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5e Creatures PDF
5e Creatures PDF
Introduction: Here are a few of my favorite creatures missing from the Monster Manual. I will be
adding others soon. If you have requests please post them in the comments!
by Josiah Pisciotta
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their
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This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content
Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2016 by Josiah Pisciotta and published under the Community Content Agreement for Dungeon Masters Guild.
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CHOKER
Chokers are strange evil creatures with a bony body and long tentacle
like limbs, with spiny pads for hands and feet. These spiny pads allow
the choker to grip almost any surface and are also used for grabbing
prey. The chokers bodies resemble a gaunt halfling with greyish
mottled flesh. Its arms and legs are extremely long rubbery tentacles
that end in spiny pads. Chokers spend most of their time hidden near
their lairs waiting to ambush prey. Choker’s lairs are often hidden in
small openings high in natural caverns or stone chambers.
Ambush Predators. Chokers are vicious underground predators
hiding in shadows on walls or near ceilings grabbing whatever prey
happens by. They often wait in underground passageways near
interactions, archways, wells or stairs where they can reach down and
grab their prey lifting it off the ground and choking it to prevent it from
crying for help. They prefer to ambush single creatures but will attack
groups if hungry enough, waiting for the group to pass and grabbing
the last creature.
Simple Greed. Chokers are simple minded and greedy. If a choker is
spotted before it attacks, a character may be able to bribe it with food
or items. Most Chokers are very familiar with the area surrounding
their lair include what types of creatures can be found nearby.
CHOKER Spider Climb. The Choker can climb difficult surfaces,
Small aberration, chaotic evil including walls and ceilings, without needing to make
an ability check.
Armor Class 16 (natural armor and dex)
Hit Points 13 (3d6+3) Actions
Speed 20ft., climb 20ft.
Tentacle. Melee Weapon Attack: +5 to hit, reach 10’,
STR DEX CON INT WIS CHR one target. Hit:5 (1d4+3) bludgeoning damage. If the
16 (+3) 14 (+2) 13 (+1) 4 (3) 13 (+1) 7 (2) target is a creature size large or smaller, it is grappled
(escape DC 13). The Choker has two tentacles, each of
Skills Athletics +5, Stealth +6 which can grapple one target.
Senses Darkvision 60 ft. passive Perception 11
Languages Undercommon Tentacle Choke. The Choker chokes creatures
Challenge 2 (450 XP) grappled by it. Grappled creatures take 5 (1d4+3)
bludgeoning damage, are restrained and can’t speak or
Ambusher. The Choker has advantage on attack rolls cast spells that include a verbal component. A Choker
against any creature it has surprised. had two tentacles and can have up to two creatures
grappled at once time.
Quickness. The Choker can take the Disengage, Hide
or Attack action as a bonus action on each of its turns.
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GOBLIN RANGER
A goblin ranger is an unusual goblin who has learn the skills and abilities of a ranger, either from another ranger or
on their own. They are often independent creatures having abandoned their goblin tribe or escaped an attack while
the rest of the tribe did not. They can also serve as scouts for goblin tribes or other groups of goblinoids.
Free Willed. A goblin ranger can be of any alignment, including good. This can be the reason they left their tribe or
something they learned once free from their kin. They can be used as NPCs with valuable information about locations
or may even help travelers or adventures if given the opportunity. Others may protect nature with their cunning and
magic or just behave like a normal goblin.
GOBLIN RANGER swamp or the underdark) the goblin ranger has the
Small humanoid (goblinoid), any alignment following benefits:
The goblin ranger is not slowed by difficult terrain and
Armor Class 17 (studded leather, shield) can’t become lost except my magical means.
Hit Points 18 (4d6+4) Remains alert when foraging, navigating or tracking.
Speed 30ft. When alone can move stealthily at a normal pace.
When foraging, finds twice as much food as normal.
STR DEX CON INT WIS CHR When tracking other creatures can determine exact
11 (+0) 16 (+3) 13 (+1) 10 (+0) 14 (+2) 10 (+0) numbers, sizes and the age of the tracks.
Skills Nature +2, Perception +4, Stealth +7 Dueling. The goblin gains a +2 bonus to damage rolls
Senses darkvision 60 ft. passive Perception 14 (included in the attacks) when wielding a melee weapon
Languages Common, Goblin in one hand and no other weapons.
Challenge 1 (200 XP)
Spellcasting. The goblin ranger is 2nd level
Nimble Escape. The goblin ranger can take the spellcaster. Its spellcasting ability is wisdom (spell save
Disengage or Hide action as a bonus action on each of DC 12, +4 to hit with spell attacks). The goblin ranger
its turns. knows the following ranger spells:
Favored Enemy. Pick two races of humanoids (such 1st level (2 slots): cure wounds, hunter’s mark
as humans and goblins) or one creature type:
aberrations, beasts, celestials, constructs, dragons, Actions
elementals, fey, fiends, giants, monstrosities, oozes,
plants or undead. The goblin ranger has advantage on Handaxe or Scimitar. Melee Weapon Attack: +5 to hit,
Wisdom (Survival) checks to track its favored enemies. reach 5’, one target. Hit:8 (1d6+5) slashing damage.
Natural Explorer. While in its natural favored terrain Shortbow. Ranged Weapon Attack: +5 to hit, range
(arctic, coast, desert, forest, grassland, mountain, 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage
Variant: Archer Variant: Ranger Veteran
Replace Dueling with Archery and change the goblin Update the following features:
rangers actions as follows: Hit Points 27 (6d6+6)
Spellcasting. 1st level (3 slots): cure wounds, hunter’s
Shortsword. Melee Weapon Attack: +5 to hit, reach 5’, mark, ensnaring strike
one target. Hit:6 (1d6+3) slashing damage. Challenge 2 (450xp)
Shortbow. Ranged Weapon Attack: +7 to hit, range Add the following:
Colossus Slayer. When the elite goblin ranger hits a
80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage creature with a weapon attack that creature takes an
Spellcasting change Hunter’s Mark to Hail of Thorns additional 1d8 damage if it’s below its hit point
maximum.
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SPRIGGAN
Spriggans are evil fey creatures resembling dirty, ugly, unkept gnomes.
They have dull yellow skin and greasy reddishbrown disheveled hair which
is often grown to ridiculous proportions. Their filthy mustaches, sideburns
and ponytails are almost as offensive as their odor, a nauseating smell of
slightly rancid flesh.
Nomadic Thieves and Murderers. Spriggans survive on the misfortune of
others by robbing and murdering travelers and farmers. When desperate
they may even enter towns and cities in search of victims. Spriggans do not
normally stay in one place for long as they tend to attract the attention of the
law and are driven off, but they sometimes settle in dismal burrows or
forgotten ruins near roads where travelers are frequent.
Cowardly Bullies. Spriggan operate in groups seeking to intimidate,
confuse and overwhelm their victims. In the wilderness they surround
travelers and use their enlarge to intimidate them into giving up anything of
value. Spriggans especially like weapons and armor. They are happy to
leave travelers in the wilderness with nothing but will also attack those who
resist using sneak attack and enlarge to fight effectively as a group. If a fight
looks to be turning against the Spriggans they are quick to retreat. In towns
and cities spriggans are more likely to use sleight of hand and intimidate to
get what they want.
SPRIGGAN material components:
Small fey, chaotic evil
At will: produce flame
Armor Class 16 (Studded Leather) 1/day each: shatter, fear
Hit Points 22 (4d6+8)
Speed 25ft. Actions
Innate Spellcasting. The Spriggan’s innate Shortsword. Melee Weapon Attack: +6 to hit, reach 5’,
spellcasting ability is Intelligence (spell save DC 11). It one target. Hit:7 (1d6+4) piercing damage or 11
can innately cast the following spells, requiring no (2d6+4) piercing damage while enlarged.
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QUICKLING
Quicklings are evil brownie like fey creatures that were changed and
twisted by dark magic. They are small, slender and extremely
fastmoving which are hateful and cruel. Quicklings enjoy causing
confusion and chaos among intelligent creatures often stealing or
murdering them for pleasure. Quicklings dwell in dark woodlands and
wild areas which are tainted with evil. They will occasionally work
together with other evil creatures serving as scouts and thieves.
Magically Quick. Quicklings are so quick they can only be seen as a
blur when moving and attacking. They are able cover large areas in
seconds and leap great distances. Their speech is impossible to
understand by nonquicklings unless they speak very slowly.
Naturally Stealthy. Quicklings great speed and small size makes them
very adept at hiding in woodland settings. They move so quickly it is
almost impossible to follow their movement which allows them to hide
even while being watched.
QUICKLING The quickling also use Dexterity instead of Strength for
Small fey, chaotic evil athletics (jump or climb) checks (included) and to
determine long jump distance.
Armor Class 20 (Quickness)
Hit Points 13 (3d6+3) Woodland Camouflage. The quickling can try to hide
Speed 120 ft. when lightly obscured in natural cover and has
advantage on Dexterity (Stealth) checks in woodland
STR DEX CON INT WIS CHR terrain.
10 (+0) 26 (+8) 13 (+1) 15 (+2) 11 (+1) 12 (+1)
Magic Resistance. The quickling has advantage on
Saving Throws Dex +10, Int +4 saving throws against spells and other magical effects.
Skills Athletics +10, Perception +3, Sleight of Hand
+10, Stealth +12 Innate Spellcasting. The quickling’s innate
Senses darkvision 60 ft. passive Perception 13 spellcasting ability is Intelligence (spell save DC 12). It
Languages Common, Halfling, Sylvan can innately cast the following spells, requiring no
Challenge 3 (700 XP) material components:
Magical Quickness. The quickling’s speed gives it a 1/day each: dancing lights, prestidigitation, shatter
+2 bonus to AC (included), advantage on Dexterity
saving throws, does not provoke opportunity attacks Actions
and it gains an additional action on each of its turns.
The action can be used only to take the Attack, Dash, Dagger. Melee Weapon Attack: +10 to hit, reach 5’,
Hide or Use an Object action. one target. Hit:10 (1d4+8) piercing damage.
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