 (+0) 15 (+2) DEX 18 (+4) CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 12 (+1) Saving Throws Dex +5 Skills Perception +6. range 100/400 ft. The trapper ignores the loading quality on crossbows. Ranged Weapon Attack: +5 to hit. The hunter can make a longbow attack against each creature in that area. Art Credit: Toni Jacobs and Miguel Harkness .. Melee Weapon Attack: +5 to hit. one target. Armor Class 16 (studded leather) Hit Points 91 (14d8 + 28) Speed 30 ft. ACTIONS Skilled Tracker. Survival +4 Senses passive Perception 16 Languages Common Challenge 3 (700 XP) Saving Throws Dex +7 Skills Perception +8.800 XP) Crossbow Expert.. Longbow. one target. Stealth +10 Senses passive Perception 18 Languages Common Challenge 5 (1. being within 5 feet of a hostile creature doesn't impose disadvantage on its ranged attack rolls. The hunter's weapon attacks are magical. The hunter makes two melee attacks or three Shortsword. neutral Medium humanoid (any race).. A creature hit by an attack in this way must succeed on a DC 14 Constitution saving throw or be stunned until the end of the hunter's next turn. range 150/600 ft.GLADEBORN TRAPPER GLADEBORN HUNTER Medium humanoid (any race). Multiattack. The hunter unleashes a magical volley of arrows in a 90-foot cone. Created by StoneStrix . The hunter magically knows the distance to and direction of its quarry. one target. Hit: 5 (1d4 + 3) bludgeoning damage and the target is restrained for 1 minute (escape DC 13). Melee Weapon Attack: +5 to hit. Ranged Weapon Attack: +7 to hit. Multishot (Recharge 5-6). so long as the creature is within 50 miles of the hunter. Hit: 6 (1d6 + 3) piercing damage. Hit: 8 (1d8 + 4) piercing damage plus 3 (1d6) force damage. The trapper makes two melee attacks or two ranged ACTIONS attacks. reach 5 ft. Additionally. one target. Survival +5. Hit: 8 (1dl 0 + 3) piercing damage plus 3 (1d6) poison damage. Hit: 5 (1d6 + 2) slashing damage. Heavy Crossbow. one target. Conjure Bolas (Recharge 5-6). Multiattack. Handaxe. dealing an extra 14 (4d6) force damage on a hit. Ranged Weapon Attack: +5 to hit.. Magic Weapons. neutral Armor Class 16 (breastplate) Hit Points 52 (8d8 + 16) Speed 30 ft.

v Languages Gnoll Challenge 6 {2. reach 5 ft. Bite. All enemies within 10 feet of the gnoll have disadvantage on saving throws. one target. Melee Weapon Attack: +7 to hit. The gnoll makes three attacks: one with its bite and two with its greatsword. Hit: 11 (2d6 + 4) slashing damage. one creature. Art Credit: Levente Riickert . reach 5 ft. Greatsword. Melee Weapon Attack: +7 to hit. Cha +5 Skills Intimidation +5 Senses darkvision 60 ft..300 XP) Rampage.. Con +6. Hit: 1 (1 d6 + 4) piercing damage. chaotic evil 4. passive Perception 10 'tt* ./ GNOLL DEATHKNIGHT X Medium humanoid (gnoll).. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn. the gnoll can take a bonus action to move up to half its speed and make a bite attack. ACTIONS Multiattack. and the target must succeed on a DC 14 Constitution saving throw or take 14 (4d6) necrotic damage. Aura of Malice. Armor Class 17 (half plate) I Hit Points 120(16d8 + 48) Speed 30 ft. SIR 18 (+4) DEX 15 (+2) CON 16 (+3) rj INT 10 (+0) WIS 11 (+0) CHA 14 (+2) Saving Throws Str +7.

Hit: 4 (1d4 + 2) piercing damage plus 7 (2d6) poison damage. The gnoll is a 10th-level spellcaster. darkness. Its spellcasting ability is Intelligence (save DC 14. shield. fire. one creature. Art Credit: Stephen Crowe and Tim Kings . Melee Weapon Attack: +6 to hit. poison spray 1st level (4 slots): mage armor. chaotic evil STR DEX 14 (+2) Spellcasting. Tasha's hideous laughter 2nd level (3 slots): alter self. passive Perception 13 Languages none Challenge 2(450XP) Rampage. Hit: 13 (2d8 + 4) piercing damage. ACTIONS Bite. one target. +6 to hit with spell attacks). confusion 5th level (2 slots): cloudkill ACTIONS Dagger. the hyena can take a bonus action to move up to half its speed and make a bite attack. blade ward. ray of sickness. STR 10 (+0) FIENDISH HYENA Armor Class 12 (natural armor) Hit Points 45 (6d10 + 12) Speed 50 ft. Conjure Fiends (1/Day). chaotic evil Armor Class 12 (15 with mage armor) Hit Points 55 (10d8 + 10) Speed 30 ft.GNOLL DEATHMAGE Medium humanoid (gnoll). CON INT WIS CHA 12 (+1) 17 (+3) 13 (+1) 12 (+1) Skills Deception +4. When the hyena reduces a creature to 0 hit points with a melee attack on its turn. slow 4th level (3 slots): blight. reach 5 ft. chill touch. reach 5 ft.. lightning Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft. The gnoll has the following spells prepared: Cantrips (at will): acid splash. misty step 3rd level (3 slots): fear. 18 (+4) DEX 13 (+1) CON 15 (+2) INT 7 (-2) WIS CHA 12 (+1) 10 (+0) Skills Perception +3 Damage Resistances cold.. until they or their summoner dies. Melee Weapon Attack: +5 to hit. They remain for 10 minutes.900 XP) Large fiend.. The summoned fiends appear in unoccupied spaces within 60 feet of their summoner and act as allies of their summoner. The gnoll magically summons 1d4 fiendish hyenas.. or until their summoner dismisses them as an action. passive Perception 10 Languages Gnoll Challenge 7 (2. Perception +4 Senses darkvision 60 ft.

one target. Created by StoneStrix . range 20/60 ft. Ranged Weapon Attack: +4 to hit.. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.. passive Perception 10 Languages Common. Ranged Weapon Attack: +4 to hit. neutral evil Armor Class 14 (studded leather) Hit Points 10 (3d6) Speed 30 ft. Hit: 7 (2d6) acid damage. and takes 2 (1d4) fire damage at the start of each of its turns. The goblin is a Ist-level spellcaster.. Goblin Challenge 1/2 (100 XP) Nimble Escape. neutral evil Small humanoid (goblinoid).Hjb X 1» r fl GOBLIN ALCHEMIST GOBLIN RITUALIST Small humanoid (goblinoid). reach 5 ft. reach 5 ft. sacred flame (deals necrotic damage). cure wounds. Its spellcasting ability is Wisdom (save DC 12. STR 8 (-1) DEX 14 (+2) Armor Class 14 (studded leather) Hit Points 10 (3d6) Speed 30 ft. Melee Weapon Attack: +1 to hit.. Hit: 1 (1d4 ./r/monsteraday Art Credit: Dmitry Burmak & Marjorie Davis . Hit: The target is covered in flaming adhesive. Stealth +6 Senses darkvision 60 ft. Goblin Challenge 1/2 (100 XP) Nimble Escape. A creature can end this damage by using its action to make a DC 1 0 Dexterity check to extinguish the flames. passive Perception 12 Languages Common. ACTIONS Club. one target. +4 to hit with spell attacks). Melee Weapon Attack: +4 to hit. thaumaturgy 1st level (3 slots): bane. DEX 14 (+2) CON 10 (+0) INT 10 (+0) WIS 14 (+2) CHA 8 M) Skills Religion +2. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. CON 10(+0) INT 11 (+0) WIS 10(+0) CHA 8 (-1) STR 8 Ml Skills Stealth +6 Senses darkvision 60 ft. The goblin has the following cleric spells prepared: Cantrips (at will): resistance.. one target Hit: 4 (1d4 + 2) piercing damage.. range 20/60 ft. sanctuary ACTIONS Dagger. Alchemist's Fire (5/Day). one target. Acid Vial (3/Day).1) bludgeoning damage. Spellcasting.

The bodies that reside in the Titan reanimate. Greatsword. Hurl Zombies. The grave titan makes two greatsword attacks. the grave titan drops to 1 hit point instead. neutral evil Armor Class 14 (natural armor) Hit Points 200 (1 6d1 2 + 96) Speed 40 ft. seeking to escape their prison. the necromancers bind their energies to the mound. Following their reanimation. but beyond that they do not think or act directly for themselves. make them highly desired to those not opposed to bolstering their army’s ranks. Grave Titans will wander towards the next living thing they see. The necromancers who summon the Grave Titan hold complete control over the being. a Grave Titan begins to devour the corpses. ■ _ A .900 XP) Undead Fortitude. reaping and sowing death as it walks. moving with menacing grace. Rising from the mound. Once the final body is consumed.. enriching it with a mass of negative energy. Grave Titans follow their master or masters without question. On a success..GRAVE TITAN A true success in the minds of necromancers across the world. The Grave Titan views the world as a wheat field. Grave Titans form when powerful necromancers collect the bodies of numerous humanoids and a freshly slain giant. GRAVE TITAN Huge undead. reach 10 ft. desiring to bring death to the world. Abominable Creation. Melee Weapon Attack: +12 to hit. Grave Titans are walking monoliths of the undead. Lumbering forward on its master’s command. the Grave Titan leaves a trail of death and lurching zombies. 1 d4 + 1 zombies arise adjacent to the target. If left with no command. passive Perception 9 Languages understands Common but can't speak Challenge 10 (5. Hit: 30 (4d10 + 8) bludgeoning damage. Master’s Servant. one target. Yet. They understand the language of their master. Ranged Weapon Attack: +1 2 to hit. one target. After the attack hits or misses.. range 60/240 ft. The Grave Titan’s ability to continually spawn zombies. Grave Titan’s have little memory of their former lives. The torn hole in the Titan’s stomach quietly resonates with screams and cries as the restless zombies pull themselves free. the Grave Titan completes its metamorphosis. it must make a Constitution saving throw with a DC of 5 + the damage taken. STR 27 (+8) DEX 10 (+0) CON 22 (+6) INT 3 (-4) WIS CHA 8 (-1) 12 (+1) Saving Throws Wisdom +3. Hit: 29 (6d6 + 8) slashing damage. If damage reduces the grave titan to 0 hit points. unless the damage is radiant or from a critical hit. any zombie that emerges from the Grave Titan is subject to the commands of the Titan’s master. ACTIONS Multiattack. Grave Titans are often employed as walking siege engines or guards to dark secrets. Amassing the corpses into a great mound atop the giant. Constitution +10 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft.

ACTIONS Weapon Juggler. The target must succeed on a DC 13 Strength saving throw or be knocked prone.. Art Credit: Eric Belisle and Yongbin Lee .PIRATE AXE THROWER PIRATE CHAIN SWINGER Medium humanoid (any race). Hit: 7 (1d8 + 3) piercing damage. it drops the chosen object. Handaxe. Acrobatics +4 Senses passive Perception 10 Languages any two languages Skills Athletics +5. Melee Weapon Attack: +5 to hit. reach 10 ft. Instead of dealing damage. The object lands at its feet. reach 5 ft. reach 5 ft. one target. Created by StoneStrix . Hit: 5 (1d4 + 3) piercing damage. The pirate can draw and wield up to three onehanded weapons./r /monster aday Hook. On each of its turns.. forcing it to drop one item of the pirate's choice that it’s holding. The pirate makes two melee attacks or three ranged Multiattack. or range 20/60 ft. The target must make a DC 13 Strength saving throw. Acrobatics +5 Senses passive Perception 10 Languages any two languages Challenge 2(450XP) Challenge 3(700XP) Nimble Action. the pirate can use a bonus action to take the Dash or Disengage action. the pirate can attempt to disarm the target. Armor Class 15 (studded leather) Hit Points 66(12d8 + 12) Speed 30 ft. Melee Weapon Attack: +5 to hit. attacks with thrown weapons. the pirate can attempt to trip the target. any non-lawful alignment Armor Class 13 (leather) Hit Points 55 (10d8 + 10) Speed 30 ft. Melee or Ranged Weapon Attack: +5 to hit. one target.. Chain. any non-lawful alignment Medium humanoid (any race). Hit: 6 (1d6 + 3) slashing damage. one target. ACTIONS Multiattack. The pirate makes three attacks: two with its chain and one with its hook. Instead of dealing damage. On a failed save. STR 16 (+3) DEX 15 (+2) CON 12 (+1) INT 11 (+0) WIS CHA STR DEX CON INT WIS CHA 11 (+0) 10 (+0) 16 (+3) 16 (+3) 12 (+1) 11 (+0) 11 (+0) 10 (+0) Skills Athletics +5.

Force of Nature. Taking the shape of a wolf. appearing in an unoccupied space within 5 feet of the second tree. Grove Guardians will make their presence known to outsiders. The guardian has advantage on Wisdom (Perception) checks that rely on hearing or smell. nor do they care for law. thorn whip (11th level) 3/day each: spike growth. GROVE GUARDIAN Large fey. but a whole pack may appear in the wake of cataclysmic events. Neutral Guardians.800 XP) Innate Spellcasting. ACTIONS Multiattack. If outsiders do no demonstrate proper respect or fail to acknowledge Grove Guardians in communication. Observing from a distance and gradually drawing closer. Stealth +6 Senses darkvision 60 ft. Once on its turn. Tree Stride. reach 5 ft. The guardian can communicate with beasts and plants as if they shared a language. Often only one Guardian will be called in defense against wandering outsiders.GROVE GUARDIAN A manifestation of nature’s own self-defense.. Emerging to protect the land it has been bound to. Druids are recognized by Grove Guardians but not exempt from their judgment. Prior to attacking. one creature. Wis +7 Skills Perception +10. the Guardians will attack. plant growth Keen Hearing and Smell. a Grove Guardian attacks all with zealous animosity. The land calls Grove Guardians to its aid. The guardian's innate spellcasting ability is Wisdom (spell save DC 1 5. the Grove Guardian travels through the wilderness. Grove Guardians do not think of things in terms of wrong or right. Hit: 10 (2d6 + 3) piercing damage. +7 to hit with spell attacks). Speak with Beasts and Plants. Bite. passive Perception 20 Languages Sylvan Challenge 5 (1. Only those who can convince it of their desire to protect the land are left alone. The guardian makes two bite attacks. Both trees must be Large or bigger.. STR 16 (+3) DEX 17 (+3) CON 12 (+1) INT 12 (+1) WIS 18 (+4) CHA 15 (+2) Saving Throws Dex +6. the guardian can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 feet of the first tree. If the target is a creature. neutral Armor Class 15 (natural armor) Hit Points 71 (11d10 + 11) Speed 50 ft. DAY 38 GROVE GUARDIAN . it must succeed on a DC 13 Strength saving throw or be knocked prone. requiring no material components: At will: druidcraft. Their numbers increase in accordance to the danger of the situation. the Grove Guardian uses its fangs and powerful magic to drive away anything that threatens its land. Melee Weapon Attack: +6 to hit. having to prove their loyalty to nature before a Guardian will ignore Silent Sentinels. silence 1/day each: conjure animals. protecting the land and its inhabitants. The guardian can innately cast the following spells.

STR DEX 12 (+1) 16 (+3) CON 12 (+1) INT WIS 3 {-4) 14 (+2) CHA 7 (-2) Skills Perception +6. one target. fly 60 ft. Stealth +5 Senses darkvision 60 ft.HAWKFOX Medium monstrosity. Talons. Keen Sight and Smeli./r /monster aday Art Credit: William O'Connor . the hawkfox can use a bonus action to take the Dash or Disengage action. ACTIONS Multiattack. unaligned Armor Class 13 Hit Points 38 (7d8 + 7) Speed 30 ft. Melee Weapon Attack: +5 to hit. the attack deals an extra 9 (2d8) damage to the target. Bite. The hawkfox has advantage on Wisdom (Perception) checks that rely on sight or smell. Nimbie Action.. one target.. The hawkfox makes one bite attack and one talon attack. On each of its turns. reach 5 ft. Hit: 8 (2d4 + 3) piercing damage. If the hawkfox is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack. Hit: 1 (1d8 + 3) piercing damage. reach 5 ft.. Melee Weapon Attack: +5 to hit.. Created by StoneStrix . passive Perception 16 Languages Challenge 2 (450 XP) Dive Attack.

and Infernal but can't speak Challenge 8 (3. hellish mounts that invoke as much fear as their riders. passive Perception 15 Languages understands Common. Perception +5 Senses darkvision 120 ft. When the horseman rolls a 20 on the attack roll.HEADLESS HORSEMAN Medium fiend. The horseman can force an attack targeted at its mount to target itself instead.. Melee Weapon Attack: +7 to hit. DEX 16 (+3) STR 18 (+4) CON 18 (+4) INT 10 (+0) WIS CHA 14 (+2) 17 (+3) Saving Throws Con +7. Hit: 17 (3d8 +4) slashing damage. While mounted. one target.. Vorpal Longsword. Abyssal. reach 5 ft. Ride-By.900 XP) Mounted Combatant. the horseman cuts off the creature's DREAD STEED A headless horseman always hunts for heads while riding its mount. ] Art Credit: Bob Kehl . Particularly powerful horsemen ride dread steeds. head. except that it has no fly speed. A dread steed uses the statistics of a nightmare. range 30/60 ft. the horseman and its mount don't provoke opportunity attacks when they move out of an enemy's reach.. Jack-o’-lantern (Recharge 6). if the damage would reduce the creature to 0 hit points. one target. Ranged Weapon Attack: +7 to hit. Multiattack The horseman makes two melee attacks. Some may be found riding a living or skeletal warhorse. Hit: 13 (2d8 + 4) bludgeoning damage plus 14 (4d6) fire damage. it must succeed on a DC 15 Constitution saving throw or become stunned until the end of the horseman's next turn. ACTIONS . If the target is a creature. Cha +6 Skills Animat Handling +5. lawful evil Armor Class 15 (chain shirt) Hit Points 153 (1 8d8 + 72} Speed 30 ft.

Any creature in that area can't regain hit points. bludgeoning.Herald of Rot HERALD OF ROT large //end fafemonj. telepathy 120 ft. not both. necrotic Condition Immunities poisoned Senses darkvision 120 ft. one target. The cloud spreads around corners. Fetid Cloud (Recharge 5-6). The herald has advantage on saving throws against spells and other magical effects. Heralds of Rot are most commonly found in the service of Demon Lord Juiblex. piercing. Hit: 1 0 (2d6 + 3) piercing damage. but their services expand far from the noxious lord's control. a Herald of Rot is a living chemical arsenal. a Herald of Rot will fixate on a given or freely chosen target Once fixated. reach 5 ft.. reach 5 ft. one target. Aura of Decay. Hit: 14 (2dl0 + 3) slashing damage. ending the disease on a success.. Challenge 6 {2. Con +7.300 XP) Magic Resistance. the Herald will speak to its prey telepathically. ACTIONS Multiattack * The herald makes two attacks: one with its beak and one with its daws. ending the disease on a success. While diseased in this way. the target takes 9 (2d8) necrotic damage at the start of each of Its turns. a Herald of Rot looks like the abomination of humanoid. fire. Each creature in that area must succeed on a DC 14 Constitution saving throw or become diseased. fly 60 ft* STR 17 (+3) DEX 15 (+2) CON 18 (+4) INT 8 (-1) WIS CHA 13 (+1) 8{-1) Saving Throws Dex +5. Negative energy radiates from the herald in an aura with a 120-foot radius. Vanguard of demon armies. If summoned. and it can't make more than one attack on its turn. Serving more powerful demon lords.. .. a target can’t use reactions. Melee Weapon Attack: +6 to hit. In addition. Eyeless sockets stare at prey as a constant cloud of putrid offal hangs about the demon. they are often seen guarding important structures or enhancing torture by their mere presence. cfroof/c evil Armor Class 15 (natural armor) Hit Points 104 (11d10 +44) Speed 40 ft. The target can repeat the saving throw at the end of each of its turns. While diseased in this way. detailing how it will bring decay and desolation to everything around the victim. Art Credit: Yunus Kocatepe Design Credit: u/Stonestrix Lore Credit: JHuebsch The living embodiment of disease and decay. Beak Melee Weapon Attack: +6 to hit.. vulture and goat. A 20-foot-radius cloud of disease extends out from the herald. A target can repeat the saving throw at the end of each of its turns. lightning. its speed is halved. it must succeed on a DC 14 Constitution saving throw or become diseased. passive Perception 11 Languages Abyssal. the target can take either an action or a bonus action on its turn. t Claws. Wis +4 Damage Resistances cold. and slashing from nonmagical weapons Damage Immunities poison. If the target is a creature.

STR 20 (+5) DEX 10 (+0) CON 18 (+4) INT 3 (-4) WIS 8(-l) CHA 1 (-5) Damage Vulnerabilities fire Damage Immunities cold. The golem makes two slam attacks. paralyzed. making it difficult terrain. the ground in the area is covered with slick ice. Ice Walk. Magic Resistance. Melee Weapon Attack: +8 to hit. poisoned Senses darkvision 60 ft. psychic. reach 5 ft. taking 10 (3d6) piercing damage and 10 (3d6) cold damage on a failed save.3d8 + 5) bludgeoning damage plus4 (1d8) cold damage. The golem ignores difficult terrain caused by ice. When a creature enters the area for the first time on a turn or starts its turn there. Slam. passive Perception 9 Languages understands the languages of its creator but can’t speak Challenge 8 (3. unaligned Armor Class 16 (natural armor) Hit Points 152 (l6d10 + 64) Speed 30 ft. Created by StoneStrix -/r/monster aday Art Credit: Andrew Hou . one target. and slashing from nonmagical weapons that aren't adamantine Condition Immunities charmed. A creature that starts its turn in that area takes 3 (1d6) cold damage. frightened. piercing. The golem has advantage on saving throws against spells and other magical effects. Hit: 18 . Icy Death. Additionally. petrified.900 XP) Frozen Aura. Intense cold radiates from the golem in an aura with a 20-foot radius.. it shatters in an explosion of jagged ice.ICE GOLEM Large construct. ACTIONS Multiattack. Each creature within 10 feet of it must make a DC 15 Dexterity saving throw. Immutable Form. When the golem is reduced to 0 hit points. exhaustion.. bludgeoning. or half as much damage on a successful one. The golem is immune to any spell or effect that would alter its form. it must succeed on a DC 12 Dexterity saving throw or fail prone. poison.

reach 0 ft.. The swarm can't regain hit points or gain temporary hit points. class features. piercing. The swarm now controls the body but doesn't deprive the target of awareness. The infestation lasts until the body drops to 0 hit points. The swarm can't be targeted by any attack. Hit: 21 (6d6) piercing damage. unaligned Armor Class 14 Hit Points 44 (8d8 + 8) Speed 0 ft. fly 30 ft. When the infestation ends. and the swarm can move through any opening large enough for a tiny insect. petrified. and it retains its Intelligence. one creature in the swarm's space. or proficiencies. It otherwise uses the infested target's statistics. the swarm then disappears inside the host. Me/ee Weapon Attack: +6 to hit. but doesn't gain access to the target's knowledge. or 10 (3d6) piercing damage if the swarm has half of its hit points or fewer. frightened. Infest (Recharge 6). The swarm can occupy another creature's space and vice versa.. Created by StoneStrix . One creature in the swarm's space must succeed on a DC 14 Constitution saving throw or become infested by the swarm. or other effect. prone. or the swarm is forced out by an effect that removes disease like the lesser restoration spell.INFESTATION SWARM Medium swarm of Tiny monstrosities. the swarm ends it as a bonus action. restrained. stunned Senses passive Perception 11 Languages Challenge 4(1. and the target is incapacitated and loses control of its body.100 XP) Sivor/n. Wisdom. speil. paralyzed. STR 9 (-1) DEX 18 (+4) CON 12 (+1) INT 5 (-3) WIS 1 2 (+1) CHA 3 (-4) Damage Resistances bludgeoning. the swarm reappears in an unoccupied space within 5 feet of the body. The target is immune to this swarm 's Infest for 24 hours after succeeding on the saving throw or after the infestation ends. ACTIONS S/tes. slashing Condition Immunities charmed./r/monsteraday Art Credit: Eric Belisle . and Charisma.

Dragonkin. The tribe's land covers about 10 square miles. Specialized Laborers. Scaled Pride. the oldest is the wisest. Honor One's Kin. If they must confront an enemy. they also share those plans among the tribe. the tribe will split itself in two and half will migrate to other lands. KOBOLD / SPECIAL . Some resort to cannibalism to ensure power stays in the tribe. Murder of another member of the same tribe is forbidden. According to some kobold myths. Pranks are harshly considered taboo. Scaled Skin. . Dark forest kobold bury the dead to return them to nature. Outsiders are rarely trusted in kobold lands. wever others races with scaled skin are considered to be more trustworthy. an even smaller group are marked at birth for greatness. tribes of kobolds can survive anywhere but tend to live in mines or deep forests where there is little light. a special few are chosen at birth for specific jobs. Consisting of 10 to 15 families. to allow them work fruitfully for the good of the tribe. General plans and goals are common knowledge. Tribal Society. Though most kobolds are miners digging for the lost god Kurtulmak. they are known for cunning plans. but gnomes are hated and treated with extreme hostility. others mummify and entomb the dead in mazes of tunnels. Called the All-Watcher be it male or female rules His/Her tribe without question. so many tribes favor exile to execution. Among the monstrous humanoids. . kobolds do have some rules they must follow in everyday life. Most others can gain the trust of a tribe. they will mass their troops for an ambush. Kobolds and gnomes have an instinctual hate of each other because of a "prank" played upon Kurtulmak by the gnomish deity Garl Glittergold. Kobolds are gerontocratic. this is connected to the loss of the main kobold deity Kurtulmak. Most kobolds worship dragons.' I J I Understood Law. They will plan and dig mines industriously. Garl collapsed Kurtulmak's cave because the gnome god saw that they were likely to become the dominant race in the world.KOBOLDS Kobold society is influenced by their lawful evil alignment. Few in number. Leading an outsider to the tribe’s home is a grave crime in kobold law. Honoring the dead is very important to kobolds and how varies from region to region. while laying cruel traps for interlopers. when the tribe grows too large to support itself on its land. Selected by the All-Watcher of the tribe these Kobolds fill roles unique to the tribe. and detailed plans are shared with all who ask. the god of war and mining. Kobolds can live to be easily 1000 years old but most die long before that age. however dragons tend to see kobolds as pests and either ignore them or use them as fodder or slaves. unlike many. Aged Wisdom. Snakefolk and even Bullywugs can trade and even negotiate with some tribes of kobolds. Kobolds have a natural hatred of other non-draconic creatures because of mistreatment of their race. Mountains with dragon lairs atop them are a sure place to look for kobolds.

. What a Kobold Bully lacks in cunning. setting it apart from its wiry counterparts. Low Blow (Recharge 5-6). a Kobold Bully fights its way through the social hierarchy. Ranged Weapon Attack: +4 to hit. it makes up for in brutal strength. .. The kobold makes a cheap shot against a creature it can see within 5 feet of it. Kobold Bullies incite rage among their tribes. Born physically larger and stronger than others in the tribe. they are never far away from soldiers they often carry horns made of bone to warn and call for the aid of nearby kobolds. Hit: 5 (1d8)+1 piercing damage. acting upon jealousy towards those who seem better off than them. Small black eyes glittering with malicious deviance show the harsh spirit that drives this creature. Draconic Challenge 1 (200 XP) Sunlight Sensitivity. reach 5 ft. Thick sinuous muscle defines this Kobold. range 30/120 ft. lawful evil Armor Class 18 (chain mail.. The target must succeed on a DC 12 Constitution saving throw or become incapacitated until the end of the kobold's next turn. one target. Draconic Challenge 1/2 (100 XP) Sunlight Sensitivity. Melee Weapon Attack: +3 to hit. range 1 50/600 ft. While in sunlight the kobald has a disadvantage on sttack rolls. bones of rivals hanging from their spears. A Kobold Bully works as muscle for the tribe. Having survived a few skirmishes the older and experienced Kobold Soldiers make up the ranks of Kobold Commanders. Hit: 5 (1d6 + 2) piercing damage. Sling. ACTIONS Multiattack. tending to stab first and ask questions second. Tasked with the safety of the tribe these ruthless leaders frequently send patrols out to monitor the surroundings. Ranged Weapon Attack: +3 to hit. passive Perception 9 Languages Common. shield) Hit Points 11 (2d8+2) Speed 30ft STR 13 (+1) DEX 12 (+1) CON INT WIS CHA 12 (+1) 10 (+0) 10 (+0) 9 (-1) Senses darkvision 60 ft. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. Hit: 4 (1d4 + 2) bludgeoning damage. Due to the combat hardened and wary nature of Kobold Commanders.KOBOLD BULLY Small humanoid (kobold). Never alone. lawful evil KOBOLD BULLY Armor Class 14 (shield) Hit Points 21 (6d6) Speed 30 ft. STR 9 (-1) DEX 15 (+2) CON 10 (+0) INT 10 (+0) WIS CHA 8 (-1) 8 (-1) Senses darkvision 60 ft. Short Spear. KOBOLD COMMANDER KOBALD COMMANDER Small humanoid. the kobold has disadvantage on attack rolls. one target. as well as on Wisdom (Perception) checks that rely on sight Pack Tactics The kobald has advantage on an attack roll against a creature if at least one of the kobald's allies is withen 5 feet of the creature and the ally isn't incapacitated ACTIONS Longsword. Pack Tactics. Hit: 5 (1d6 + 2) piercing damage. Melee Weapon Attack: +4 to hit. Brute of the Pack. passive Perception 10 Languages Common. Hit:S (1d8)+1 piercing damage Longbow.. The kobold makes two melee attacks. While in sunlight. xv DAY 'A 24 KOBOLD . one target. reach 5 ft. one target. serving as guards and vanguards in battle. Kobold Bullies stand with an air of confidence. as well as on Wisdom (Perception) checks that rely on sight.

The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. one target. Their right to rule and command goes unquestioned by any tribe. Kobold Heroes are above any social hierarchy. kobolds marked are treated as vessels of destiny. KOBOLD HERO Small humanoid (kobold). ACTIONS Multiattack. these creatures are the face of kobold tribes. Worldly knowledge and years of adventure show upon their scaled face. Only one legendary action option can be used at a time and only at the end of another creature's turn... Trained beyond any other. Unlike other kobolds. Pack Tactics.KOBOLD HERO Bearing a mark uncommon from the rest of its tribe a Kobold Hero acts with the knowledge of its eventual success. Hit: 6 (1 d8 + 2) piercing damage. raised. as well as on Wisdom (Perception) checks that rely on sight. The kobold makes two melee attacks. The kobold moves up to its speed without provoking opportunity attacks. passive Perception 10 Languages Common. the kobold has disadvantage on attack rolls. This marking varies from hero to hero. Immediately. shield) Hit Points 54 (12d6 + 12) Speed 30 ft. DAY 26 KOBOLD . STR 1 0 (+0) DEX 1 5 (+2) CON 12 (+1) INT 12 (+1) WIS 11 (+0) CHA 14 (+2) Senses darkvision 60 ft. cities and towns neighboring kobold tribes tremble in fear of the impending armies these heroes create. reach 5 ft. Chosen of Tiamat. LEGENDARY ACTIONS The kobold can take 3 legendary actions. When a Kobold Hero is born. A Kobold Hero can rally tribes together and bring upon the world a deadly and zealous foe.100 XP) Sunlight Sensitivity. The kobold regains spent legendary actions at the start of her turn. often appearing as a change in skin color or alteration of the eyes. Marked for Destiny. the world is destined to change. Scurry. At this command. When a Kobold Hero emerges. squabbling tribes of kobold rally under their banner and go forth to aid the Kobold a Hero in its task. choosing from the options below. While in sunlight. Rapier. lawful evil Armor Class 18 (breastplate. Stabby. Pocket Sand (Costs 2 actions). The target must succeed on a DC 12 Dexterity saving throw or be blinded until the end of the kobold's next turn. The kobold throws sand at a creature it can see within 5 feet of it. trained and pushed to fulfill the will of Tiamat. Melee Weapon Attack: +4 to hit. The kobold makes one melee weapon attack. When Kobold Heroes appear. they are marked. Draconic Challenge 4 (1. equipped with the finest gear and fervent in the belief of destiny. These markings are recognized in kobold tribes as blessings from the Dragon Queen Tiamat.

as well as on Wisdom (Perception) checks that rely on sight Pack Tactics The kobald has advantage on an attack roll against a creature if at least one of the kobald’s allies is withen 5 feet of the creature and the ally isn't incapacitated ACTIONS Shortsword. Shamans delegate tasks in the tribe. the clattering of trinkets and the subtle Whispering of a cunning mind mark the arrival of a Kobold Shaman. when assigned to guard doors kobolds post up on both the left and right sides making sneaking by difficult to all but the most seasoned thieves. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. Those chosen to become a shaman undergo a ritual of elements. shillelagh 1st level (4 slots): cure wounds. one target. While attempting to fulfill the will of Tiamat.1) bludgeoning damage. Melee Weapon Attack: +1 to hit. While in sunlight. reach 5 ft. fog cloud. heat metal ACTIONS Club. range 80/320 ft. KOBOLD J f' DAY 25 . Kobold Shamans rule the tribe. Yet. Imbued with the magic of their god Tiamat. Ranged Weapon Attack: +4 to hit. +4 to hit with spell attacks). lawful evil Armor Class 13 {leather armor) Hit Points 27 (6d6 + 6) Speed 30 ft. Tribes Power. Kobold Shamans are quick to notice unrest in the tribe and are not above resorting to banishment to ensure their power remains intact. Wielding Tiamat’s magic. their power is always tentative. as well as on Wisdom (Perception) checks that rely on sight. passive Perception 11 Languages Common. using guile and deception to keep their place. The kobold has the following spells prepared: Cantrips (at will): druidcraft. their physical stature pushing them more to avoiding combat than getting into it themselves. Those who emerge from the ritual alive are awakened to the arcane energies of Tiamat. the kobold has disadvantage on attack rolls. Melee Weapon Attack: +4 to hit. Its spellcasting ability is Wisdom (save DC 12. Sitting on the top of the social hierarchy. KOBOLD SHAMAN Small humanoid (kobold).. The kobold is a 4th-level spellcaster. Physically weak they overcome most foes with numbers Two Better Than One. being subjected to searing heat. Kobold Shamans stop at nothing to keep the power that they have attained. Draconic Challenge 1/4(50 XP) Sunlight Sensitivity. When faced with the coming of a Kobold Hero.KOBOLD SHAMAN Scents of heavy herbs. Kobold Shamans are the heart and mind of their tribe. deathly cold and noxious acid. lawful evil Armor Class 15 (leather armor. STR 9 (-1) DEX 15 (+2) CON 12 (+1) INT 10 (+0) WIS CHA 14 (+2) 12 (+1) Senses darkvision 60 ft.. Pack Tactics. KOBOLD SOLDIER The Lowest of Kobolds ranks is the Kobold Soldier. Spellcasting.. as other kobolds are quick to grow agitated and envious. produce flame. one target. Hit:S (1d6)+2 piercing damage Shortbow. Draconic Challenge 2(450 XP) Sunlight Sensitivity. Shamans are often slow or devious in their actions. Rite of the Elements. Kobold Shamans are frail but agile. one target. While in sunlight the kobald has a disadvantage on sttack rolls. passive Perception 10 Languages Common. KOBALD SOLDIER Small humanoid. Hit: 1 (1d4. healing word 2nd level (3 slots): flaming sphere. Common practice among soldiers is to travel and scout in pairs. Hit: 5 (1d6 + 2) piercing damage. W/t:5 (1d6)+2 piercing damage. Kobold Shamans must display their connection to the dragon god Tiamat. shield) Hit Points 7 (2d6) Speed 30ft STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1) Senses darkvision 60 ft. reach 5 ft.

/r/monsteraday The Way of the Pride:. Art Credit: Tiago Silverio & Vesner Lore Credit: JHuebsch . acting as scouts or defenders to any part that has been invaded. Terrotorial Nomads. Cunning and patient. learning how to curb magic to the Way of the Pride. Tests are constructed to place young Leonin in difficult moral sit¬ uations. The acts of an individ¬ ual do much in the eyes of Leonin. a Leonin will be born into the pride afflicted by a Rakshasa spirit. Elders are chosen for either great deeds done or eventual age. Ritualistic rites are performed among the tribe and when trade is conduct¬ ed to test the moral mettle of an individual. Leonin hold a strict sense of traditional morality and are heavily rooted in honor. wandering Leonin often contend with those around them concerning personal thoughts and actions. When unwelcome visitors are detected. testing both the ability to make decisions under pressure as well as to determine the cub's mindset. these Leonin wait and hide. Still rooted in the spirituality of their pride. Leonin who fail to follow the Way of the Pride are fur¬ ther trained or eventually sent into exile. passing their pride’s tests. but never will they be allowed to enter the tribe itself. At times. Alliances made with Leonin are steadfast and unyielding. Their villages continually move. chaos or ruin. Fiercely territorial. Fiercely loyal and driven to uphold their honor. Traders are invited to speak with them. rivers or underneath massive trees. These Leonin grow to be powerful spellcasters who hold within them the seed of evil. If these Leonin become leaders. Leonin may leave the pride to become traveling mer¬ chants or hired guards. Those imbued with magic are sent into study. Leonin tribes are almost never the ones to break or end an alliance. the tribe sends an emissary to determine the nature of the visitors. Working towards a sense of honor and traditional morality. they will drive their pride to war. Leonin base their under¬ standing of others through individual acts. If the visitor seems violent or malevolent the tribe will band together and drive them away. Leonin interact with other races on a strictly business like fashion. their villages move throughout their domain. Leonin Leaders. Created by StoneStrix .Leonin Leonin are tribal humanoids that reside in great plains and desert oasis. Traders who make initial deals with the Leonin always find a trading partner among the nomads. a dangerous way of life being too destructive to the pride as a whole. Leonin respect their leaders with a re¬ ligious awe. but are commonly found nearby watering holes.

that target must succeed on a DC 1 2 Strength saving throw or be knocked prone. Hit: 5 (ld6 + 2) piercing damage. Created by StoneStrix .. STR 14 (+2) DEX 15 (+2) CON INT WIS CHA 12 (+1) 10 (+0) 12 (+1) 12 (+1) Skills Acrobatics +4. reach 5 ft. one target../r/monster aday Art Credit: Kouta Nagamori . one target. The leonin has advantage on saving throws against being frightened. If the leonin moves at least 20 feet straight toward a creature and then hits it with a melee weapon attack on the same turn. or range 30/120 ft. the leonin can make one bite attack against it as a bonus action. Javelin. Leonin Challenge 1/4 (50 XP) Brave. Hit: 4 (1d4 + 2) piercing damage. one target. Bite. reach 5 ft. The leonin has advantage on Wisdom (Perception) checks that rely on smell. Pounce. Melee Weapon Attack: +4 to hit. ACTIONS Shortsword. Athletics +4 Senses passive Perception 11 Languages Common. Melee or Ranged Weapon Attack: +4 to hit.LEONIN Medium humanoid (leonin). If the target is prone. any alignment Armor Class 14 (hide armor) Hit Points 11 (2d8 + 2) Speed 40 ft.. Melee Weapon Attack: +4 to hit. Keen Smell. Hit: 5 (1d6 + 2) piercing damage. reach 5 ft.

polymorph 5th level (2 slots): animate objects. frightened./r /monster aday Art Credit: Roberto Pitturru . The spellbook is immune to any spell or effect that would alter its form. poisoned Senses blindsight 120 ft.LIVING SPELLBOOK targe construct. or half as much damage on a successful one. As a bonus action. the spellbook can expend one spell slot. paralyzed. Mana Burn (Recharge 5-6f The spellbook can expend one spell slot to deal force damage to a target within 60 feet of it The damage is 18 (4d8) fora IsMevel spell slot plus 9 (2d8) for each spell level higher than 1st The target must make a DC 16 Dexterity saving throw.900 XP) Immutable Form. petrified. mirror image 3rd level (3 slots): glyph of warding. bludgeoning. STR DEX CON INT WIS CHA 12 {+1 ) 18 (+4) 14 (+2) 18 (+4) 14 (+2) 1 (-5) Damage Vulnerabilities fire Damage Immunities poison. Magic Resistance* The spellbook has advantage on saving throws against spells and other magical effects. light. magic missile. range 30/60 ft. message prestidigitation 1 st level (4 slots): mage armor. Speltcasting.. mage hand. Created by StoneStrix .. and slashing from nonmagical weapons that aren't adamantine Condition Immunities charmed. Bigby’s hand 6th level (1 slots): globe of invulnerability f Transpose Arcana. ACTIONS Paper Cut Ranged Weapon Attack: +8 to hit. +8 to hit with spell attacks). fly 30 ft. piercing. The spellbook is a 12th-levei spellcasten Its spellcasting ability is Intelligence {save DC 16. unaligned Armor Class 14 (17 with mage armor) Hit Points 90 (12d10 + 24) Speed 30 ft. passive Perception 12 Languages telepathy 120 ft. causing an allied spellcaster to regain a spell slot of that level or lower. Hit: 13 (3d8) stashing damage. shield 2nd level (3 slots): invisibility. The spellbook has the following wizard spells prepared: Cantrips (at will}: blade ward.. Challenge 10 (5. one creature. taking full damage on a failed save. dispel magic 4th level (3 slots): Otiluke’s resilient sphere. exhaustion.

. Stealth +7. Hit: 6 (1 d6 + 3) bludgeoning damage. reach 5 ft. When the lizardfolk hits another creature with a melee weapon attack. Unarmored Defense. Hit: 5 (1 d4 + 3) bludgeoning damage. neutral Armor Class 17 (natural armor) Hit Points 33 (6dS + 6) Speed 40 ft. Unarmed Strike. Stunning Strike (Recharge 5-6). The lizardfolk can hold its breath for 15 minutes... While the lizardfolk is wearing no armor and wielding no shield. reducing the damage it takes to 0. Perception +3. reach 5 ft. The lizardfolk deflects the missile when it is hit by a ranged weapon attack. [ Created by StoneStrix . one target. swim 40 ft. Survival +5 Senses passive Perception 13 Languages Draconic Challenge 2 (450 XP) Hold Breath. its AC includes its Wisdom modifier. REACTIONS Deflect Missiles. Melee Weapon Attack: +5 to hit. ACTIONS Multiattack.LIZARDFOLK MONK Medium humanoid (lizardfolk). The lizardfolk makes three attacks: two with its unarmed strikes and one with its tail./r /monsteraday Art Credit: Jim Pavelec . Melee Weapon Attack: +5 to hit. Tail. STR 15 (+2) DEX 16 (+3) CON 13 (+1) INT 10 (+0) WIS CHA 12 (+1) 8 (-1) Skills Acrobatics +5. one target. the target must succeed on a DC 11 Constitution saving throw or be stunned until the end of the lizardfolk’s next turn.

one target. unaligned Armor Class 12 Hit Points 7 (2d4 + 2) Speed 1 S ft. While the two are bonded. Hit: 4 (1 d4 + 2) piercing damage. ending the telepathic Dragon Luck (1/Day). Melee Weapon Attack: +4 to hit. bond. piercing. Additionally. The luck dragon can magically communicate simple ideas. while the luck dragon is within 10 feet of its companion. the companion shares the luck dragon’s Dragon Luck feature. STR DEX CON INT WIS CHA 6 (-2) 15 (+2) 12 (+1) 10 (+0) 12 (+1) 17 (+3) Skills Perception +3. an ability check.. and images telepathically with any creature within 100 feet of it that can understand a language. reach 5 ft. the companion can sense what the luck dragon senses as long as they are within i mile of each other. Art Credit: Prayke . and slashing from nonmagical weapons Senses darkvision 60 ft.. Limited Telepathy. forming a magic. or a saving throw.LUCK DRAGON Tiny dragon. ACTIONS Bite. the luck dragon can end its service as a familiar. The luck dragon can serve another creature as a familiar. Such luck dragons have the following trait. emotions. Persuasion +5 Damage Resistances bludgeoning. Familiar. At any time and for any reason. fly 60 ft. it can gain advantage on the roll. When the luck dragon makes an attack roll.. telepathic bond with that willing companion. passive Perception 13 Languages understands Common and Draconic but can't speak Challenge 1/4 (50 XP) VARIANT: LUCK DRAGON FAMILIAR Some luck dragons are willing to serve spellcasters as a familiar.

paralyzed Damage Resistances bludgeoning. Multiattack. a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement. that creature is swallowed. Only one legendary action option can be used at a time and only at the end of another creature's turn. and it takes 21 (6d6) acid damage at the start of each of the kraken's turns. One Medium or smaller object held or creature grappled by the kraken is thrown up to 30 feet in a random direction and knocked prone. LEGENDARY ACTIONS The kraken can take 3 legendary actions.. choosing from the options below. one target.400 XP) Amphibious. * • Lightning Field (Recharge 5-6). STR DEX CON INT WIS CHA 22 (+6) 11 (+0) 20 (+5) 18 (+4) 15 (+2) 17 (+3) Saving Throws Str +10. W/t: 13 (2d6 + 6) bludgeoning damage. and the target is grappled (escape DC 17). If the kraken takes 25 damage or more on a single turn from a creature inside it. exiting prone. The kraken can breathe air and water. If the target is a Medium or smaller creature grappled by the kraken. passive Perception 12 Languages understands Abyssal. . which fall prone in a space within 10 feet of the kraken. the creature is blinded and restrained. Until this grapple ends. A strong current surges from the kraken. If the kraken dies.. and the grapple ends. each of which can grapple one Huge monstrosity (titan). I . Each creature within 30 feet of the kraken must succeed on a DC 17 Strength saving throw or be pushed up to 30 feet away from the kraken. or half as much > damage on a successful one. The kraken makes three tentacle attacks. the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures. The kraken regains spent legendary actions at the start of its turn.KRAKEN HATCHLING Tentacle.. All creatures within 60 feet of the kraken must succeed on a DC 17 Constitution saving throw. Wis +6 Damage Immunities lightning Condition Immunities frightened. and escapes from any nonmagical restraints or being grappled. The kraken removes any magical effects on itself that reduce its speed or cause it to be restrained. ' BZ I target. reach 5 ft. it has total cover against attacks and other effects outside the kraken. the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. piercing. reach 1 5 ft. Bite. Melee Weapon Attack: +10 to hit. Melee Weapon Attack: +1 0 to hit. ACTIONS Fling. Tentacle Attack or Fling. the creature is pushed 10 feet away from the kraken. one target. Hit: 1 5 (2d8 + 6) piercing damage.. On a success. If the target is thrown at another creature. taking 28 (8d6) lightning damage on a failed save. While swallowed. Art Credit: Jason Felix . The kraken makes one tentacle attack or uses its Fling. that creature must succeed on a DC 17 Dexterity saving throw or take the same damage and be knocked prone. chaotic evil Armor Class 17 (natural armor) Hit Points 230 (20d12 + 100) Speed 30 ft. If a thrown target strikes a solid surface. Water Surge (Costs 3 actions). each of which it can replace with one use of Fling. swim 50 ft. Release the Kraken (Costs 2 actions). and slashing from nonmagical weapons Senses truesight 60 ft. and Primordial but can't speak Challenge 12 (8. Infernal. Celestial. Con +9. The kraken has ten tentacles. the target is restrained.

one target. For every 5 feet the bear moves in water. The bear exhales a blast of flames in a 15-foot cone. taking 17 (5d6) fire damage on a failed save. Melee Weapon Attack: +7 to hit. Each creature in that area must make a DC 12 Dexterity saving throw. reach 5 ft. it takes 1 cold damage. Fire Breath (Recharge 5-6). Bite. passive Perception 11 Languages Ignan Challenge 3 (700 XP) Water Susceptibility. Hit: 12 (2d6 + 5) slashing damage. Melee Weapon Attack: +7 to hit. neutral Armor Class 13 (natural armor) Hit Points 75 (1 OdIO +20) Speed 40 ft. one target. Hit: 9 (1d8 + 5) piercing damage plus 3 (ld6) fire damage. or half as much damage on a successful one. reach 5 ft.. Claws. poison Condition Immunities exhaustion. or for every gallon of water splashed on it. r Created by StoneStrix ./r/monster aday 1 Art Credit: Dieter Miller .. poisoned Senses darkvision 60 ft. ACTIONS Multiattack.. STR 20 (+5) DEX 10 (+0) CON 15 (+2) INT 4 (-3) WIS 12 (+1) CHA 8 (-1) Damage Vulnerabilities cold Damage Immunities fire.I ] MAGMA BEAR Large elemental. The bear makes two attacks: one with its bite and one with its claws.

The wound also closes if the target receives magical healing./r /monster aday . Intimidation +5. chaotic ew'/ Armor Class 15 (studded leather) Hit Points 97 (13d8 + 39} Speed 30 ft. one target Hit: 7 (1d6 + 4) piercing damage. the killer can move up to its speed toward a hostile creature that it can see. Shortsword. STR 18 (+4) DEX 16 (+3) CON 1 6 (+3) INT 11 (+0) WIS CHA 14 (+2) 14(+2) Saving Throws Con +6. Stealth +6 Senses passive Perception 15 Languages any two languages Challenge 5 {1.[ MASKED KILLER Medium humanoid (any race). If the killer surprises a creature and hits it with an attack during the first round of combat.. Melee Weapon Attack: +7 to hit. Perception +5. The killer has advantage on attack rolls against any creature it has surprised. The killer makes three melee attacks. If the killer takes 20 damage or less that would reduce it to 0 hit points.800 XP) Aggressive. Surprise Attack. the damage dealt by the wound increases by 5 ( 1d10). Each time the killer hits the wounded target with this attack. Created by StoneStrix . the target takes an extra 14 (4d6) damage from the attack. Ambusher. Wis +5 Skills Athletics +7. it is reduced to 1 hit point instead. If the target is a creature other than an undead or a construct. Relentless ( Recharges after a Short or Long Rest). Any creature can take an action to stanch the wound with a successful DC 14 Wisdom (Medicine) check. it must succeed on a DC 14 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to a bleeding wound. reach 5 ft. ACTIONS Multiattack. As a bonus action.

they are accepted as a Master of the Five Spires. In the face of other monastic paths. Monks of the Five Spires often come off as explosive and extreme. there is none better. harvested from the nearby volcanoes. a Monk of the Five Spires understands that they may be inferior but when it comes to a fight. physical prowess and the acceptance of the volatile emotions that drive them. the initiate swallows a draught of living fire. the Five Spires are formidable towers of stone and obsidian. the initiate fights one of their masters. Those who fail to do this are either rejected from the path or punished upon return.it burned slightly. Only masters may live at the top of the Five Spires. Kine felt the sore spot where the monk had punched him . initiates must climb up a tower to be accepted as an apprentice. He grimaced. This was not a brawling fighter. Trained to hone their magical Ki into dangerous burning attacks. ready to lash out. They use these fiery emotions to enhance their Ki energies. Each day following.Monks of the Five Spires A swift jab sent a jolt of pain through Kine’s body. searing pain. Believing in strict discipline. initiates go to a small town known as Blackwrath. Writing Credit: Jake Huebsch Art Credit: Deruchenko Alexander and Gycinn . his opponent was a Monk of the Five Spires. Monks of the Five Spires view themselves as artisans of battle. imagining every bar fight he had ever been in. a Monk of the Five Spires practices asceticism and monastic values with fanatic fervor. Wracked with pain. If they land a single hit upon the master. Monks of the Five Spires are extremely selective about those who are permitted to join their way of life. Unlike others who take the path of a monk. manifesting them into Initiation. The area where the monk had punched him suddenly flared with pain. the Monks of the Five Spires are well known for their martial brilliance. hammer falling from his hand as he realized his mistake. Initiates of the Five Spires often are sent on missions to expand their view of the world and uphold law. During this time. Rising high into the air. looking to ignite in them the spark of Ki that will give them their abilities. balancing lightly on a single foot as the other poised. In a dangerous trial. Here they train. Trained to accept radical emotions. Monks of the Five Spires push their initiates close to death. work and follow their master’s missives. Order of the Five. Those who survive eventually attempt to join their masters. initiates climb back down and sleep in Blackwrath. Those who fall could not overcome the first challenge. Located near volcanoes. Capable of both taking and returning devastating blows. feeling as though a hot brand had been placed there. The figure before him crouched low. Nestled at the base of the Five Spires. Kine doubled over. He hefted his hammer and prepared to strike. these towers serve as a proving ground for Five Spire Initiates and homes to the Masters of the Five Spires. Each evening. Initiates of the Five Spires are required to return half of their earnings to the Spires as well as new discoveries. With the desire to become a Monk of the Five Spires. Initiates of the Five Spires must climb the tower. These ranges of emotions are the key source of energy that drives the Monks of the Five Spires.

FIVE SPIRE INITIATE MASTER Medium humanoid (any race). Fury of the Five Spires (Recharge 5-6). the target is stunned. Hit: 7 (1d8 + 3) bludgeoning damage plus 10 (3d6) fire damage.. Unarmed Strike. The initiate makes three unarmed strike attacks against one target. REACTIONS Fiery Block. The master makes five unarmed strike attacks against one target. the initiate must see the attacker. Melee Weapon Attack: +5 to hit. reach 5 ft. Melee Weapon Attack: +7 to hit. one target. reach 5 ft. ACTIONS ACTIONS Multiattack. Melee Weapon Attack: +5 to hit.. The target must then make a DC 10 Constitution saving throw with a +1 DC for every attack that hit. Perception +6 Senses passive Perception 16 Languages Common Challenge 8 (3. reach 5 ft. REACTIONS Block. the target is incapacitated. The master makes three attacks: two with its unarmed strikes and one with its fire kick. one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 14 (4d6) fire damage. To do so. While the master is wearing no armor and wielding no shield. Perception +4 Senses passive Perception 14 Languages Common Challenge 3 (700 XP) Saving Throws Dex +7. its AC includes its Wisdom modifier. Art Credit: Eric Belisle . Hit: 7 (1d8 + 3) bludgeoning damage. one target. If the attack misses. Armor Class 17 Hit Points 91 (14d8 + 28) Speed 30 ft. While the initiate is wearing no armor and wielding no shield. Unarmored Defense. Hit: 11 (2d6 + 4) bludgeoning damage. Multiattack. Wis +6 Skills Insight +6. If three attacks hit. any lawful alignment Medium humanoid (any race). The master adds 5 to its AC against one melee attack that would hit it. the master must see the attacker. Unarmed Strike. one target. On a failed save the target is knocked unconscious until the end of the master's next turn.. If the target is a creature. Melee Weapon Attack: +7 to hit. These conditions last until the end of the initiate's next turn. Three Point Strike (Recharge 5-6). it must succeed on a DC 14 Strength saving throw or be knocked prone. The initiate adds 3 to its AC against one melee attack that would hit it. Fire Jab. Fire Kick. Wis +4 Skills Insight +4. any lawful alignment Armor Class 15 Hit Points 55 (10d8 + 10) Speed 30 ft. STR 12 (+1) DEX 16 (+3) CON 12 (+1) INT 10 (+0) WIS 15 (+2) CHA 10 (+0) STR 14 (+2) FIVE SPIRES OF THE DEX 19 (+4) CON 15 (+2) INT 12 (+1) WIS 17 (+3) CHA 13 (+1) Saving Throws Dex +5.900 XP) Unarmored Defense.. If two attacks hit. To do so. reach 5 ft. the attacker takes 7 (2d6) fire damage. its AC includes its Wisdom modifier. The initiate makes two attacks: one with its unarmed strike and one with its fire jab.

Still products of a deep desire. The morphlit can use its bonus action to gain immunity to any single damage type. The morphlit can use its bonus action to polymorph into a form with wings (speed 10 ft. Throughout the dynamic changes of the world. Morphlits thrived. formed to be durable test sub¬ jects to darker experiments.). fly 30 ft.) a form with fins (speed 1 0 ft. climb 40 ft. Defensive Adaptation. Burrowing Morhplits are more aggressive. The damage immunity remains until the morphlit uses this ability again.. Morphlits share a complex hivemind. Hit: 6 (1d4+4) piercing damage plus 4 (1 d8) damage of the type chosen by its defensive adaptation ability.. Aquatic Morphits tend to be more passive unless provoked or agitated. prone to competing against one another over a kill. Ever-changing packs. They embody a sense of brilliance long forgotten. burrow 30 ft. Melee Weapon Attack: +6 to hit. Morphlits often join together to hunt larger prey. The morphlit also deals an extra 4 (1 d8) damage of the chosen type when it hits with its bite attack. the upheaval of the earth and even before the pantheon of gods. marked as inad¬ equate. Cre¬ ations of forgotten experiments.) or a form with digging claws (speed 30 ft. Its statistics are the same in each form... chaotic evil Armor Class 14 Hit Points 18 (4d6 + 4) Speed 40 ft. 4W MORPHLIT 03 . ACTIONS Multiattack. Morphlits emerged as creations of great and mighty magic. swim 30 ft. STR 7 (-2) DEX 18 (+4) CON 12 (+1) INT 13 (+1) WIS 11 (+0) CHA 6 (-2) Damage Resistances bludgeoning. Bite. the great magic that formed them acting as a shield against change. piercing. Long before the rise and fall of great empires. and slashing from nonmagical weapons Senses darkvision 60 ft. MORPHLIT Small aberration. weak and above all resilient. Morphlits continue to act in accordance to long imbued commands from their former creators.. Seen as failures by their great masters. Large foreclaws or bat-like wings grow along Morphlits as they travel. Winged Morphlits take on an observer role in their soci¬ ety. or back to its natural form. one target. except for the speed changes noted. Smarter than their small size in¬ dicates. which was given to them at their creation. Morphlits were cast away. Morphlits adapt perfectly with their environment. reach 5 ft. The morphlit makes two bite attacks. cunning creatures notorious for never failing to reach their victim. granting them easy access to even the most difficult of terrain. Spawn of Ancients. They are wild.MORPHLIT A Morphlit is small. Languages none Challenge 2 (450 XP) Shapechanger. Small hierarchies concerning shape and personality emerge from each form a Morphlit takes. An instinctual understanding allows Morphlits to switch into the form most needed for their environment as well as vary their forms while in a pack to gain the most suc¬ cess during a hunt.

Attack rolls against the myr have disadvantage if at least one of the myr's allies is within 5 feet of it and isn't incapacitated.. Melee Weapon Attack: +4 to hit. Ranged Weapon Attack: +4 to hit. one target. Art Credit: Greg Staples . reach 5 ft. passive Perception 10 Languages understands the languages of its creator but can't speak Challenge 1/4(50XP) Defense Matrix. Hit: 4 (1d4+2) lightning damage. Hit: 4 (1d4+2) piercing damage. ACTIONS Beak. paralyzed. range 20/60 ft. petrified. STR 8 (-1) DEX 14 (+2) CON 12 (+1) INT 12 (+1) WIS 10 (+0) CHA 1 (-5) Damage Immunities poison Condition Immunities charmed.MYR Small construct (myr). poisoned Senses darkvision 60 ft. neutral Armor Class 14 (natural armor) Hit Points 9 (2d6 + 2) Speed 30 ft. Electric Arc.. frightened. one target.. exhaustion.

ACTIONS Crush. the battlesphere's movement doesn’t provoke opportunity attacks for the rest of the turn.. frightened. exhaustion. petrified. STR 20 (+5) DEX 13 (+1) CON 12 (+1) INT 12 (+1) WIS 10 (+0) CHA 5 (-3) Damage Immunities poison Condition Immunities charmed. paralyzed. it absorbs the myr and regains 7 (2d6) hit points. When the battlesphere dies. it splits into 2d4 myr. Art Credit: Franz Vohwinkel . The battlesphere moves twice its speed and can move through the space of any creature that is Medium or smaller. Melee Weapon Attack: +8 to hit. poisoned Senses darkvtsion 60 ft.. Reassemble. that target must succeed on a DC 16 Strength saving throw or be knocked prone. one target. Overrun (Recharge 5-6).800 XP) Disassemble. the battlesphere can make a crush attack against that target. If the battlesphere moves through the space of an allied myr. reach 5 ft. Additionally.MYR BATTLESPHERE Huge construct (myr). neutral Armor Class 18 (natural armor) Hit Points 105 (14d12 + 14) Speed 40 ft. When first entering a creature's space. passive Perception 10 Languages understands the languages of its creator but can't speak Challenge 5 (1. Hit: 18 (2d12 -t* 5) bludgeoning damage. If the attack hits.

reach 5 ft. its AC includes its Consitution modifier./r /monster aday Art Credit: Eric Belisle . While the orc is wearing no armor. ACTIONS Greataxe. chaotic evil Armor Class 14 Hit Points 30 (4d8 + 12) Speed 30 ft. STR 16 (+3) DEX 12 (+1) CON 17 (+3) INT 7 {-2) WIS CHA 11 [+0] 10 (+0) Skills Athletics +5. At the start of its turn. Hit: 9 (1dl 2 + 3) slashing damage.r passive Perception 10 Languages Common. Unarmored Defense. but attack rolls against it have advantage until the start of its next turn.. Intimidation +2 Senses darkvision 60 ft. Created by StoneStrix . one target. the orc can move up to its speed toward a hostile creature that it can see. the orc can gain advantage on all melee weapon attack rolls during that turn.ORC BERSERKER Medium humanoid (orc). Reckless. Orc Challenge 1 (200 XP) AggresfVe. As a bonus action. Melee Weapon Attack: +5 to hit.

Only one legendary action option can be used at a time and only at the end of another creature's turn. passive Perception 12 Languages Common. That creature can immediately use its reaction to make one weapon attack. Mend Bones (Costs 2 actions). spirit guardians ACTIONS Morningstar. choosing from the options below. SIR 16 (+3) DEX 12 (+1) CON 1 7 (+3) INI 9 (-1) WIS 14 (+2) CHA 14 (+2) Skills Intimidation +4. +4 to hit with spell attacks). The ore regains spent legendary actions at the start of its turn. Created by StoneStrix . The orc has the following cleric spells prepared: Cantrips {at will): resistance. Religion +1 Senses darkviston 60 ft*. Melee Weapon Attack: +5 to hit. Command Undead.. As a bonus action. thaumaturgy 1st level (4 slots): bane. Orc Challenge 3(700XP) Aggressive. The orc chooses one undead creature it controls. one target. Spetkasting. Up to six undead creatures that the orc can see within 60 feet of it regain 4 (1d4 + 2) hit points. The orc is a 5th-ievel spellcaster. reach 5 ft. Its spellcasting ability is Wisdom {save DC 12. the ore can move up to its speed toward a hostile creature that it can see. spare the dying. Hit: 7 (1d8 + 3) piercing damage plus 4(1dS) necrotic damage. The orc deals an extra 4 (1d8) necrotic damage when it hits with a weapon attack (included in the attack)./r/monster aday Art Credit: Eric Belisle .ORC HAND OF GRUUMSH Medium humanoid (ore). chaotic evil Armor Class 16 (chain mail) Hit Points 60 (Sd8 + 24} Speed 30 ft. Gruumsh's Pain. silence 3rd level (2 slots): animate dead. LEGENDARY ACTIONS The ore can take 2 legendary actions. inflict wounds 2nd level (3 slots): blindness/deafness.

. passive Perception 17 Languages Challenge 5 (1. A creature can repeat the saving throw at the end of each of its turns. Each creature within 60 feet of the owlbear that can hear it must succeed on a DC 12 Constitution saving throw or become incapacitated for 1 minute. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. Hit: 10 (1d10 + 5) piercing damage. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 18 (+4) 4 (-3) 12 (+1) 9 (-1) Skills Perception +7 Senses darkvision 60 ft. ending the effect on itself on a success.. The owlbear makes three attacks: one with its beak and two with its claws. Claw. Melee Weapon Attack: +8 to hit./r/monster aday Art Credit: Ben Wootten . Melee Weapon Attack: +8 to hit. Piercing Screech (1/Day).OWLBEAR MATRON Large monstrosity. unaligned Armor Class 14 (natural armor) Hit Points 114 (I2d10 + 4S) Speed 40 ft. Hit: 14 (2d8 + 5) slashing damage. ] Created by StoneStrix . one target. Beak. one target. reach 5 ft.. ACTIONS Multiattack.800 XP) Keen Sight and Smell. reach 5 ft.

The pact lasts until the devil chooses to dismiss it or the devil dies. one target. granting it special boons in exchange for its soul. it must succeed on a DC 14 Constitution saving throw or lose 5 (1 d1 0) hit points at the start of each of its turns due to an infernal wound. Rarely will the Pact Devil be noticed by anyone other than the intended victim. Additionally. passive Perception 12 Languages Infernal. telepathy 120 ft. If a creature bound by such a pact dies. Cha +8 Skills Deception +8. PACT DEVIL y /-"DAY 29 . Such boons may include but are not limited to: ability score improvements. Pact Devils will stop at nothing to kill the bystanders. The creature automatically fails the saving throw to resist the spell. learning their desires and motivations before coming in contact with them. Pact Devils observe their potential victims for a time. and it can’t be ended by any normal magic except for a wish spell. Wis +6. Insight +6 Damage Resistances cold. Pact Devils acquaint themselves with their target slowly. No Witnesses. ACTIONS Multiattack. leaving behind no trace of the Pact Devil’s existence. reach 5 ft. Hit: 13 (2d8 + 4) piercing damage. and slashing from nonmagical weapons that aren't silvered Damage Immunities fire. Horns. If the subject of their deal refuses an offer. piercing. The creature can’t be brought back to life after its soul has been claimed. the damage dealt by the wound increases by 5 (1 dl 0). reach 5 ft. Appearing in dreams or a number of short in¬ teractions. If the target is a creature other than an undead or a construct. the devil may charm the creature as if using the geos spell. Magic Resistance. poison Condition Immunities poisoned Senses darkvision 120 ft. Pact Devils appear to offer their dark bargain.. The devil makes three attacks: two with its claws and one with its horns. Claw. Challenge 9 (5. INFERNAL PACT A pact devil may convince a creature to exchange its soul for powerful infernal boons.. while bound by the infernal pact. PACT DEVIL Large fiend (devil). whether that is by their hands or the creature bound to them. new feats. Any creature can take an action to stanch the wound with a successful DC 14 Wisdom (Medicine) check. one target. In these cases. the devil can communicate with the creature telepathically over any distance. A wish spell can also end the pact.PACT DEVIL Malicious whisperers. Once per month. Pact Devils are highly defensive of their powers.. which also ends the pact. Each time the devil hits the wounded target with this attack. STR 18 (+4) DEX 16 (+3) CON 18 (+4) INT 15 (+2) WIS 14 (+2) CHA 18 (+4) Saving Throws Int +6. Magical darkness doesn't impede the devil's darkvision. lawful evil Armor Class 17 (natural armor) Hit Points 142 (15d10 + 60) Speed 40 ft. the Pact Devil seeks to kill the individual. Pact Devils love to watch the inevi¬ table demise of greatness that their deals bring. Infernal Pact. or epic boons found in the Dungeon Master’s Guide (page 232). bludgeoning. The devil can make an infernal pact with a willing creature. The wound also closes if the target receives magical healing. When their victim is at their most vulnera¬ ble. Melee Weapon Attack: +8 to hit. Melee Weapon Attack: +8 to hit. forcing it into servitude for eternity. even from another plane of existence. the devil claims its soul.000 XP) Devil's Sight. The devil has advantage on saving throws against spells and other magical effects. Hit: 8 (1 d8 + 4) slashing damage.

neutral good Armor Class 14 (natural armor] Hit Points 105 (10d12 + 40] Speed 40 ft. fly 40 ft. STR DEX CON INT WIS 20 (+5) 9{-1] 18 (+4) 10 (+0) 14 (+2) CHA 18 (+4) Saving Throws Con +7. Afe/ee Weapon Atrac/c: +8 to hit.. The phelddagrif magically teleports itself. rr 4 Teleport (1/Day). the touch removes all diseases and neutralizes all poisons afflicting the target. Challenge 5 (1. Hit: 1 8 (3d8 + 5) piercing damage. reach 5 ft. one target. I Created by StoneStrix . ACTIONS Bite. If the target is prone. the traget must succeed on a DC 12 Strength saving throw or be knocked prone./r/monsteraday Art Credit: Amy Weber . In addition..PHELDDAGRIF Huge celestial. Sylvan. r 1 Healing Touch (3/Day). The phelddagrif touches another creature with its snout. one prone creature. telepathy 120 ft. If the phelddagrif moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn. Melee Weapon Attack: +8 to hit. Hit: 21 (3d10 + 5] bludgeoning damage. along with any equipment it is wearing or carrying. reach 5 ft. The target magically regains 11 (2d8 + 2) hit points. up to 1 mile away.800 XP) Trampling Charge. the phelddagrif can make one stomp attack against it as a bonus action. Common. 1 Stomp. Wis +5 Senses passive Perception 12 Languages Celestial.. to a location the phelddagrif is familiar with.

Heavily scarred and in constant torment. These preists work in the shadows. which holds the seeds of disease and rot. If discovered. Priests of Blight attempt to bring decay and ruin upon the world. dis¬ eases devour the initiate's body. Cult Rites. targeting important figures or their servants. open to any who unsuspectingly wander into them. These cults are most often found in the dark corners of cities. Cults of Blight are centered in the Trickery and Evil domains. Subjugated to the will of previous Priests of Blight. Their primary goal is to spread lies. These priests enter towns and villages. Bulbous pustules rise out of these priests. heavily clad in robes to hide their own scars. nearby ruins or disguised as healers in hospitals. leaving them volatile masses of disease once their work is done. Priests of Blight will take risks to ruin any plans that these two factions may have set in motion. Often.Priest of Blight Hideous and scarred. a Priest of Blight’s skin reflects the twisted and diseased mind underneath. Priests of Blight hide their secrets knowing that if they are destroyed many more will continue their diseases. Mortal foes of Priests of Blight are paladins and good clerics. Their appearance rarely merits sympathy as a Priest of Blight brings the horrible ailments upon themselves. Priesthoods are made up of small cells of cultists who seek to infiltrate and defile systems around them. cults watch gleefully as their victims decay away in their buildings. to give them the maximum amount of hosts for their infectious viruses. Filled with traps and monsters that spread illness. Through this process. Particularly bold Priests of Blight will masquerade as healers. Working their master’s will. They focus on destroying organizations at their core. Abducting these individuals. permanently altering their physical and arcanic state. who act as reminders of a greater lord. Priests of Blight target any who have been rejected by society. Servants of Decay. disease and mayhem throughout the world. Priests of Blight wrack a horrific transformation upon their initiates. initiates are forced to ingest a concoc¬ tion of their masters. At the center of these priesthoods are Heralds of Rot. Organization. inflicted by ter¬ rible illness or who have lost any semblance of an orderly world to join their organization. spreading their magic and concocted diseases through unknowing victims. Temples of these priests are often located in vile environments. a Priest of Blight sees the world as a place to defile until it too shares the priest’s pain. occasionally bursting and refilling as they walk. Design by u/StoneStrix Art Credit: TheFirstAngel Lore Credit: JHuebsch .

one target. insect plague ACTIONS Claw. thaumaturgy 1st level (4 slots): bane. Hit: 5 (1d6 + 2} slashing damage plus 17 (5d6) necrotic damage. spider climb 3rd level (3 slots): stinking cloud. ray of sickness 2nd level (3 slots): ray of enfeeblement. Summon Demon (1/day).PRIEST OF BLIGHT Medium humanoid (any race). reach 5 ft. STR 9 (-1) DEX CON INT WIS CHA 14 (+2) 15 (+2) 11 (+0) 17 (+3) 7 (-2) Saving Throws Con +5. and can't summon other demons. passive Perception 16 Languages Common.. Abyssal Challenge 8 (3.900 XP) Spellcasting. The priest attempts to magically summon a Herald of Rot with a 40 percent chance of success. or until its summoner dismisses it as an action. The priest has the following spells prepared: Cantrips (at will): blade ward. The priest is a 10th-level spellcaster. chill touch. confusion 5th level (2 slots): contagion. poison spray. inflict wounds. Melee Weapon Attack: +5 to hit. acts as an ally of its summoner. The summoned demon appears in an unoccupied space within 60 feet of its summoner. +6 to hit with spell attacks). It remains for 10 minutes. until it or its summoner dies. Its spellcasting ability is Wisdom (save DC 14. .. necrotic Condition Immunities poisoned Senses darkvision 60 ft. misty step. chaotic evil Armor Class 14 {hide armor) Hit Points 84{13d8 + 26) Speed 30 ft. Wis +6 Damage Immunities poison. vampiric touch 4th level (3 slots): blight.

Hit: 28 (4d10 + 6) bludgeoning damage. The king makes a squash attack. Melee Weapon Attack: +11 to hit. The king lashes out with entangling vines. Each creature in that area must make a DC 19 Dexterity saving throw. If the king fails a saving throw. Only one legendary action option can be used at a time and only at the end of another creature's turn. lightning Damage Vulnerabilities slashing Senses darkvision 120 ft. Squash.. vulnerability to slashing ACTIONS damage). The king can't control more than three polymorphed pumpkins at a time.. one target. Armor Class 17 (natural armor) Hit Points 225 (18d12 + 108) Speed 30 ft. The creatures revert to ordinary pumpkins when destroyed. Slam. and acts as an ally of its king. Sylvan Challenge 13 (10. Squash. hp 20. Hit: 17 (2d10 + 6) bludgeoning damage. LEGENDARY ACTIONS The king can take 3 legendary actions. The king spits pumpkin seeds in a 60foot cone. taking 45 (10d8) piercing damage on a failed save. A creature restrained by the vines can use its action to make a DC 19 Strength check.PUMPKIN KING Gourd.000) Legendary Resistance (3/day). Melee Weapon Attack: +11 to hit. which fall in unoccupied spaces within 20 feet of the king./r/monsteraday Art Credit: Phill Berry . Con +11. unaligned Seed Spit (Recharge 5-6). fire. Wis +7 Damage Resistances cold. The king regains spent legendary actions at the start of its turn.. range 60/240 ft. passive Perception 17 Languages Common. The king scatters up to three pumpkins. one target. Ranged Weapon Attack: +11 to hit. Created by StoneStrix . or half as much damage on a successful one. Each pumpkin then polymorphs into any kind of creature whose challenge rating is 4 or less.. The vines can also be attacked and destroyed (AC 12. freeing itself on a success. Hit: 15 (2d8 + 6) bludgeoning damage. The target must succeed on a DC 19 Strength saving throw or be knocked prone. reach 10 ft. Multiattack. one target. choosing from the options below. Vine Lash (Costs 2 Actions). reach 10 ft. Each enemy creature within 20 feet of the king must succeed on a DC 19 Dexterity saving throw or become restrained. The king makes two slam attacks. it can choose to succeed instead. Trick or Treat (Costs 3 Actions). Huge plant. STR 23 (+6) ' DEX 10 (+0) CON 22 (+6) INT 9 (-1) WIS 14 (+2) CHA 11 (+0) Saving Throws Str +11.

or half as much damage on a successful one. Melee Weapon Attack: +4 to hit.. The diseased creature's skin rapidly develops painful pustules. Each creature in that area must succeed on a DC 12 Dexterity saving throw. chaotic evil Armor Class 12 Hit Points 27 (5d6 + 10) Speed 30 ft. Each creature within 5 feet of it must succeed on a DC 12 Constitution saving throw or become diseased. Art Credit: Mac Smith . it explodes in a burst of foul pus. H/fc 4 (1d4 + 2) slashing damage plus 5 (2d4) necrotic damage.PUSTULOID Small fiend (demon). STR 5 (-3) DEX 14 (+2) CON 14 (+2) INT 9 (-1) WIS 11 (+0) CHA 3 (-4) Damage Immunities poison. and the creature has disadvantage on Constitution checks and Constitution saving throws. passive Perception 10 Languages Abyssal Challenge 1 (200 XP) Death Burst When the pustuloid dies. reach 5 ft. Putrid Breath (Recharge 6). one target.. taking 10 (3d6) necrotic damage on a failed save. ACTIONS Claws. necrotic Condition Immunities poisoned Senses darkvision 60 ft. The pustuloid exhales a 15-foot cone of putrid gas.

they instead create their own world among the vermin they live close to. Rat Telepathy. Exiled from normal civilization. using a limited telepathy. provided they can give the Rat Hermit What they want. any rat Vermin Shield. Those who fail to keep their word find a dangerous enemy. Unusual Kinship. as a reaction it can have an allied rat or swarm of rats within 5 feet become the target of the attack instead.. STR 10 (+0) DEX 16 (+3) CON 12 (+1) INT 11 (+0) WIS 10 (+0) CHA 8 (-1) Skills Perception +2. Hit: 6 (1 d6 + 3) slashing damage. Stealth +5 Senses darkvision 60 ft. often offering them secret ways into cities. sniffing out traps. Melee Weapon Attack: +5 to hit. forts and trade camps as payment for goods. acting as allies of the rat hermit and obeying its commands. They view them as friends and love to share stories and ale. any non-good alignment Armor Class 15 (natural armor) Hit Points 44 (8d8 + 8) Speed 30 ft. reach 5 ft. An individual who appeals to the Rat Hermit’s sense of revenge is more likely to be treated nicely. Call the Snarm (Recharge 5-6). RAT HERMIT Medium humanoid (any race). where they slowly build their small kingdom and seek revenge against those who shunned them. and vermin are easily ignored making them perfect spies. ACTIONS Multiattack. Whenever the rat hermit is hit by an attack. reach 5 ft.RAT HERMIT Rat Hermits find themselves as social outcasts. Clans. Information Broker. The rat hermit can magically command within 120 feet of it.. The rat hermit has advantage on Wisdom (Perception) checks that rely on smell. Hit: 5 (1 d4 + 3) piercing damage. one target. Though they are outcasted some Rat Hermits are greatly valued by criminal groups and theves for the information they can gain from their swarm. Stealing keys . Melee Weapon Attack: +5 to hit. one target. The rat hermit magically calls a swarm of rats. The rat hermit makes two attacks: one with its bite and one with its claws. V M 4 . The called creatures arrive in 1 round. Rat hermits have a special affinity for Ratfolk. passive Perception 12 Languages Common Challenge 3 (700 XP) Keen Smell. Rat Hermits dwell in sewers and cramped alleys.. Rat Hermits are quick to distrust and add to their-list. Bite.

the target is restrained. Perception +4. The rusaika has advantage on ability checks and saving throws made to escape a grapple.100 XP) Slippery. swim 50 ft. Water Bound. reach 10 ft. it can use only the Dash action. Created by StoneStrix . and the rusalka can’t use its tresses on another target. the effect on the previous target ends. one target.. it can repeat the saving throw. passive Perception 14 Languages Common. Universal Beauty. The target can’t take reactions./r/monsterada: . Stealth +6 Senses darkvision 60 ft. The charmed target must spend its turns trying to move as dose to the rusalka as it can. or if the effect ends.RUSALKA Medium fey undead. Hit: 14 (3d6 + 4) bludgeoning damage and the target is grappled (escape DC 16) and pulled 5 feet toward the rusalka. Until this grapple ends. Melee Weapon Attack: +6 to hit. The rusalka cannot willingly leave the body of water to which it is bound. ACTIONS Charm.. If it charms another. the target is immune to the rusalka's Charm for the next 24 hours. ending the effect on a success. Sylvan Challenge 4(1. STR DEX CON INT WIS CHA 12 {+1) 18 (+4) 16 {+3) 10 (+0) 14 {+2) 20 (+5) Skills Deception +7. The target can repeat the saving throw at the end of each of its turns. and for its action. If forcibly removed. The rusalka appears different and uniquely beautiful to match the tastes of each humanoid that perceives it. the rusalka tries to drown it. Tickle. If the target successfully saves against the effect. One humanoid the rusalka can see within 100 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 hour. neutral evil Armor Class 17 (natural armor) Hit Points 97 (I3d8 + 39) Speed 30 ft. Truesight reveals the rusalka's true undead form. If the target suffers any harm.. the rusalka takes 11 (2d10) necrotic damage every minute until it returns. One creature grappled by the rusalka must succeed on a DC 14 Constitution saving throw or be incapacitated with laughter for 1 minute. Tresses. The rusalka can have only one target charmed at a time. ending the effect on itself on a success.

chaotic evil Armor Class 17 (natural armor) Hit Points 123 (13d10 + 52) Speed 40 ft. STR DEX 18 (+4) 16 (+3) CON 18 (+4) INT WIS CHA 10 (+0) 12 (+1) 9 (-1) Skills Perception +4. The scorpikis adds 3 to its AC against one melee attack that would hit it. Melee Weapon Attack: +7 to hit. Melee Weapon Attack: +7 to hit. the scorpikis must see the attacker. ACTIONS Multiattack. Created by StoneStrix . each of which can grapple only one target.. reach 10 ft. It can make a glaive attack in place of a claw attack.. The scorpikis makes three attacks: two with its claws and one with its sting.. The scorpikis has two claws. Glaive. To do so./r/monster aday Art Credit: Caio Monteiro . and the target must make a DC 14 Constitution saving throw.SCORPIKIS Large monstrosity. Hit: 9 (1d10 + 4) piercing damage. passive Perception 14 Languages Common Challenge 6 (2. reach 5 ft. Hit: 9 (1dl 0 + 4) slashing damage. reach 5 ft. Sting. Melee Weapon Attack: +7 to hit. one target. REACTIONS Pony.300 XP) Sure-Footed. one target. one target. and the target is grappled (escape DC 14). or half as much damage on a successful one.. Stealth +6 Damage Immunities poison Condition Immunities poisoned Senses blindsight 60 ft. Hit: 8 (1d8 +4) bludgeoning damage. taking 22 (4d10) poison damage on a failed save. The scorpikis has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Claw.

The screecher has advantage on Wisdom (Perception) checks that rely on hearing. reach 5 ft. one target.. Each creature within 60 feet of the screecher that can hear it must succeed on a DC 12 Constitution saving throw or become stunned until the end of the screecher's next turn. Screech (Recharge 5-6). ACTIONS Bite./r/monster aday Art Credit: Brynn Metheney . Keen Hearing. The screecher can't use its blindsight while deafened. Melee Weapon Attack: +6 to hit. Created by StoneStrix . STR 18 (+4) DEX CON INT WIS CHA 14 (+2) 14 (+2) 2 (-4) 12(+1) 5 (-3) Skills Perception +5 Senses blindsight 60 ft.L SCREECHER Large monstrosity. Hit: 13 (2d8 + 4) piercing damage. neutral Armor Class 13 (natural armor) Hit Points 45 (6d10 + 12) Speed 50 ft.. passive Perception 15 Languages Challenge 2 (450 XP) Echolocotion.

Selachian settlements are built in coral reefs. honorable hunts or simply to make themselves more menacing. often living for years without interaction with the outside world. before disappearing back into the sea. heavily prompted by the community. The selachian has advantage on melee attack rolls against any creature that doesn't have all its hit points. Sent to board the enemy ship first. Unlike the rival merfolk. Bought more for their brawn than brain. Most commonly found in the cold northern regions of the world. their bulky forms not well suited for nimble work. Hired Muscle. Often this prize is a kill or trophy but can also be feats of unlikely success. Aquan Challenge 8 (3.Selachian With the upper body of a shark and humanoid arms and legs. to bring back the greatest prize. destruction and war have carved a rift between the two species. Selachians tend to delve into the darkest parts of the ocean. hunting in packs to track down and kill larger prey. marking it as the greatest prize they could achieve. beaches. one target. it must succeed on a Strength contest against the selachian or be pulled up to 20 feet toward the selachian. Melee or Ranged Weapon Attack: +8 to hit. their partner attempts to fulfill the pact for the other. or range 20/60 ft. If a Selachian dies from this competition. The selachian can breathe air and water. The selachian makes two attacks: one with its bite and one with its harpoon. reach 5 ft. Hit: 27 (4d10 + 5) piercing damage.. They come to the surface to raid ships and nearby settlements to collect more materials for their homes. Pirates who convince these beasts to ship with them employ their strength as living grappling lines and frontline warriors. and dead undersea creatures. Selachian Settlements. one target. Writing Credit: Jake Huebsch Art Credit: Verehin . Mortal Enemies. but promise of fresh blood or an epic prize will keep a Selachian in check for a time. Selachians find their place as bodyguards or thugs. If the target is a Huge or smaller creature. ACTIONS Multiattack. Bite. Selachian communities believe in constantly outdoing one another. reach 5 ft. Biggest Prize. Hit: 14 (2d8 + 5) piercing damage. these Selachians wage a constant battle. swim 50 ft. leaving behind a wake of destruction until either alone or killed. Raiding parties wash like waves over sand castles. SELACHIAN Large humanoid (selachian). passive Perception 14 Languages Common. Harpoon. Melee Weapon Attack: +8 to hit. showing familial houses.900 XP) Amphibious. Often. any chaotic alignment Armor Class 15 (natural armor) Hit Points 133 (1 4d10 + 56) Speed 30 ft. Selachians defend themselves with weapons taken from pirating or crafted from whatever materials were salvaged from shipwrecks. STR 20 (+5) DEX 11 (+0) CON 18 (+4) INT 9 (-1) WIS 12 (+1) CHA 9 (-1) Saving Throws Con +7 Skills Perception +4 Senses blindsight 60 ft. who remind them too much of their less abyssal kin. Selachian ruthlessness is well known among coastal and aquatic communities.. Money does little to inspire a Selachian. two Selachians are paired. Years of raiding. Blood Frenzy. pirating crews or desperate merchants will hire a pair of Selachians to work for them. For the rest of their lives. Selachians fall into bloody frenzies.. At birth. Selachians and merfolk are mortal enemies. Selachians also cannot abide merrow. leaving destruction in their wake. (only in water). Selachians mark their bodies with scars. rocky coasts or underwater cliffs bordering a deep abyss. Selachians care little for the passage of time.

Ingest Scion. Blighted Trail.SIRE OF STAGNATION Gargantuan aberration. When the sire reduces a creature to 0 hit points. The sire emits a mind-shattering roar. The sire has advantage on Wisdom saving throws. The sire then regains 16 (3d10) hit points. Hit: 20 {2d12 + 7} bludgeoning damage. and slashing from nonmagical weapons Condition Immunities charmed. a creature takes 44 (8d10) psychic damage and is afflicted with short-term madness (Dungeon Master's Guide pg. the sire can ingest an eldrazi scion within 1 5 feet of it.. Melee Weapon Attack: +13 to hit. Scour from Existence. Each creature of the sire's choice within 100 feet of it and able to hear the roar must make a DC 1 8 Wisdom saving throw. one target. STR DEX CON INT WIS CHA 25 (+7) 10 (+0) 20 (+5) 13 (+1) 14 (+2) 12 (+1) Saving Throws Str +13. passive Perception 18 Languages Eldrazi. destroying the scion. Con +11r Wis +8 Skills Perception +8 Damage Immunities psychic. frightened Senses darkvision 120 ft. As a bonus action. ■V. telepathy 120 ft.000 XP) Alien Mind. Plants are destroyed in that area and cannot regrow for 1 d10 days. Fist. the creature takes half as much damage and isn't afflicted with madness. Terrain that the sire passes over turns to white ash.. On a failed save. Created by StoneStrix . Maddening Roar (Recharge 6). ACTIONS Multiattack. chaotic evil Armor Class 18 (natural armor) Hit Points 310 (20d20 + 100) Speed 50 ft. 259). On a successful save. piercing./r/monsteraday Art Credit: Tyler Jacobson . The sire makes four fist attacks. bludgeoning. Challenge 17 (18. reach 15 ft. that creature's body becomes a pile of white dust.

Suffering the harsh lessons of natural law. These members are employed as subtle shock troopers. Eventually. stumbled into the Feywild. If. Silverpaw champions work to maintain order. New recruits to the Silverpaw guild are given a dog. at any time. Silverpaw initiates are then sent to fulfill the requests of the guild. The founders of the Silverpaw were halflings who. Guild paladins show themselves as implacable stewards but rumor has told of wild and dangerous emotions stirring beneath a Silverpaw’s stare. they are promoted to champions of the Silverpaw guild. Having seen first hand the influences of the Feywild. Some Silverpaw members return from the Feywild influenced by the chaos of the plane. the paladins returned. Expected to raise and protect their animal companion.Silverpaw Paladins The Silverpaw guild works to maintain order and justice. If both the initiate and their companion emerge from the experience alive. The Silverpaw guild works as the symbol of loyalty and stoicism. The Legend of the Fey. Organization. While the dogs may vary in size and breed. the initiate and their companion will take on a final challenge. Lore Credit: Jhuebsch Inspired by: u/Stonestrix Art Credit: Craig J Spearing & Fujin . Every Silverpaw dog’s linage can be traced to those original companions and carry the legacy of the fey in their blood. an initiate’s dog is lost during combat the new recruit is expelled. Their dangerous animal companions trained to undertake any situation. Their initiates and veterans are well armed. alongside their riding dog companions. The Silverpaw guild believes the world is teetering on the brink of chaos. being offered a chance to enter the Feywild for three days. Initiation. vowing to never allow the world to transform into the dangerous Feywild. Their dog companions also took fey influences. becoming stronger and larger than normal canines. working to enact Silverpaw desires without drawing attention to the Silverpaw themselves. most are riding dogs or large mastiffs.

it instead takes no damage if it succeeds on the saving throw. Melee Weapon Attack: +5 to hit. it must succeed on a DC 13 Strength saving throw or be knocked prone. The dog has advantage on Wisdom Brave. range 30/120 ft. misty step ACTIONS Multiattack. Hit: 8 (2d4 + 3) piercing damage. When the dog is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage. Halfling. Sling.SILVERPAW DOG SILVERPAW PALADIN Medium fey. The paladin has advantage on saving throws against being (Perception) checks that rely on hearing or smell. The paladin adds 3 to its AC against one melee attack that would hit it. the touch cures the target of one disease or neutralizes one poison affecting it. Shortsword./r/monsteraday Art Credit: Felipe Escobar and Jon Neimeister . 1st level (4 slots): ensnaring strike. REACTIONS Parry.. STR 17 (+3) DEX 16 (+3) CON 15 (+2) INT 6 (-2) WIS 12 (+1) CHA 10 (+0) STR 11 (+0) DEX 16 (+3) CON 17 (+3) INT 11 (+0) WIS 12 (+1) CHA 18 (+4) Saving Throws Dex +5 Skills Acrobatics +5. one creature. Perception +3 Senses passive Perception 13 Languages Common. Created by StoneStrix . reach 5 ft. Animal Handling +3. one target. Mounted Combatant. Ranged Weapon Attack: +5 to hit. Hit 5 (1d4 + 3) bludgeoning damage. Its spellcasting ability is Charisma (save DC 14). The paladin has the following spells prepared: Bite... Lay on Hands (1/Day). Melee Weapon Attack: +5 to hit. Speed 25 ft. frightened. Athletics +5. neutral Small humanoid (halfling). Perception +3 Senses passive Perception 13 Languages understands Sylvan but can't speak Challenge 1 (200 XP) Saving Throws Dex +5. reach 5 ft. thunderous smite 2nd level (2 slots): moonbeam. The paladin can touch a creature to restore 25 hit points to that creature. Evasion. Additionally. speak with animals. Hit 6 (1d6 + 3) piercing damage. and only half damage if it fails. Sylvan Challenge 4 (1. ACTIONS Spellcasting. The paladin can force an attack targeted at its mount to target itself instead. Con +5.100 XP) Keen Hearing and Smell. Cha +6 Skills Acrobatics +5. If the target is a creature. neutral Armor Class 14 (natural armor) Hit Points 32 (5d8 + 10) Armor Class 15 (chain shirt) Hit Points 65(10d6 + 30) Speed 50 ft. The paladin is a 5th-level spellcaster. To do so. one target. the paladin must see the attacker and be wielding a melee weapon. The paladin makes two melee attacks or two ranged attacks.

DEX 15 (+2) STR 14 (+2) CON 12 (+1) INT 11 {+0) WIS 12 (+1) CHA 8 (-1) Skills Perception +3 Senses darkvision 60 ft. one target.. neutral evil Armor Class 12 Hit Points 22 (4d8 + 4) Speed 30 ft. they all are. If one sliver is aware of a threat. Melee Weapon Attack: +4 to hit. Claw. Hit: 5 (1d6 + 2) slashing damage. All slivers within 100 miles of their queen are in constant communication via a telepathic bond. ACTIONS .SLIVER Medium monstrosity (sliver). reach 5 ft.. Multiattack The silver makes two claw attacks. passive Perception 13 Languages Sliver (see Hive Mind) Challenge 1/2 (100 XP) Hive Mind. Art Credit: Tony Szczudlo .

. All slivers within 100 miles of their queen are in constant communication via a telepathic bond. The sliver makes two claw attacks. Armor of the Hive. they all are. ACTIONS ACTIONS Multiattack.. Art Credit: Scott Kirschner and Jeff Miracola . Might of the Hive. Hit: 1 (1 d8 + 3) slashing damage. they all are. Additionally.. If one sliver is aware of a threat. Claw. passive Perception 13 Languages Sliver (see Hive Mind) Challenge 3 (700 XP) Hive Mind. reach 5 ft. If one sliver is aware of a threat. one target. neutral evil Armor Class 12 Hit Points 37 (5d10+ 10) Speed 30 ft. All slivers within 120 feet of the might sliver have advantage on Strength checks. Claw. it can reroll the die and must use the new roll.4 MIGHT SLIVER Large monstrosity (sliver). Melee Weapon Attack: +5 to hit. neutral evil ARMOR SLIVER Large monstrosity (sliver). passive Perception 13 Languages Sliver (see Hive Mind) Challenge 2(100XP) Skills Perception +3 Senses darkvision 60 ft. Hit: 9 (1d8 + 5} slashing damage. one target.. reach 5 ft. Multiattack. STR 20 (+5) STR 16 (+3) DEX 14 (+2) CON 14 (+2) INT 11 (+0) WIS 12 (+1) CHA 10 (+0) DEX 14 (+2) CON 14 (+2) INT 11 (+0) WIS 12(+1) CHA 10 (+0) Skills Perception +3 Senses darkvision 60 ft. The sliver makes two daw attacks. whenever a sliver in that area rolls a 1 or 2 on a damage die for an attack it makes with a melee weapon. Hive Mind. Armor Class 1 6 (natural armor) Hit Points 52 (7d10 + 14) Speed 30 ft. Melee Weapon Attack: +7 to hit. All slivers within 100 miles of their queen are in constant communication via a telepathic bond. All slivers within 120 feet of the armor sliver can't have AC less than 1 6.

.] CRYSTALLINE SLIVER SPITTING SLIVER Large monstrosity (sliver). All slivers within 120 feet of the spitting sliver can use the Acid Spray action. Art Credit: Robert Bermea and Steve Ellis . they all are. neutral evil Armor Class 12 Hit Points 45 (6d10 + 12) Speed 30 ft. Claw. 16 (+3) DEX 14 (+2) CON 14 (+2) INT 11 (+0) WIS CHA 12 (+1) 10 (+0) Skills Perception +3 Senses darkvision 60 ft. The sliver spits acid in a line that is 30 feet long and 5 feet wide. Melee Weapon Attack: +6 to hit. they all are. passive Perception 13 Languages Sliver (see Hive Mind) Challenge 2 (450 XP) Hive Mind. Crystalline Skin. or half as much damage on a successful one. Melee Weapon Attack: +5 to hit.. The sliver makes two daw attacks. All slivers within 120 feet of the crystalline sliver have the Crystalline Skin feature. STR STR 18 (-t-4) DEX CON 14 (+2) 14 (+2) INT 11 (+0) WIS CHA 12 (+1) 10 (+0) Skills Perception +3 Senses darkvision 60 ft. The sliver has resistance to damage from spells and advantage on saving throws against spells and other magical effects. passive Perception 13 Languages Sliver (see Hive Mind) Challenge 4 (1. ACTIONS Multiattack. Acidity of the Hive. Hit: 8 (1d8 + 4) slashing damage. All slivers within 100 miles of their queen are in constant communication via a telepathic bond. ACTIONS Muftiattack. neutral evil Large monstrosity (sliver). The s iver makes two claw attacks. All slivers within 100 miles of their queen are in constant communication via a telepathic bond. Resistance of the Hive. reach 5 ft. Acid Spray (Recharge 6}.100 XP) Hive Mind. reach 5 ft. Claw. one target. Each creature in that line must make a DC 12 Dexterity saving throw.. If one sliver is aware of a threat. Armor Class 14 (natural armor) Hit Points 75 (1Od 10 + 20) Speed 30 ft. taking 10 (3d6) acid damage on a failed save. one target. Hit: 7 (Td8 + 3) slashing damage. If one sliver is aware of a threat..

reach 15 ft. The target permanently transforms into a sliver creature of challenge rating 4 or lower. Hit: 13 (2d6 + 6) slashing damage. Queen of the Hive. and slashing from nonmagical weapons Condition Immunities charmed. Tail. Melee Weapon Attack: +11 to hit.000 XP) Hive Mind. The queen regains spent legendary actions at the start of her turn. Only one legendary action option can be used at a time and only at the end of another creature's turn. * I > Yi y r Vi } r * Vi v SLIVER QUEEN ACTIONS Huge monstrosity (sliver). passive Perception 18 Languages Sliver (see Hive Mind) Challenge 13 (10. frightened Senses blindsight 60 ft. Art Credit: Ron Spencer . The queen makes a tail attack. she can choose to succeed instead. The queen makes three attacks: one with her tail and two with her claws.. All slivers within 30 feet of the queen regain 12 (2d8 + 3) hit points. choosing from the options below. Cha +9 Damage Resistances bludgeoning. neutral evil Multiattack. Melee Weapon Attack: +11 to hit. Legendary Resistance (3/Day). The target regains hit points up to its new maximum hit points. Hit: 15 (2d8 + 6) bludgeoning damage. piercing. Nurture the Hive (Costs 3 actions). If one sliver is aware of a threat.. they all are. one target. All slivers within 100 miles of the queen are in constant communication via a telepathic bond. Armor Class 17 (natural armor) Hit Points 200 (16d12 + 96) Claw. Sliver Spawn (Costs 2 actions)..t . The queen targets a sliver that she can see within 120 feet of her. All slivers within 120 feet of the queen have immunity to the charmed and frightened conditions. If the queen fails a saving throw. Wis +8. one target. The queen spawns a sliver of challenge rating 1/2 that appears in an unoccupied space within 5 feet of her. STR DEX CON INT WIS CHA 22 (+6) 14 (+2) 22 (+6) 14 (+2) 17 (+3) 19 (+4) Saving Throws Con +11. Tail Attack.. LEGENDARY ACTIONS The queen can take 3 legendary actions. darkvision 120 ft. Forced Evolution (Recharge 6). Speed 40 ft. reach 5 ft.

ending the effect on itself on a success. passive Perception 13 Languages Sliver (see Hive Mind) Challenge 3 (700 XP) Hive Mind.. the target must succeed on a DC 12 Constitution saving throw or become poisoned. Melee Weapon Attack: +5 to hit. Hit: 7 (1d8 + 3) slashing damage. When the sliver hits a creature with a claw attack.■ * VIRULENT SLIVER icirge monstros/ty (sliver). one target. passive Perception 13 Languages Sliver (see Hive Mind) Challenge 3 (700 XP) STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 {+2) 11 {+0) 12 (+1) 10 (+0) v Skills Perception +3 Senses darkvision 60 ft. Hive Mind. they all are. A target can repeat the saving throw at the end of each of its turns. Muftiattack. The sliver makes two claw attacks. All slivers within 120 feet of the winged sliver have a fly speed of 60 ft. neutral evil i V WINGED SLIVER Hit Points 52 (7d10 + 14) Speed 30 ft. STR 18 (+4) Armor Class 12 DEX CON INT WIS CHA 14 (+2) 14 (+2) 11 (+0) 12 (+1) 10 (+0) Skills Perception +3 Senses darkvision 60 ft. The sliver makes two claw attacks. neutral evil Armor Class 12 Hit Points 60 (8d10 + 16) Speed 30 ft. Claw.. targe monstrosity (sliver). reach 5 ft. Hit. they all are. Claw. and the Flyby feature. The sliver doesn’t provoke opportunity attacks when it flies out of an enemy's reach. Melee Weapon Attack: +6 to hit. Flyby. fly 60 ft. 8 (1d8 + 4) slashing damage. a target takes 5 (1dl 0) poison damage at the start of each of its turns. Waters and Franz Vohwinkel . All slivers within 100 miles of their queen are in constant communication via a telepathic bond... If one sliver is aware of a threat. If one sliver is aware of a threat. Poison Claw.. All slivers within 100 miles of their queen are in constant communication via a telepathic bond. While poisoned in this way. Virulence of the Hive. ACTIONS ACTIONS Multiattack. Flight of the Hive. All slivers within 120 feet of the virulent sliver have the Poison Claw feature. reach 5 ft. T Art Credit: Anthony S. one target.

A frozen creature is paralyzed. Stealth +6 Damage Immunities cold Senses darkvision 60 ft../r /monster aday Art Credit: Akeiron . STR 16 (+3) DEX 15 (+2) CON INT WIS CHA 12 (+1) 2 (-4) 12 (+1) 5 (-3) Skills Perception +5.. unaligned Armor Class 13 (natural armor) Hit Points 65 {10dl0+ 10) Speed 30 ft. If the cold damage reduces the target to 0 hit points. Hit: 8 (1d10 + 3) piercing damage. The spider has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. the target becomes frozen. passive Perception 15 Languages Challenge 3 (700 XP) Snow Camouflage. without needing to make an ability check. Melee Weapon Attack: +5 to hit. or half as much damage on a successful one. reach 5 ft. climb 30 ft. Created by StoneStrix . one creature. The spider can climb difficult surfaces. taking 18 (4d8) cold damage on a failed save. and can thaw by spending 1 hour in warm temperature or taking 15 fire damage.L 1 SNOW SPIDER Large beast. ACTIONS Bite. Spider Climb. and the target must make a DC 11 Constitution saving throw. including upside down on ceilings..

unaligned Armor Class 14 (natural armor) Hit Points 102 (12d1Q + 36) Speed 30 ft. Melee Weapon Attack: +4 to hit. the spellskite magically redirects the spell and becomes the target. The spellskite has advantage on saving throws against spells and other magical effects. exhaustion. Hit: 10 (2d8 + 1) piercing damage. the spell fails. Redirect Spells. poisoned Senses darkvision 60 ft. frightened. STR 12 (+1 ) DEX 14 (+2) CON 16 (+3) INT 5 (-3) WIS 9(-1) CHA 1 (-5) Damage Immunities poison. Magic Ward.800 XP) Immutable Form. The creator of the spellskite can designate creatures that won’t be affected by this trait.. passive Perception 9 Languages understands the languages of its creator but can't speak Challenge 5 {1. Magic Resistance. one target. The spellskite has resistance to damage from spells./r/monsteraday Art Credit: Chippy . Whenever a spell is cast within 120 feet of the spellskite that targets only one creature and doesn’t have a range of self or touch. petrified.SPELLSKITE Large construct. If the spell could not normally affect the spellskite. paralyzed. Created by StoneStrix . The spellskite is immune to any spell or effect that would alter its form. reach 5 ft. ACTIONS Bite. psychic Condition Immunities charmed..

STR DEX CON INT WI5 CHA 14 (+2) 16 (+3) 14 (+2) 5 (-3) 10 (+0) 4 (-3) Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion. The target must succeed on a DC 12 Constitution saving throw or take 10 (3d6) poison damage and become poisoned for one hour. darkvision 60 ft. The skull has advantage on attack rolls against a creature if at least one of the skull’s allies is within 5 feet of the creature and the ally isn't incapacitated. While attached to the target.] SPIDER SKULL Tiny undead.. it attaches to the target's face. If the skull is attached to a creature's face. Melee Weapon Attack: +5 to hit. the skull can detach itself from the target by using 5 feet of movement. poisoned Senses blindsight 30 ft.. ACTIONS Bite. reach 5 ft... Hit: 5 (1d4 + 3) piercing damage. climb 30 ft. The skull’s speed also becomes 0. If the target is Medium or smaller and the skull has advantage on the attack roll. passive Perception 10 Languages understands Common but can't speak Challenge 1/2 (100 XP) Pack Tactics. Turn Immunity. Kiss of Undeath (1/Day). the skull can attack no other creature except the target but has advantage on its attack rolls. On its turn. The skull is immune to effects that turn undead. Created by StoneStrix . neutral evil Armor Class 13 Hit Points 13 (3d4 + 6) Speed 30 ft. it inserts its proboscis into the target’s mouth. and the skull attaches to the target./r /monster aday Art Credit: Michael Jaecks . one creature. and the target is also blinded while the skull is attached in this way. and it moves with the target. A creature can detach the skull by making a successful DC 12 Strength check as an action.

PIRIT J fS DAY 27 . and vice versa. Tasked to Remember. petrified. ending the effect on itself on a success. Melee Weapon Attack: +4 to hit. necrotic. the spirit harbors the ill will or fear of that moment. Ghostly Manifestations. and vice versa. Hit: 9 (2d6 + 2) necrotic damage. going about their daily lives and interacting with living beings by ques¬ tioning or ignoring them. Sensations of profound sad¬ ness. passive Perception 11 Languages any languages it knew in life Challenge 1/2 (100 XP) Ethereal Sight. exhaustion. one target. fire. It takes 5 (1 d1 0) force damage if it ends its turn inside an object. poisoned. piercing. bludgeoning. food. with disadvantage if the spirit is within line of sight. The spirit enters the Ethereal Plane from the Material Plane. frightened. any alignment Armor Class 11 Hit Points 16 (3d8 + 3) Speed 0 ft. drink. Etherealness.SPIRIT A spirit is the torn remnants of a once-living creature. grappled. odd sounds or unnatural silences create an ominous atmo¬ sphere. The target can repeat the saving throw at the end of each of its turns. paralyzed. One creature of the spirit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. their es¬ sence split between the Ethereal and Material Plane. It is visible on the Material Plane while it is in the Border Ethereal. fly 30 ft. a spirit often acts as though they still lived. Quite whispers. SPIRIT Medium undead. Like their close counter-parts. or vice versa. thunder. bound to a specific location. and unfulfilled yearning emanate from places where spirits can be found. yet it can't affect or be affected by anything on the other plane. ACTIONS Withering Touch. or sleep. creature or object. Created from horrific circumstances. The spirit can see 60 feet into the Ethereal Plane when it is on the Material plane. STR 7 (-2) DEX 13 (+1) CON 12 (+1) INT 10 (+0) WIS 12 (+1) CHA 15 (+2) Damage Resistances acid. A spirit doesn’t require air. Scare (1/Day). restrained Senses darkvision 60 ft. A spirit serves as a living re¬ minder of the past. reach 5 ft. Ghosts. spirits haunt their location however they have been forced into manifesting. and slashing from nonmagical weapons Damage Immunities cold. Incorporeal Movement. lightning.. prone. Undead Nature. reacting violently or fearfully to those it comes in contact with. loneliness. poison Condition Immunities charmed.. The spirit can move through other creatures and objects as if they were difficult terrain. If the spirit was created by a horrific event like the desolation of a city or horrific act done upon them..

unaligned Armor Class 16 (natural armor) Hit Points 147 (14d12 + 56) Speed 20 ft. Hit: 22 (4d8 + 4) piercing damage. it must immediately make the save.. If the strix sees itself reflected on a polished surface within 30 feet of it and in an area of bright light. Hit: 1 8 (4d6 + 4) slashing damage. Melee Weapon Attack: +7 to hit. the strix can force it to make a DC 15 Constitution saving throw if the strix isn't incapacitated and can see the creature. a creature can avert its eyes to avoid the saving throw at the start of its turn.■ !'?* STONE STRIX Unless surprised. If the creature looks at the strix in the meantime../r/monsteraday Art Credit: Nils Hamm . The petrification lasts until the creature is freed by the greater restoration spell or other magic. it can't see the strix until the start of its next turn. A creature that fails the save begins to turn to stone and is restrained. Flyby. Beak. passive Perception 18 Languages Challenge 8 (3. Melee Weapon Attack: +7 to hit. when it can avert its eyes again. reach 5 ft. If the creature does so. STR DEX CON 18 (+4) 16 (+3) 18 (+4) INT 6 (-2) WIS CHA 14 (+2) 7 (-2) Saving Throws Dex +6. The restrained creature must repeat the saving throw at the end of its next turn. Talons. one target.. fly 60 ft. When a creature that can see the strix's eyes starts its turn within 30 feet of the strix. becoming petrified on a failure or ending the effect on a success. Created by StoneStrix . Keen Hearing and Sight.. The strix doesn't provoke opportunity attacks when it flies out of an enemy's reach. Huge monstrosity. The strix has advantage on Wisdom (Perception) checks that rely on hearing or sight. the strix is affected by its own gaze. The strix makes two attacks: one with its beak and one with its talons. one target.900 XP) ACTIONS Multiattack. Con +7 Skills Perception +8 Senses darkvision 120 ft. Petrifying Gaze. reach 5 ft.

passive Perception 10 Languages Challenge 2 {450 XP) . ACTIONS Bites. climb 30 ft.SWARM OF SQUIRRELS Medium swarm of Tiny beasts. stunned Senses darkvision 30 ft. frightened. becoming incapacitated with laughter and unable to stand up until the end of the swarm's next turn. ■I * * -m ['v ■■ 1 1 Art Credit: Ron Spencer . petrified. prone. STR 9{-1) DEX 18 (+4) CON 11 (+0) INT 2 (-4) WIS 10 (+0) CHA 3(4) Damage Resistances bludgeoning. The swarm can't regain hit points or ' gain temporary hit points. restrained. Melee Weapon Attack: +6 to hit. one creature in the swarm's space. slashing Condition Immunities charmed. paralyzed. The swarm has advantage on Wisdom (Perception) checks that rely on smell. unaligned Armor Class 14 Hit Points 36 (8d3) Speed 30 ft. and the swarm can move through any opening large enough for a Tiny squirrel.. piercing. or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. Swarm.. Hit: 14 (4d6) piercing damage. The swarm can occupy another creature’s space and vice versa. The target must succeed on a DC 10 Constitution saving throw or fall prone. reach 0 ft. Keen Smell.

Sylvan Challenge 8 (3.. range 1 50/600 ft. Druidic. one target Hit: 17 (3d8 + 4) piercing damage. ACTIONS Multiattack. climb 30 ft. or Hide action. Stealth +10. Deadly Aim. Elvish. making a ranged weapon attack doesn't reveal its position. The stalker deals an extra 9 (2d8) damage when it hits with a ranged weapon attack (included in the attack).j SYLVAN STALKER Medium plant humanoid. piercing Damage Vulnerabilities fire Senses passive Perception 18 Languages Common. Wis +5 Skills Acrobatics +7. Longbow. When the stalker is hidden from a creature. Silent Sniper.. the stalker can use a bonus action to take the Dash. Disengage. The stalker makes three ranged attacks. On each of its turns. neutral Armor Class 15 (natural armor) Hit Points 78 (12d8 + 24) Speed 30 ft.900 XP) Cunning Action. Created by StoneStrix . its ranged attacks ignore half cover and threequarters cover. Survival +5 Damage Resistances bludgeoning. Additionally. Ranged Weapon Attack: +7 to hit./r/monster aday Art Credit: Kekai Kotaki . STR DEX CON INT WIS CHA 12 (+1) 1 8 (+4) 1 5 (+2) 11 (+0) 14 (+2) 10 (+0) Saving Throws Dex +7. Perception +8.

To do so. The technothug adds 4 to its AC against one attack that would hit it./r/monster aday Art Credit: Eva Widermann . Ranged Weapon Attack: +4 to hit. chaotic neutral Armor Class 1 6 (breastplate) Hit Points 19 (3d8 + 6) Speed 30 ft.. one target. Created by StoneStrix . W/f: 5 (1d6 + 2} bludgeoning damage. Melee Weapon Attack: +4 to hit.r TECHNOTHUG Medium humanoid (any race). Laser Pistol. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 15 (+2) 13 (+1) 11 (+0) 10 (+0) Senses passive Perception 10 Languages any two languages Challenge 1/2 (100 XP) ACTIONS P/sto/ IVft/p. reach 5 ft. Hit: 9 (2d6 + 2) radiant damage. REACTIONS Force Field (Recharge S-6). the technothug must see the attacker. one target. range 40/120 ft..

passive Perception 9 Languages Common. The tentaghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. ACTIONS Tentacle. poisoned Senses darkvision 60 ft. reach 10 ft... Giant Challenge 3{700XP) Stench. ending the effect on itself on a success. chaotic evil Armor Class 13 (natural armor) Hit Points 76{9d10 + 27) Speed 40 ft. Any creature that starts its turn within 10 feet of the tentaghoul must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. the creature is immune to the tentaghoul's Stench for 24 hours. bludgeoning Damage Immunities poison Condition Immunities charmed./r /monster aday Art Credit: Adrian Smith . On a successful saving throw. The target can repeat the saving throw at the end of each of its turns. exhaustion. If the target is a creature other than an undead. it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. one target. STR 19 (+4) DEX 9 (-1) CON 16 (+3) INT 7 (-2) WIS 8(-1) CHA 7 (-2) Damage Resistances necrotic.TENTAGHOUL Large undead. Hit: 13 (2d8 +4) bludgeoning damage. Melee Weapon Attack: +6 to hit. Created by StoneStrix . Turning Defiance.

reach 5 ft. MIS Hi Created by StoneStrix . Regeneration. Hit: 13 (2d8 +4) slashing damage. the target takes an extra 9 (2d8) slashing damage.. Melee Weapon Attack: +6 to hit. The boar dies only if it starts its turn with 0 hit points and doesn't regenerate. If the boar takes acid or fire damage.TROLL BOAR Large monstrosity. passive Perception 12 Languages Challenge 3{700XP) Keen Smell. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn. 4 ACTIONS Tusk. one target./r /monster aday Art Credit: Troll Juncha . If the target is a creature. STR 18 (+4) DEX CON INT WIS CHA 10 (+0) 18 (+4) 2 (-4) 10 (+0) 3 (-4) Skills Perception +2 Senses darkvision 60 ft. this trait doesn't function at the start of the boar's next turn. Charge. it must succeed on a DC 14 Strength saving throw or be knocked prone.. The boar has advantage on Wisdom (Perception) checks that rely on smeil. The boar regains 10 hit points at the start of its turn. chaotic evil Armor Class 13 (natural armor) Hit Points 57 (6d10 + 24) Speed 40 ft.

Masters of the arts and battle. centering their focus on professions of entertainment. Those who befriend a Truesong member may discover themselves abandoned should the Truesong member believe that their reputation or anonymity is at stake. Working as court bards or tavern performers. dance or act that incites a crowd to act. Enraging a Truesong guild member has dire consequences as they may call upon the might of their patrons. Fighting to the master’s chosen song. using it instead for personal needs or to propel their influence and bargaining power. gathering secrets and rumors. Finally. humble positions that can easy work their way into courts or among common folk are a priority for Truesong members. Truesong guild members must become masters of their craft. Truesong guild members are extremely cautious about their influence in the world. working as informants and turncoats. Guild Rites.Truesong Guild Individualistic at heart and neutral to the world around them. Those who miss a step fail to pass the test and must wait a month and a day to try again. yet Truesong help comes with a heavy and often unreliable price. The first is creating a song. Organization. Truesong members embed themselves into society. Powerful lords will often enlist Truesong members as personal assassins or as spies. members train in guile and subterfuge. Dire Foes. many Truesong members will find powerful patrons to sponsor them. Inspired by: u/Stonestrix Lore Creadit: Jhuebsch Art Credit: Anjeru9 . Working to gain influence while remaining anonymous. The Truesong guild operates with the desire for information and subtlety. Being individualistic. performers must complete three tasks. Truesong guild members are as dangerous with their performances as they are with their weapons. Truesong members rarely share their information. the Truesong guild is fickle and cunning. Throughout the guild. the two combatants follow the rhythm of the song. The second is to acquire the service of a patron. initiates to the Truesong guild must defeat a master of the guild in single combat. Fickle Allies. Working as spies. To enter the guild.

REACTIONS Parry.800 XP) Nimble Action. Melee Weapon Attack: +5 to hit. Thunderous Crescendo. As a bonus action. The dancer adds 2 to its AC against one melee attack that would hit it. one target. range 100/400 ft. If it loses concentration. On each of its turns. all enemy creatures within 30 feet of the dirge that can hear the song must succeed on a DC 14 Constitution saving throw or take 9 (2d8) thunder damage. Hit 7 (1d8 + 3) bludgeoning damage. As an action. the dancer must see the attacker and be wielding a melee weapon. The dancer can maintain concentration to continue singing the song. the song ends. Hymn of Battle. At the start of each of the dirge's turns. it can add a d4 to its roll. the song ends. Hit: 6 (1d6 + 3) slashing damage. Whip.. The dirge can maintain concentration to continue playing the song. Cha +6 Skills Intimidation +6. Melee Weapon Attack: +5 to hit. If it loses concentration. the dirge begins to play a magical song. Hit: 5 (1d4 + 3) slashing damage./r/monsteraday Warhammer. Hit 6 (1dl 0 + 1) piercing damage. chaotic neutral Armor Class 14 (leather) Hit Points 44 (8d8 + 8) Speed 30 ft. Created by StoneStrix . ACTIONS ACTIONS Multiattack. chaotic neutral Medium humanoid (any race).TRUESONG DANCER TRUESONG DIRGE Medium humanoid (any race). the dancer begins to sing a song that magically boosts its attacks. Scimitar. reach 5 ft. Armor Class 16 (chain mail) Hit Points 91 (14d8 + 28) STR 12 (+1) DEX 16 (+3) CON 12 (+1) Speed 30 ft. Any creature that takes damage in this way loses concentration if it is concentrating. Performance +6 Senses passive Perception 11 Languages Common Challenge 5 (1. Multiattack. The dirge can play songs while wielding a melee weapon in one hand. Heavy Crossbow. Performance +5 Senses passive Perception 10 Languages Common Challenge 3(700 XP) Saving Throws Con +5. The dirge makes two melee attacks. or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack. the dancer can use a bonus action to take the Dash or Disengage action.. one target. Whenever the dancer makes an attack roll while singing. INT 10 (+0) WIS CHA STR DEX 11 (+0) 16 (+3) 16 (+3) 12 (+1) CON 14 (+2) INT 10 (+0) WIS CHA 12 (+1) 17 (+3) Saving Throws Dex +5 Skills Acrobatics +5.. Art Credit: Kyushik Shin and Jim Nelson . reach 5 ft. To do so. Melee Weapon Attack: +4 to hit. Rhythmic Fighting. The dancer makes three melee attacks: two with its scimitar and one with its whip. one target. one target.. Melee Weapon Attack: +6 to hit. reach 10 ft.

but their con¬ trol of magic was loose and wild.TUSKALOTH Gargantuan beast. Derived of Magic. its multitude of horns becoming a battering ram against the strongest walls. Each creature on the ground within 30 feet of the tuskaloth must succeed on a DC 18 Dexterity saving throw or be knocked prone. tuskaloths roam across the land with temperaments to match their creator’s magic. Earthshake (Recharge 5-6). unaligned TUSKALOTH of bone.900 XP) Siege Beast. Tuskaloths travel in large herds. Melee Weapon Attack: +13 to hit. tus¬ kaloth have few natural predators and are extremely terri¬ torial. one target. A hulking mass muscle and tuskaloths migrate across icy tundras. Hit: 31 (4d10 + 9) piercing damage. Legend tells of two sorcerers that were set upon by a mammoth during the night. reach 10 ft. the tuskaloth can make one stomp attack against it as a bonus action. fearless of its environment. If the tuskaloth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn. causing a tremor. The tuskaloth pounds the ground with incredible force. A product of wild magic. Panicked the two cast their spells at the great beast. The mammoth grew in¬ numerable tusks and became even more ferocious. Throughout their migration. Appearing to lumber slowly in search of food. but travelers know to be wary when discovering tramped ground. A structure that drops to 0 hit points collapses. using their numerous tusks to rend and crush anything in their path. reach 10 ft. many of the tundra’s communities recount stories of a rampaging tuskaloth. . A solitary male will stand watch over the entire herd. Trampling Charge. ACTIONS Gore. The tremor also deals 50 bludgeoning damage to any structure in contact with the ground in that area. STR 28 (+9) DEX 8 (-1) CON 22 (+6) INT 3 (-4) WIS 11 (+0) CHA 7 (-2) Saving Throws Constitution +10 Senses passive Perception 10 Languages Challenge 10 (5... civilizations foolishly built on their land become the stomping grounds of tuska¬ loth tantrums. Cities and vil¬ lages that are created on tuskaloth migration routes are at the whim of tuskaloth temperaments. Hit: 22 (3d8 + 9) piercing damage. Tuskaloth ram into their target. and challenge anything approaching. Territorial Herds. If the target is prone. one target. The tuskaloth deals double damage to objects and structures. Stomp. that target must succeed on a DC 1 8 Strength saving throw or be knocked prone. Melee Weapon Attack: +13 to hit. Rampaging Fury. Few predators can provoke a tuskaloth stampede. Armor Class 14 (natural armor) Hit Points 198 (12d20 + 72) Speed 40 ft.

If a creature afflicted with long-term madness fails its saving throw. ■ Saving Throws Str +19. one target. If a creature's saving throw is successful. and slashing from nonmagical weapons Condition Immunities charmed. Ulamog has advantage on saving throws against spells and other magical effects. Armor Class 25 (natural armor) Hit Points 717 (35d20 + 350) Speed 50 ft. it can choose to succeed instead. If Ulamog fails a saving throw. Ulamog casts banishment. piercing. and two with its tentacles. STR 30 (+10) DEX 10 (+0) CON 30 (+10) ACTIONS Fist. Ulamog makes a fist attack. cold. Ulamog regains spent legendary actions at the start of its turn. When Ulamog reduces a creature to 0 hit points. reach 30 ft. INT 25 (+7) WIS CHA 20 (+5) 26 (+8) Tentacle. Melee Weapon Attack: +19 to hit. reach 20 ft. If a creature afflicted with short-term madness fails its saving throw. chaotic evil Multiattack. Until this grapple ends. telepathy 500 ft. it dies from psychological trauma..000 XP) Innate Spellcasting. 259). If the target is a creature. Challenge 30 (155. plane shift Legendary Resistance (3/Day). Created by StoneStrix . It can innately cast the following spells. Titan's Presence (Costs 3 actions). that creature's body becomes a pile of white dust. It then makes six attacks: four with its fists. bludgeoning. Transgress the Mind (Costs 2 actions).. it must succeed on a DC 20 Strength saving throw or be knocked prone. THE CEASELESS HUNGER Colossal aberration (titan). Grip of Desolation. weird 1 /day each: divine word. exhaustion. Hit: 36 (4d12 + 10) bludgeoning damage. Ulamog's innate spellcasting ability is Wisdom (spell save DC 22). choosing from the options below. If a creature afflicted with indefinite madness fails its saving throw. no concentration required. piercing. Ulamog's weapon attacks are magical.. Con +19. Only one legendary action option can be used at a time and only at the end of another creature's turn. frightened Senses truesight 120 ft. dispel magic 3/day each: confusion. feeblemind./r/monsteraday Maddening Presence. Hit: 28 (4d8 + 10) bludgeoning damage. Wis +14. it becomes afflicted with indefinite madness. the target is restrained and takes 4d10 psychic damage at the start of each of its turns. Scour from Existence. Each creature of Ulamog's choice within 120 feet of it and aware of it must succeed on a DC 18 Wisdom saving throw or become afflicted with short-term madness (Dungeon Master's Guide pg. Art Credit: Michael Komarck . one target. Ulamog casts phantasmal killer. fire. lightning Damage Immunities psychic. Magic Weapons. it becomes afflicted with long-term madness. the target is grappled (escape DC 20) if it is a Huge or smaller creature and Ulamog doesn't have four other creatures grappled. the creature is immune to Ulamog's Maddening Presence for the next 24 hours. and slashing from hedron weapons Damage Resistances acid. Cha +17 Damage Vulnerabilities bludgeoning. If the attack hits. passive Perception 24 Languages Eldrazi. Ulamog can use its Maddening Presence. requiring no material components: At will: detect magic. counterspell (9th level spell slot). Melee Weapon Attack: +19 to hit. Magic Resistance. LEGENDARY ACTIONS Ulamog can take 3 legendary actions.» - ULAMOG.

Stealth +5 Senses darkvision 60 ft. Hit: 5 (1d4 + 3) piercing damage. reach 5 ft.. The verdalin has advantage on Dexterity (Stealth) checks made to hide in forest terrain. silent image 1/ day each: mirror image. The verdalin can innately cast the following spells.VERDALIN Small fey. The verdalin's innate spellcasting ability is Charisma (spell save DC 12). phantasmal force ACTIONS Bite. climb 30 ft. Melee Weapon Attack: +5 to hit. passive Perception 16 Languages Challenge 1/2 (100 XP) Camouflage. requiring no material components: At will: minor illusion./r /monster aday Art Credit: Nicholas Cloister . STR 6 (-2) DEX 17 (+3) CON 12 (+1) INT 10 (+0) WIS 14 (+2) CHA 15 (+2) Skills Perception +6. Innate Spellcasting.. Created by StoneStrix .. one creature. neutral Armor Class 13 Hit Points 18 (4d6 + 4) Speed 30 ft.

the target is restrained and has disadvantage on Strength checks and Strength saving throws. The vodyanoy makes two slam attacks.VODYANOY Medium monstrosity. n Slam Melee Weapon Attack: +7 to hit. watery sphere ACTIONS Multiattack. tidal wave ... Perception +8.800 XP) . reach 5 ft. passive Perception 18 Languages Aquan. Sylvan Challenge 5 (1. If both attacks hit a Medium or smaller target./r/monsteraday Art Credit: Pavel E . + \ m r ft r ■ 4 ■ % ft Created by StoneStrix . Common. Insight +8 Senses darkvision 60 ft. Until this grappled ends. the target is grappled (escape DC 15). and the vodyanoy can't slam another target. DEX 16 (+3) STR 18 (+4) CON 18 (+4) INT 11 (+0) WIS CHA 20 (+5} 12 (+1) J Skills Athletics +7. Hit: 13 (2d8 + 4) bludgeoning damage. the vodyanoy tries to drown it. requiring only verbal components: At will: druidcraft. The Vodyanoy’s spellcasting ability is Wisdom (save DC 16). shape water 3/day each:/og cloud. Amphibious The vodyanoy can breathe air and water.. The vodyanoy can innately cast the following spells. chaotic neutral Armor Class 16 (natural armor} Hit Points 119{l4d8 + 56} Speed 30 ft. swim 50 ft. 1/day each: divination. one target. Innate Spetfcasting. .

The titan can take one reaction on every turn in a combat. and slashing from nonmagical weapons Condition Immunities exhaustion. choosing from the options below.. Hit: 18 (2d10 + 7) slashing damage. The titan's weapon attacks are magical. reach 10 ft. War Cry (Costs 2 Actions). Melee Weapon Attack: +12 to hit. STR 25 (+7) DEX 10 (+0) vj CON INT WIS 20 (+5) 7 (-2) 10 (+0) CHA 16 (+3) Saving Throws Str +12.L/ _ WAR TITAN Blade Storm (Recharge 5-6). taking 18 (4d8) bludgeoning damage. 18 (4d8) piercing damage. Each creature within 10 feet of the titan must make a DC 20 Dexterity saving throw. stunned Senses darkvision 120 ft. The titan makes one attack. Con +10 Damage Resistances bludgeoning. one target.000) REACTIONS Parry. Infernal. the titan must see the attacker and be wielding a melee weapon. and 18 (4d8) slashing damage on a failed save. Legendary Resistance (3/day). Created by StoneStrix . The titan adds 5 to its AC against one melee attack that would hit it. Each creature within 120 feet of the titan that can hear it must succeed on a DC 16 Wisdom saving Magic Resistance./r/monsteraday Art Credit: Eric Belisle . passive Perception 10 Languages Celestial. Hold the Line (Costs 2 Actions).. throw or take 10 (4d4) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. The titan makes two melee weapon attacks. it can choose to succeed instead. Huge fiend (titan). piercing. any chaotic Armor Class 18 (natural armor) Hit Points 207 (18d12 + 90) Speed 40 ft. The titan has advantage on saving throws against spells and other magical effects. Longsword. LEGENDARY ACTIONS The titan can take 3 legendary actions. The titan swings its weapons in a whirlwind of steel. or half as much damage on a successful one. Only one legendary action option can be used at a time and only at the end of another creature's turn. frightened. To do so. Magic Weapons. Attack. Well-Armed. The titan gains 26 (4d12) temporary hit points. Abyssal Challenge 16(15. If the titan fails a saving throw. The titan regains spent legendary actions at the start of its turn. ACTIONS Multiattack.

STR DEX CON INT WIS CHA 20 (+5) 15 (+2) 18 (+4) 11 (+0) 14 (+2) 15 (+2) Claws (Hybrid Form Only). It reverts to its true form if it dies. That creature can use its reaction to move up to its Keen Hearing and Smell.. Created by StoneStrix . Leap. which is humanoid. If the werewolf fails a saving throw. other than its AC. reach 5 ft. Perception +6 Damage Immunities bludgeoning. shapechanger). Con +8. piercing. reach 5 ft. Bark Orders. are the same in each form. The werewolf moves up to its speed without provoking opportunity attacks. Pack Leader.. (40 ft. in wolf form) Multiattack (Hybrid Form Only). and slashing damage from nonmagical weapons that aren't silvered Senses passive Perception 16 Languages Common (can't speak in wolf form) Challenge 9 (5. The werewolf regains spent legendary actions at the start of its turn. chaotic evil Armor Class 14 (armor scraps) in humanoid form. The werewolf can make one claw attack against each creature within 5 feet of it. Legendary Resistance (3/Day). Bite (Wolf or Hybrid Form Only). choosing from the options below. Wis +6 Skills Athletics +9. LEGENDARY ACTIONS Saving Throws Str +9. The werewolf chooses a friendly creature who can see or hear it. The werewolf makes three attacks: one with its bite and two with its claws. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf.000) The werewolf can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. Frenzy (Costs 2 Actions).WEREWOLF ALPHA ACTIONS Medium humanoid (human. Hit: 14 (2d8 + 5) piercing damage. Hit: 16 (2d10 + 5) slashing damage. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. speed without provoking opportunity attacks. If the target is a humanoid. or back into its true form. it can choose to succeed instead. Its statistics. one target. it must succeed on a DC 14 Constitution saving throw or be cursed with werewolf lycanthropy. Melee Weapon Attack: +9 to hit. 16 (natural armor) in wolf or hybrid form Hit Points 119 (14d8 + 56) Speed 30 ft. one target. Melee Weapon Attack: +9 to hit. The werewolf's allies have advantage on melee attack rolls against any hostile creature within 5 feet of the werewolf. Any equipment it is wearing or carrying isn't transformed. Shapechanger./r/monsteraday Art Credit: Kuzinskiy Andrey .

reach 5 ft. Created by StoneStrix . Melee Weapon Attack: +6 to hit. The wight makes two battieaxe attacks. This reduction lasts until the target finishes a long rest. or half as much damage on a successful one. A creature that touches the wight or hits it with a melee attack while within 5 feet of it takes 7 (2d6) cold damage. Battieaxe. Frost Breath (Recharge 5-6).. It can use its Life Drain in place of one battieaxe attack. Stealth +5 Damage Resistances cold.300 XP) Chilled Body.r WIGHT WALKER Medium undead. ACTIONS Multiattack.. one creature. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. taking 27 (6d8) cold damage on a failed save. Melee Weapon Attack: +6 to hit. passive Perception 15 Languages the languages it knew in life Challenge 6 (2. neutral evil Armor Class 14 (hide armor) Hit Points 112 (15d8 + 45) Speed 30 ft. reach 5 ft. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control. piercing. The wight can have no more than twelve zombies under its control at one time. unless the humanoid is restored to life or its body is destroyed.. Hit: 10 (2d6 + 3} necrotic damage. Life Drain. necrotic. The target dies if this effect reduces its hit point maximum to 0./r /monster aday Art Credit: Michael Jaecks . bludgeoning. poisoned Senses darkvision 60 ft. or 8 (1 d10 + 3) slashing damage plus 7 (2d6) cold damage if used with two hands. one target. and slashing from nonmagical weapons that aren't silvered Damage Immunities poison Condition Immunities exhaustion. Each creature in that area must make a DC 15 Dexterity saving throw. STR 16 (+3) DEX 15 (+2) CON 16 (+3) INT 10 (+0) WIS 14 (+2) CHA 16 (+3) Skills Perception +5. Hit: 7 (1d8 + 3) slashing damage plus 7 (2d6) cold damage. The wight exhales a biast of frosty wind in a 15-foot cone.

STR 16 (+3) DEX CON INT WIS CHA 14 (+2) 14 (+2) 10 (+0) 12 (+1) 9 (-1) Skills Athletics +5. range 25/50 ft. climb 30 ft. ACTIONS Multiattack. one target.. Ranged Weapon Attack: +5 to hit. Monkey Crip.. If the ape is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack. one target. Greatsword. fly SO ft.. neutral Armor Class 13 (natural armor. Hit Points 39 (6d8 + 12) Speed 30 ft.. The ape can wield a two-handed weapon in one hand./r /monster aday Art Credit: Ben Wootten . one target. Hit: 10 (2d6 + 3} slashing damage. Melee Weapon Attack: +5 to hit. the attack deals an extra 7 (2d6) damage to the target. reach 5 ft. Perception +3 Senses passive Perception 13 Languages Common Challenge 2(450 XP) Dive Attack. Hit 6 (1d6 + 3) bludgeoning damage. Melee Weapon Attack: +5 to hit. Hit: 6 (1d6 + 3) bludgeoning damage. Fist. Created by StoneStrix . reach 5 ft. The ape makes two attacks: one with its fist and one with its greatsword.. Rock.WINGED APE Medium monstrosity.

counterspeli. one creature. reach 5 ft. The sprite's innate spellcasting ability is Charisma (spell save DC 12. Hit: 1 slashing damage. and the target must succeed on a DC 10 Constitution saving throw or take 3 (1d6) cold damage and then be paralyzed until the end of the sprite’s next turn. fly 30 ft. sleet storm. ice knife. STR 2 (-4) DEX 20 (+5) CON 12 (+1) INT 10 (+0) WIS 14 (+2) CHA 15 (+2) Skills Perception +4. It can innately cast the following spells. Innate Spellcasting. fog cloud. Snil lac’s snowball swarm ACTIONS Icesickte.WINTER SPRITE Tiny fey. Stealth +7 Damage Immunities cold Senses passive Perception 14 Languages Sylvan Challenge 1 (200 XP) Magic Resistance. ] Created by StoneStrix . Melee Weapon Attack: +7 to hit. +4 to hit with spell attacks)./r /monster aday Art Credit: Dmitry Prosvirnin . The sprite has advantage on saving throws against spells and other magical effects.. requiring no material components: At will: druidcraft.. chaotic neutral Armor Class 15 Hit Points 7 (2d4 + 2) Speed 10 ft. frostbite 1 /day each: blur.

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