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House Rules V.

1
Healing
(This section replaces the normal rules for healing)
All Healing Requires the use of a healer's kit
Magic Healing Healing spells are cast as a ritual (10 minute casting time) that requires the
appropriate spell slot.
Natural Healing Use Hit Dice to heal on a long rest and a short rest. Spent Hit Dice are recovered at
the rate of 1 Hit Die per day.
Total Hit Points Add double your constitution modifier to hit points every level.
Exceptions Paladin's Lay on Hands
Fighter's Second Wind
The Feat, Healer, allows any class to cast allowable healing spells as an action.
Clerics with the Life Domain cast healing spells as an action.
Other class and racial features that are not spells work normally.
Lingering Injuries Roll on the Lingering Injury table DMG pg 272 if you roll a one on a death save or
at the Dungeon Master's discretion.
Massive Damage If you take more than half your hit points damage from one attack, roll on the
System Shock table DMG pg 273.
Healing Potions The normal healing potions around Daynar are a shot of 240 proof whiskey named
Groggs XXX. Each Shot heals 1d8+1 hp of damage. Side effects are -1 on all checks and +1 on
damage. Sober up at the rate of +1,-1 per hour.
Other Rules Variants
New Ability Scores
Beauty Score Roll a d20 to determine your sexual attractiveness.
Unity Score This 1-20 score is determined by the Dungeon Master and determines how often
Inspiration is awarded. It is a measure of group cohesion.
Reputation Score This 1-20 score represents how popular a character is in a particular area. Each area
has a different Reputation Score. Examples of places with Reputation Scores, Daynar, Solice Woods,
Necropolis.
Plot Points and Pies
1 Slice of Pie Spend to gain inspiration
2 Slices of Pie Force any one roll (or both dice in the case of advantage or disadvantage) to be rerolled.
4 Slices of Pie Spend to gain 1 plot point
8 Slices of Pie Gain Cheesy eighties theme music until you spend pie slices.
Pie is evil. If you eat Pie, you lose at Dungeons and Dragons
Plot Points Use a plot point to take over as Dungeon Master as the variant The Gods Must be Crazy
DMG pg 269. The normal Dungeon Master always has at least 1 plot point.
Combat Attack options DMG pg 271 Climb onto bigger creature, Disarm, Overrun, Shove aside,
Tumble. DMG pg 270 Side Initiative
Maximum Ability Score is 20 + or – the original racial starting modifier.
Uniform Starting Ability Scores 15, 15, 13, 13, 11, 11

The Dungeon Master interprets all rules and solely decides all disputes.
Random Encounter Charts
Forest

CR 0 (10xp) 26. Hoggrim (Homebrew)


1. Deer 27. Bandit Captain
2. Commoner 28. Berserker
CR 1/8 (25xp) 29. Orog
3. Bandit 30. Druid
4. Poisonous Snake 31. Ettercap
5. Tribal Warrior 32. Green Dragon Wyrmling
CR ¼ (50xp) 33. Giant Constrictor Snake
6. Constrictor Snake 34. Troubadour (Homebrew)
7. Giant Badger 35. Allosaurus
8. Giant Poisonous Snake CR 3 (700xp)
9. Giant Wolf Spider 36. Owlbear
10. Giant Bat 37. Spectator
11. Giant Centipede 38. Ankylosaurus
12. Pseudo Dragon 39. Hobgoblin Captain
13. Wolf CR 4 (1100xp)
14. Pteranodon 40. Ettin
CR ½ (100xp) 41. Burrow Root (Homebrew)
15. Giant Wasp CR 5 (1800xp)
16. Hobgoblin 42. Shambling Mound
17. Shadow 43. Troll
18. Scout 44. Unicorn
19. Swarm of insects 45. Bullete
CR 1 (200xp) 46. Hummingbird (Homebrew)
20. Ant (Homebrew) CR 6 (2300xp)
21. Dryad 47. Chimera
22. Giant Eagle 48. Wyvern
23. Giant Toad CR7 (2900xp)
24. Goblin Boss 49. Young Back Dragon
CR 2 (450xp) 50. Giant Ape
25. Praying Mantis (Homebrew)

Typical Forest Races Typical Little People Races


1. Aranea or Nymph 1. Fairy
2. Goblin 2. Formian
3. Elf and or Centaur 3. Grippli
4. Pixie and or Satyr 4. Myconid
5. Human or Ogre 5. Smirf
6. Gnome or Koala 6. Squirrel.
Random Encounter Chart
Hills and Plains

CR 0 (10xp) 26. Bandit Captain


3. Deer 27. Hoggrim (Homebrew)
4. Commoner 28. Allosaurus
CR 1/8 (25xp) 29. Ankheg
3. Bandit 30. Green Dragon Wyrmling
4. Poisonous Snake 31. Orog
5. Tribal Warrior CR 3 (700xp)
CR ¼ (50xp) 32. Hobgoblin Captain
6. Goblin 33. Veteran
7. Wolf 34. Ankylosaurus
8. Pteranodon 35. Manticore
9. Pixie 36. Gold Dragon Wyrmling
10. Giant Badger CR 4 (1100xp)
11. Giant Wolf Spider 37. Red Dragon Wyrmling
CR ½ (100xp) 38. Humming Bird (Homebrew)
12. Giant Wasp CR 5 (1800xp)
13. Satyr 39. Bullete
14. Thug 40. Gladiator
15. Scout 41. Hill Giant
16. Cockatrice 42. Tricerotops
17. Swarm of Insects 43. Troll
CR 1 (200xp) CR 6 (2300xp)
18. Bugbear 44. Chimera
19. Brass Dragon Wyrmling 45. Hobgoblin Warlord
20. Copper dragon Wyrmling 46. Mage
21. Giant Eagle 47. Wyvern
22. Giant Toad 48. Young Brass Dragon
23. Ant (Homebrew) CR7 (2900xp)
24. Spy 49. Giant Ape
CR 2 (450xp) 50. Young Black Dragon
25. Aranea

Typical Races Typical Little People Races


1. Hobgoblin 1. Gnolls
2. Orc 2. Fairies
3. Human 3. Helper Mushrooms
4. Thri-Kreen 4. Griggs
5. Ogre 5. Formians
6. Hobbit 6. Squirrels
Random Encounter Chart
Aquatic
Coastal, Rivers, and swamps
CR 0 (10xp) 26. Cult Fanatic
1. Commoner 27. Hoggrim (Homebrew)
2. Quipper 28. Praying Mantis (Homebrew)
CR 1/8 (25xp) 29. Hunter Shark
3. Poisonous Snake 30. Sea Hag
4. Tribal Warrior CR 3 (700xp)
5. Bandit 31. Green Hag
CR ¼ (50xp) 32. Kuo-Toa Monitor
6. Giant Poisonous Snake 33. Knight
7. Mud Mephit 34. Manticore
8. Constrictor Snake 35. Veteran
9. Kuo-Toa 36. Water Weird
10. Giant Wolf Spider 37. Owlbear
11. Thorn Worm (Homebrew) CR 4 (1100xp)
CR ½ (100xp) 38. Black Pudding
12. Scout 39. Orc War Chief
13. Reef Shark CR 5 (1800xp)
14. Giant Wasp 40. GladiatorHumming
CR 1 (200xp) 41. bird (Homebrew)
15. Giant Eagle 42. Shambling Mound
16. Giant Toad 43. Tricerotops
17. Dryad 44. Troll
18. Kuo-Toa Whip 45. Water Elemental
19. Specter CR 6 (2300xp)
20. Waterbear 46. Kuo-Toa Arch Priest
CR 2 (450xp) 47. Mage
21. Allosaurus 48. Wyvern
22. Bandit Captain CR7 (2900xp)
23. Berserker 49. Mage
24. Bronze Dragon Wyrming 50. Wyvern
25. Black Dragon Wyrmling

Typical Races Typical Little People Races


1. Aranea 1. Fairy
2. Nymph 2. Griggs
3. Pixie 3. Grippli
4. Sea Hag 4. Myconids
5. Ogre 5. Smirfs
6. Spriggan 6. Hallucinogenic Mushrooms
Random Encounter Chart
Lair

CR 0 (10xp) 27. Scout


1. Bat 28. Shadow
2. Commoner 29. Thug
3. Shreiker CR 1 (200xp)
4. Spider 30. Animated Armor
CR 1/8 (25xp) 31. Duerger
5. Cultist 32. Ghoul
6. Giant Rat 33. Spy
7. Guard 34. Goblin Boss
8. Demon, Manes 35. Ant (Homebrew)
9. Guard 36. Specter
10. Poisonous Snake 37. Closet Monster (Homebrew)
11. Tribal Warrior CR 2 (450xp)
CR ¼ (50xp) 38. Mimic
12. Acolyte 39. Berserker
13. Demon, Dretch 40. Carrion Crawler
14. Giant Centipede 41. Cult Fanatic
15. Giant Poisonous Snake 42. Ettercap
16. Giant Wolf Spider 43. Ghast
17. Constrictor Snake 44. Orog
18. Violet Fungus CR 3 (700xp)
19. Swarm of Bats 45. Hell Hound
20. Blink Dog 46. Veteran
CR ½ (100xp) 47. Animated Painting
21. Darkmantle CR 4 (1100xp)
22. Gas Spore 48. Wraith
23. Grey Ooze 49. Troll
24. Swarm of Insects CR 5 (1800xp)
25. Piercer 50. Mage
26. Rust Monster

Typical Races 7. Ghast


1. Goblin, Hobgoblin and or Bugbear 8. Hobbit
2. Drow Elf or Human 9. Hag
3. Kobold 10. Helm and Armor
4. Orc 11. Mummy
5. Hobbit 12. Quth-Muran
6. Skeletons and or Zombies
Random Encounter Chart
Urban

CR 0 (10xp) 26. Manticore


1. Commoner 27. Minotaur
2. Spider 28. Animated painting (Homebrew)
CR 1/8 (25xp) 29. Veteran
3. Bandit CR 4 (1100xp)
4. Cultist 30. Banshee
5. Giant Rat 31. Ghost
6. Noble 32. Incubus
CR ¼ (50xp) 33. Lamia
7. Acolyte 34. Orc War Chief
8. Giant Wolf Spider 35. Shadow Demon
CR ½ (100xp) 36. Succubus
9. Shadow CR 5 (1800xp)
10. Thug 37. Barl-gura
11. Scout 38. Gladiator
CR 1 (200xp) 39. Hill Giant
12. Giant Toad 40. Wraith
13. Goblin Boss CR 6 (2300xp)
14. Closet Monster (Homebrew) 41. Hobgoblin Warlord
15. Spy 42. Mage
CR 2 (450xp) CR 7 (2900xp)
16. Bandit Captain 43. Drow Mage
17. Berserker 44. Stone Giant
18. Maug (Homebrew) CR 8 (3900xp)
19. Druid 45. Assassin
20. Orog 46. Chain Devil
21. Preist 47. Drow Priestess of Lloth
CR 3 (700xp) CR 12 (8400xp)
22. Bugbear Chief 48. Archmage
23. Doppelganger CR 13 (10,000xp)
24. Hobgoblin Captain 49. Beholder
25. Knight 50. Rakshasa

Typical Races 6. Gnome


1. Kobold 7. Hobbit
2. Goblin, Hobgoblin and or Bugbear 8. Ogre
3. Orc 9. Pixie
4. Human 10. Centaur
5. Elf 11. Koala
12. Satyr
All Monster Races
32. Thri-Kreen
1. Kaola Bear 33. Aranea
2. Kobold 34. Centaur
3. Mongaloid 35. Ettercap
4. Ophidian 36. Ghast
5. Drow Elf 37. Githzerai
6. Dwarf 38. Hag
7. Elf 39. Half Fairy
8. Gnome 40. Kelpie
9. Goblin 41. Loxo
10. Hobbit 42. Nymph
11. Human 43. Ogre
12. Kuo-Toa 44. Spriggan
13. Pixie 45. Treant
14. Selkie 46. Vine Horror
15. Skeleton 47. Githyanki
16. Zombie 48. Monotaur
17. Hobgoblin 49. Mummy
18. Jaebrin 50. Wight
19. Orc 51. Helmed Horror
20. Satyr 52. Succubus
21. Bugbear 53. Windigo
22. Celestial 54. BarLgura
23. Dryad 55. Hill Giant
24. Harpy 56. Quth-Muran
25. Imp 57. Troll
26. Maug 58. Wraith
27. Ogre Fairy 59. Mind Flayer
28. Ruin Skeleton 60. Genie
29. Skulk 61. Rakshasa
30. Sunmerv
31. Sylph
Monster Racial Templates
Aranea Spider people usually disguised as Drow Elf An elf that live underground
beautiful women. • Sunlight Sensitivity
• Alternate form. Female form as NPC • Darkvision 60
Description. • Immune to sleep
• Alternate form Spider. • advantage vs. Charm
• Blindsight 10, darkvision 60, • Levitate
• Climb 30 • Drow Poison Constitution save DC13,
• Bite 1d8 unconscious 1 hour.
• Web (Recharge 5-6) range 30/60, DC12 • Variant: Summon Demon, 50% chance of
(Athletics) success, duration 10 minutes
• Paralytic poison Con DC11 Duration 1 hour Dwarf Short, Stout, and heavily bearded people.
• (Variant) Animal Frindship, spiders only • Darkvision 60
Archon Hound angels. • Advantage on one attack per round
• Spell at will, Misty Step • Variant: Reroll one roll per round
• Immunity Electricity, Petrify, Charm • Variant: Heated weapon and body. 1D6 fire
• Darkvision 60 damage.
• Tongues Dryad A nymph bound to an Oak tree
• Minimum AC 14 • Darkvision 60
• Variant Advantage vs Evil • Advantage vs. Magic
BarLgura Leaping Apelike demons • Speak with beasts and plants
• Advantage Strength, Disadvantage • Cantrip: Druidcraft
Intelligence • Tree stride: Travel from tree to tree at a cost
• Minimum AC 15 of ten movement. 60 ft.
• Climb 30 • Fey Charm. Range 30. Will DC14. Duration
• Blindsight 30, Darkvision 120 24 hours.
• Resist Cold, Fire, Lightning • Variant Spells 3/day, Entangle, Goodberry,
• Immune to poison 1/day, Pass Without Trace, Barkskin,
• Reckless Shillagh
• Running Leap Elf Goony fucking elves
• Long Jump 40 High Jump 20 • Darkvision 60
Bugbear The largest of the goblinoids. • Advantage on Stealth and Perception
• Darkvision 60 Ettercap Spider people fond of eating people.
• Brute, 1 extra die of damage • Advantage Dexterity, Disadvantage
• Surprise, 2d6 extra damage Intellegence
Celestial Angels with feathered wings • Darkvision 60
• Fly 30 • Minimum AC 13
• Advantage vs. magic • Spider Climb
• Variant: Smite evil. 1/day advantage on • Web Sense
attack, add number of hit dice on damage. • Web Walker
Centaur Half horse, half man • Multiattack Bite 1d8, claws 2d4
• Large Size • Poison Con DC11 duration 1 minute
• Speed 50 • Web (Recharge 5-6) Athletics DC11 range
• Multiattack Hooves (2d6 damage) 30/60
• Variant: Intoxicating Touch, Any target hit
has disadvantage on saves for an hour.
Ghast An animated stinking rotting corpse Half Fairy The Mothman Charms.
• Advantage Strength, Dexterity, Advantage Charisma
Disadvantage Intelligence, Charisma • Fly 30
• Darkvision 60 • Advantage vs. Magic
• Resist Necrotic • Charm (Recharge 5-6) Will DC12
• Immune poison, charm, exhaustion Harpy Thier voice is so beautiful that you won't
• Multi Attack Bite 2D8, Claws 2D6 even feel the claws.
• Paralysis Con DC10 Duration 1 minute • Disadvantage Strength
• Stench, always active, within 5 feet, DC10 • Fly 40
or poisoned • Claws 2d4
Githyanki They hate Githzerai • Luring song Range 300, Wis DC11, charm.
• Spells At will, Mage Hand, Target gets a new save after being attacked.
• Spells 3/day, Jump, Misty Step, Helmet and Armor
Nondetection • Advantage Strength
• one extra melee attack • Leather Armor AC 11, Chain Mail AC 14,
Githzerai They hate Githyanki Plate Mail 20
• +2 AC • Blindsight 60
• Spell 3/day Shield • Resist weapon Damage
Gnome Geeky forest folk less than three feet tall. • Immune to Blind, Charm, Death,
• Darkvision 60 Frightened, Paralyzed, Petrify, poison, stun
• Advantage on stealth checks • one extra melee attack
• Advantage on Spell Saves Hill Giant Big and dumb
Goblin The smallest of the goblins. Green skin, • Advantage Strength, Constitution,
pointed nose, and smell like stinky feet. Disadvantage Intelligence, Charisma
• Darkvision 60 • Double Hit Points
• Nimble Escape, use hide or disengage as a • One extra attack
bonus action • Maximum Damage on melee attacks
• Variant, Parry, add 3 to AC against one • Rock throwing, 3D10 Range 60/240
attack per round Hobbit Demented 4 foot people who bear some
Hag Very ugly people general similarities to the creature created by J.R.R.
• Advantage All Tolkien
• Minimum AC 14 • Advantage deception
• Amphibious • Disguise Self
• Swim 40 Hobgoblin A larger goblin almost entirely covered
• Darkvision 60 with red hair.
• Claws 2D6 • Darkvision 60
• Horrific appearance, Range 30, Wis DC11 • Martial Advantage +2d6 damage on melee
or be frightened. attacks
• Variant: Change Shape, one form, usually a Human Aliens from the planet Earth. Everyone is
beautiful person or animal still mad about humans enslaving everyone 2,000
• Variant: At will, Invisibility years ago.
• Variant: Death Glare (Recharge 5-6) range • +1 on all rolls
30, Wis DC11 or drop to zero hps.
Imp Little ugly winged things Kuo-Toa Disadvantage Charisma
• Advantage Dexterity • Amphibious
• Darkvision 120 • Sunlight Sensitivity
• Devil's Sight • Sense creatures nearby
• Immune to Fire and Poison • Slippery, advantage to escape grapples
• Spell, at will, invisibility • Multi attack bite 1d4
• Multi attack Sting 1D4 • Variant: Net and Sticky Shield. see monster
• Poison Con DC11 3d6 poison manual page 199
• Variant: Shapechanger- one animal of CR Loxo Temperamental Elephant people
or less • Advantage Strength
• Variant: Euphoric Sting- Sting is a potent • Large Size
drug • Darkvision 60
• Variant: Stench- 20 foot radius Con DC11 • Minimum AC 14
or poisoned • Berserk Rage. After the Loxo sees an ally
Jaebrin just want to have fun die, he has advantage on attacks for three
• Feign Enchantment rounds
• Bite 1D10 • Trampling Charge, Athletics DC12 or
• Will Sapper, after bite, Cha DC13 knocked prone
Disadvantage on Will and Cha Saves Maug Stone constructs that are people.
Kelpie The dead remains of horse floating down • Advantage Strength
the river, or, a sickly white female. • Large Size
• Advantage Strength • +20 hps
• Amphibious • Immune to poison, charm, exhaustion,
• Swim 50 frightened, paralyze, petrify
• Resist Cold, Fire • Maximum Damage vs. objects
• Spell, at will, Detect thoughts • Variant: Graft, Rollers, Speed 50, Overrun
• Alternate form, a deathly version of any 4D8
animal of CR or lower • Variant: Graft, Stone Spitters, 2D6 Range
Koala Most of the time they are cute and cuddly 50/200
• Advantage Charisma Mind Flayers Thoon thoon thoon is all.
• Climb 30 • Advantage Intelligence
Kobold Lizardly hyena people. • Darkvision 120
• Advantage Dexterity, Disadvantage • Advantage vs. Magic
Strength, Wisdom • Tentacles 2D10+ grapple
• Sunlight Sensitivity • Mind Blast (Recharge 5-6) 60 foot cone
• Darkvision 60 Will DC15 Stun. Repeat save until success.
• Pack Tactics, advantage on attacks when • Variant: Shadowcloak 3/day as a bonus
near allies action become invisible for one round.
• Disadvantage against fear • Variant: Extract Brain. Against
• Variant: Four arms, one extra attack incapacitated humanoid 10D10 damage.
Minotaur The great bovine menace. Athletics DC14 or 2d6 crushing damage
• Advantage Strength, Constitution, Wisdom, per turn
Disadvantage Intelligence • Variant: Fart 20 foot radius Con DC14
• Large Size poisoned
• Darkvision 60 • Variant: Scream 40 foot cone Con DC 14
• Labyrinth Recall 3d6 damage
• Multiattack Gore 2D8 Ophidian 3 foot lizard people whose bites carry on
• Charge +2D8 and pushed back 10 feet and their curse.
knocked prone. Athletics DC 14 • Small Size
• Reckless • Speed 20, Swim 20, Climb 20
Mongoloid They are not as ugly as Hags. • Multiattack Bite 1d8
• Disadvantage Charisma • Curse of the Ophidian if bitten Con DC12
• Mimicry • Variant: Stench Con DC12 poisoned
Mummy Wrapped in burial linens, they are undead Orc ORCs ! !
corpses . . . but they're are people too. • Darkvision 60
• Advantage Strength • Aggressive, as a bonus action move towards
• Darkvision 60 hostile creature.
• Speed 20 Pixie Do you want to play with me?
• Vulnerable to Fire • Advantage Charisma, Disadvantage
• Resistant to weapon damage Strength
• Immune to necrotic, poison, charm, • Small Size
exhaustion, frightened, paralyzed, poisoned • Speed 10, Fly 40
• Variant: Rotting Fist, 2d6 Bludgeoning • Advantage vs. magic
+3d6 Necrotic+ lose 3d6 of maximum hps • Superior Invisibility
every 24 hours Con DC11. • Spells 1/day Confusion, Dancing Lights,
• Variant: Dreadful Gaze, range 60, Wis Detect Evil and Good, Detect Thoughts,
DC11 or become frightened. Fail by 5 or Dispel Magic, Entangle, Fly, Phantasmal
more paralysis Force, Polymorph, Sleep
Nymph The most beautiful female you have ever • Variant: Spell 1/day Otto's Irresistible
seen, and then your permanently blind. Dance
• Advantage Charisma, Disadvantage Quth Muran Skinless undead
Strength • AC is always 12
• Half hit points • Darkvision 60
• Spell 3/day Charm Person • Immune to acid
• Blinding Beauty Wis DC14 • Resist to Lightning
• Variant: Swan Form, Fly 40 • Slam 2d6+ 2d6 acid
• Variant: Luring Song Will DC11 See Harpy • Caustic Blood Melee attacks against Quth
Ogre Big and ugly, but, generally kind and helpful Muran cause 2d6 damage to the attacker
• Advantage Strength and anyone within 5 feet of the Quth
• Large Size Muran.
• Darkvision 60 • Variant: Horrifying Gaze, bonus action,
• Double hit points range 30, Will DC10 incapacitated 1 turn
Ogre Fairy • Variant: Spit Blood range 20/40 2d6
• Large Size damage
• Fly 20 • Variant: Second Wind, heal self for 20 hps
• Variant: Jelly Roll, blubber envelopes. as a bonus or reaction.
Rakshasa They just look like normal people, until • Variant: 1d6 damage on attacks and
they turn into tiger people that eat you alive. against attackers
• Advantage All • Variant: Blood Drain, Damage dealt by the
• Darkvision 60 skeleton heals the skeleton
• Speed 40 Skulk People with camouflaged skin that stalk in
• Vulnerable to piercing and immune to all the night. They are not nice people
other weapon damage • Expertise at stealth
th
• Immune to spells of 6 level or lower • Advantage on Stealth and perception checks
• Minimum AC 16 • Use Stealth as a bonus action
• Multiattack Make 2 claw attacks 2d6 each • Undetectable, Skulks do not leave a
• Spells At will, Detect Thoughts, Disguise traceable path and their location cannot be
Self, Mage Hand, Minor Illusion detected by magic
• Variant: Spells 3/day Charm Person, Detect Spriggan Bad gnomes that turn into bad ogres and
Magic, Invisibility, Major Image, eat people.
Suggestion • Change Size
• Variant: Spells 1/day Dominate person, Fly, • Small Size, Sneak attack +3d6
Planeshift, True Seeing • Large Size, advantage on attacks and
Ruin Skeleton Skeleton musicians that dedicate strength checks for one minute.
their afterlives to filling the world with music. • Variant: Small size spells, Burning hands,
• Darkvision 60 fear, shatter
• Vulnerable to Bludgeoning • Variant: Large size, double hit points.
• Immune to Poison Succubus She is so fucking hot.
• Music, play instrument and grant ally • Advantage Charisma
advantage. • Darkvision 60
• Variant: Dirge Range 40, Cha DC12, • Resist all weapon damage
disadvantage • Resist cold, fire, lightning , poison
Satyr Goat people. • Telepathic Bond
• Advantage Dexterity and Charisma • Etherealness
• Advantage vs Magic • Charm Person, range 30, Will DC 15
• Ram 2d4 • Draining Kiss Con DC15 psychic damage
• Variant: Satyr Pipes, Range 60, Will DC13 5d10+5
Duration 1 minute. Songs, Charming Senmurv Good hearted feathered dog folk.
Melody, Frightening Strain, Gentle Lullaby • Darkvision 60
Selkie Beautiful female or seal. • Fly 60
• Advantage Charisma • Smite Evil 1/day, advantage on attack, +4d6
• Alternate form, Seal damage
• Darkvision 60 Sylph Humble air spirits.
• Variant: Cast Spells as a 4th level cleric, see • half hit points
Cult Fanatic Spells, Healer • Fly 90
Skeleton People after they die rot, and their meat • Summon Air Elemental 1/day of equal or
falls off. less hitpoints.
• Darkvision 60 • Variant: Revive, Return to life the next time
• Vulnerable to bludgeoning the sunlight hits the morning dew
• Immune to Poison • Variant: Vulnerable to Everything
• Variant: Immune to piercing and slashing
damage
Thri-Kreen Hard to deal with insect folk Windigo The curse of starvation
• Advantage Strength and Constitution, • Fly 120
Disadvantage Intelligence • Minimum AC 15
• Darkvision 60 • Immune to Cold, Charm,
• Minimum AC 15 • Vulnerable to fire
• Advantage Stealth • Multiattack Bite 2d8
• Standing Leap 30 foot long, 15 foot high • Disease Con DC14
• Multi Attack Claws 2d4 Bite 1d6 Wraith Black as void it steals your soul
• Poison Con DC 11 poisoned • Advantage Dexterity and Carisma,
• Variant: Con DC11 Paralysis 20 minutes • Incorporeal Movement
Treant Tree people • Sunlight Sensitivity
• Advantage Strength and Constitution • Immune to Weapon Damage
• AC is always 16 • Immune to necrotic, poison, charm,
• Resists Bludgeoning and Piercing Damage exhaustion, grapple, paralysis, petrify,
• Vulnerable to Fire prone, restrained
• Indistinguishable from a normal tree • AC Always 13
• Double damage vs. Structures • Variant: Energy Drain Con DC15 or hit
• Multi Attack, 2 slam attacks points drained are permanent.
Troll A contagious and aggressive type of wart • Variant: Those killed raise in 1d10 turns as
• Advantage Strength and Constitution, a Wraith under the control of the original
Disadvantage Intelligence and Charisma wraith
• Large Size Zombie Zombies are people too
• Darkvision 60 • Advantage Strength, Disadvantage
• Advantage Perception Smell Intelligence
• Regeneration 10/ turn • Darkvision 60
• Must burn to kill • Immune to poison
• Multi attack claws 2d6, bite 1d6 • Slam 2d6
Vine Horror A person who has been vegetated. • Vulnerable to slashing
• Amorphious • Variant: Undead Fortitude, When reduced
• Resist slashing and bludgeoning damage to zero hit points, instead make a save Con
• Immune charm, poison, deaf, blind, prone DC5+ damage dealt and have 1 hit point.
• Variant: Spell entangle as a bonus action • Variant: Disease Con DC12 3d6 hp drain/
Wight You won't live long enough to tell anyone day
• Darkvision 60 • Variant: Explosion, When killed zombie
explodes in a 20 foot radius. 6d6 fire
• Resist non silver weapons
damage.
• Resist necrotic damage
• Variant: Immune to Bludgeoning and
• Sunlight Sensitivity Piercing
• Multi Attack 2 slams 1d6 each
• Life Drain Con DC13 or slam damage is
permanent.
• Variant: Those killed, raise as a Wight
under the control of the original in 1d10
turns.
Random Treasure
Challenge Rating Poor Average Wealthy Rich
CR 1/8 0cp 5cp 5sp 2gp
CR ¼ 2cp 1sp 1gp 4gp
CR ½ 5cp 5sp 2gp 6gp
CR 1 1sp 1gp 3gp 12gp
CR 2 5sp 2gp 5gp 20gp
CR 3 1gp 5gp 10gp 40gp
CR 4 2gp 13gp 25gp 100gp
CR 5 4gp 20gp 40gp 160gp
CR 6 6gp 30gp 60gp 240gp
CR 7 8gp 40gp 80gp 320gp
CR 8 10gp 50gp 100gp 400gp
CR 9 15gp 75gp 150gp 600gp
1. 5 healing kits 29. Art worth 25gp 58. Tinker's tools worth 25gp each
2. Letter requesting 30. 1st level spell 59. Poisoner's tools 82. 50gp and 250sp
help scroll 60. 2nd level spell 83. 2 gems worth
3. Horn 31. Sheet Music scroll 50gp each
4. 20 bolts or arrows 32. Scimitar 61. Drugs 84. Half plate armor
5. Pan Flute 33. Potion of Evard's 62. 50pp and 20gp 85. Art worth 750
6. Flute Black Tentacles 63. Letters containing gold coins
7. Drum 34. Rapier important 86. Spellbook
8. 10gp 35. Light Crossbow information 87. 1/2xp worth of
9. gem worth 10gp 36. Acid 64. xp worth of platinum
10. Official looking 37. Climber's Kit electrum coins 88. Plate armor
paperwork 38. Component 65. Chain mail 89. Spyglass
11. Ink (1 once Pouch 66. Pie 90. Potion of
bottle) 39. 20gp and 100sp 67. Basic poison climbing
12. Blowgun 40. Map 68. Hand crossbow 91. Dust of
13. Obscure object 41. Holy water 69. Gem worth 100gp disappearance
14. Morning star 42. Lyre 70. Short bow or long 92. Potion of fire
15. Flail 43. Lute bow breath
16. Spices worth 44. xp worth or silver 71. 100gp and 20sp 93. Potion of growth
10gp 45. Violin 72. Splint armor 94. Potion of
17. Short Sword 46. Great axe 73. Art worth 250gp resistance
18. Shield 47. Loaded dice 74. xp worth of gold 95. Potion of poison
19. Fishing Line 48. Ring Mail coins 96. Potion of hill
20. Potion of healing 49. Gem worth 50gp 75. magnifying glass giant strength
21. xp worth of 50. Potion of greater 76. Art worth 25gp 97. 3rd level spell
copper healing and a gem worth scroll
22. 50 ft of silk rope 51. Crossbow, heavy 50gp 98. 1 ammunition +1
23. Lock 52. Studded leather 77. 10pp and a gem 99. superior healing
24. Bullseye lantern 53. Chain shirt worth 100gp potion
25. Fine Clothes 54. Scale mail 78. Breastplate armor 100. Land deed
26. Longsword 55. Alchemist's fire 79. Gem worth 500gp
27. Warhammer 56. Antitoxin 80. Treasure map
28. Bagpipes 57. Alchemy supplies 81. 3 pieces of art
Basic NPCs and enemies
Troubador 3rd Level (3 slots) feign death, Hypnotic pattern,
AC 14 Major image
HP 36 (6d8+6)
Speed 30 Enchanter
STR 11 (0) DEX 15 (+2) CON 13 (+1) INT 13 Cantrips Friends, Message, True strike
(+1) WIS 11 (0) CHA 17 (+3) 1st Level (4 slots) Charm person, Tasha's hideous
Saves DEX +5 CHA +7 laughter
Skills Acrobatics +5, Perception +6, Performance 2nd Level (3 slots) Blindness/ deafness, Calm
+6, Sleight of Hand +5, Stealth +8, emotions, Enthrall, Suggestion
Jack of all trades +1 to all other skills. 3rd Level (3 slots) Bestow curse, feign death,
Senses Passive perception 16 Hypnotic pattern
Languages Any 3 languages
Challenge 2 (450 xp) Jester
Bardic Inspiration (Bonus action) Song. Choose Cantrips Friends, Vicious mockery, Minor illusion
any ally to add 1d8 on any one roll. 4/day. Range 1st Level (4 slots) Disguise self, Heroism,
60. Duration 10 minuites Longstrider
Countercharm Song. Allies within 30 feet get 2nd Level (3 slots) Enthrall, Suggestion, Zone of
advantage on saves vs. charm. Truth
Multiattack 3rd Level (3 slots) Hypnotic pattern, Major image,
2 Rapier attacks +5 (1d8+2) Tongues
Heavy Crossbow +5 (!d10+2) range 30/120
Buffer
Spells 9 known, DC 14, Attack +6 Cantrips Light, Minor illusion, Vicious mockery
Cantrips (3 known) 1st Level (4 slots) Bane, Heroism, Detect magic
1st Level (4 slots) 2nd Level (3 slots) Enhance ability, Invisibility,
2nd Level (3 slots) Lesser restoration
3rd Level (3 slots) 3rd Level (3 slots)Fear, Nondetection, Stinking
cloud
Troubadour spell lists Battle
Cantrips Mage hand, True strike, Vicious mockery
Basic 1st Level (4 slots) Heroism, Thunderwave
Cantrips Friends, Minor illusion, Vicious mockery 2nd Level (3 slots) Blindness/ deafness, Heat metal,
1st Level (4 slots) Charm person, Sleep, Silence, Shatter
Thunderwave 3rd Level (3 slots) Bestow curse, Hypnotic pattern,
nd
2 Level (3 slots) Calm emotions, Hold person, Stinking cloud
Invisibility
3rd Level (3 slots) Fear, Feign death, Major image Best
Cantrips Light, Mage hand, Vicious mockery
Illusionist 1st Level (4 slots) Charm person, Thunderwave
Cantrips Dancing Lights, Minor illusion, 2nd Level (3 slots) Cloud of daggers, Heat metal,
Prestigitation Hold person, Invisibility
1st Level (4 slots) Charm person, Sleep 3rd Level (3 slots) Bestow curse, Feign death,
2nd Level (3 slots) Invisibility, Phantasmal force, Hypnotic pattern
Magic mouth, Silence
Wizard Apprentice Shield
AC 12 2nd Level (2 slots) Flaming sphere, Web
HP 15 (3d6+3)
Speed 30 Summoner
STR 11 (0) DEX 15 (+2) CON 13 (+1) INT 15 Cantrips Acid splash, Dancing lights,
(+2) WIS 13 (1) CHA 11 (0) Prestigitation
Saves INT +4, WIS +3 1st Level (4 slots) Mage armor, Grease
Skills Arcana +3, Insight +3, Investigation +4, 2nd Level (2 slots) Cloud of daggers, Haste, Sleet
Religion +4 storm
Senses Passive perception 11
Languages Any 2 languages Enchanter
Challenge 1/2 (100 xp) Cantrips Firebolt, Prestigitation, Friends
Sculpt spell 1 ally per spell level caught in spell 1st Level (4 slots) Charm person, Shield, Sleep
automatically makes their save. 2nd Level (2 slots) Misty step, Suggestion
Dagger +4 (1d4+2)
Necromancer
Spells 5 known, DC 12, Attack +4 Cantrips Chill touch, Poison spray, Friends
Cantrips (3 known) 1st Level (4 slots) False life, Witchbolt
1st Level (4 slots) 2nd Level (2 slots) Web, Ray of enfeeblement,
2nd Level (2 slots) Cloud of daggers

Transmuter
Wizard's Apprentice spell lists Cantrips Blade ward, Light, True strike
1st Level (4 slots) Expeditious retreat, Burning
Basic hands
Cantrips Firebolt, Light, Prestigitation 2nd Level (2 slots) Blur, Rope trick, Alter self
1st Level (4 slots) Shield, Magic missile, Witch bolt
2nd Level (2 slots) Misty step, Suggestion Best
Cantrips Chill touch, Friends, Light
Evoker 1st Level (4 slots) Shield, Sleep
Cantrips Firebolt, Light, Shocking grasp 2nd Level (2 slots) Flaming sphere, Invisibility,
1st Level (4 slots) Magic missile, False Light, Hold person
Alternate Spell Lists

Acolyte spell lists Buffer


Cantrips Resistance, Sacred Flame, Thaumaturgy
Healer 1st Level (4 slots) Bless, Protection from evil and
Cantrips Mending, Sacred Flame, Spare the dying good,
nd
Shield of faith
st
1 level (3 slots) cure wounds, guiding bolt, 2 Level (3 slots) Aid, Warding bond
sanctuary
Battle
Necromancer Cantrips Light, Sacred flame, Thaumaturgy
Cantrips Mending, Sacred flame, Thaumaturgy 1st Level (4 slots) Guiding bolt, Shield of faith
nd
1st Level (3slots) Bane, Command, Inflict wounds 2 Level (3 slots) Silence, Spiritual Weapon,
Enhance Ability
Buffer
Cantrips Resistance, Sacred flame, Spare the Deviner
dying Cantrips Guidance, Light, Thaumaturgy
1st Level (3 slots) 1st Level (4 slots) Detect magic, Detect good and
evil
Battle 2nd Level (3 slots) Augury, Hold person, Calm
Cantrips Light, Sacred flame, Thaumaturgy emotions
1st Level Bane, Guiding bolt, Sheild of faith
Best
Deviner Cantrips Light, Sacred flame, Spare the dying
Cantrips Guidance, Light, Thamaturgy 1st Level (4 slots) Bless, Guiding bolt
1st Level Detect magic, Guiding bolt, protection 2nd Level (3 slots) Silence, Hold person, Spiritual
from good and evil Weapon

Best
Cantrips Light, resistance, sacred flame Druid Spell lists
st
1 Level Bless, Guiding bolt, Protection from good
and evil Scout
Cantrips Druidcraft, Guidance, Produce flame
1st Level (4 slots) Fog cloud, Longstrider,
Cult Fanatic Spell lists Thunderwave
2nd Level (3 slots) Flame blade, Pass without trace,
Healer Enhance ability
Cantrips Mending, Sacred Flame, Spare the Dying
1st Level (4 slots) Cure Wounds, Sanctuary Beast Master
2nd Level (3 slots) Calm Emotions, Prayer of Cantrips Druidcraft, Poison spray, Thorn whip
healing, Spiritual Weapon 1st Level (4 slots) Animal friendship, Entangle,
Longstrider, Speak with Animals
Necromancer 2nd Level (3 slots) Barkskin, Beast sense
Cantrips Mending, Sacred flame, Thaumaturgy
1st Level (4 slots) Bane, Inflict Wounds
2nd Level (3 slots) Spiritual Weapon, Hold Person,
Blindness/ Deafness
Feral Summoner
Cantrips Druidcraft, Poison Spray, Shillelage, Cantrips Acid splash, Dancing lights, Minor
1st Level (4 slots) Jump, Speak with animals, illusion, Prestigitation
Thunderwave 1st Level (4 slots) Mage armor, Unseen servent
2nd Level (3 slots) Barkskin, Moonbeam, Pass 2nd Level (3 slots) Cloud of Daggers, Haste, Sleet
without trace storm
3rd Level ( 3 slots) Major image, Gaseous form
Summoner 4th Level (3 slots) Conjure minor elementals,
Cantrips Druidcraft, Poison spray, Thorn whip Evard's black tentacles, Wall of fire
1 Level (4 slots) Charm person, Fog cloud, Faerie 5th Level (1 slot) Conjure elemental, Cloudkill
st

fire
2nd Level (3 slots) Animal messenger, Barkskin, Enchanter
Flaming sphere Cantrips Firebolt, Friends, Prestigitation, Message
1st Level (4 slots) Charm person, Shield
Spirit of the Lion 2nd Level (3 slots) Misty step, Suggestion
Cantrips Produce flame, Thorn whip, Poison spray 3rd Level ( 3 slots) Bestow curse, Dispel magic,
1st Level (4 slots) Entangle, Longstrider, Hypnotic pattern
Thunderwave 4th Level (3 slots) Confusion, Greater Invisibility,
nd
2 Level (3 slots) Flame blade, Hold person, Phantasmal killer
Flaming sphere 5th Level (1 slot) Dominate person, Modify
memory
Spirit of the Bear
Cantrips Druidcraft, Guidance, Shillelangh Best
st
1 Level (4 slots) Charm person, Goodberry, Fog Cantrips Chill touch, Friends, Lights, True strike
cloud 1st Level (4 slots) Shield, Sleep
2nd Level (3 slots) Barkskin, Enhance ability, Heat 2nd Level (3 slots) Flaming sphere, Invisibility,
metal Hold person
3rd Level ( 3 slots) Lightning bolt, Bestow curse,
Fly
Mage spell lists 4th Level (3 slots) Cone of cold, Stoneskin
5th Level (1 slot) Bigby's hand, Wall of stone
Evoker
Cantrips Fire bolt, Light, Mage hand, Shocking Priest spell lists
grasp
1st Level (4 slots) Mage Armor, Shield, False life Healer
2nd Level (3 slots) Melf's acid arrow, See Cantrips Mending, Sacred flame, Spare the dying
invisibility 1st Level (4 slots) Cure wounds, Sanctuary, Healing
3rd Level ( 3 slots) Dispel magic, Fireball, word
Lightning bolt 2nd Level (3 slots)Calm emotions, Prayer of
4th Level (3 slots) Dimension door, Greater healing, Invisibility
invisibility, Ice storm 3rd Level (2 slots) Fear
5th Level (1 slot) Cone of cold
Necromancer
Cantrips Mending, Sacred flame, Thaumaturgy
1st Level (4 slots) Bane, Inflict wounds
2nd Level (3 slots) Hold person, Blindness/
deafness, Invisibility
3rd Level (2 slots) Bestow curse, Speak with dead
Buffer Deviner
Cantrips Resistance, Sacred flame, Spare the Cantrips Guidance, Light, Thaumaturgy
dying 1st Level (4 slots) Detect magic
1st Level (4 slots) Bless, Protection from good and 2nd Level (3 slots) Augury, Calm emotions, Detect
evil, Heroism thoughts
2nd Level (3 slots) Warding bond, Enhance ability, 3rd Level (2 slots) Clairvoyance, Tounges, Speak
Suggestion with plants
3rd Level (2 slots) Hypnotic pattern
Best
Cantrips Light, Sacred flame, Spare the dying
Battle 1st Level (4 slots) Sleep, Thunderwave
Cantrips Light, Sacred Flame, Thaumaturgy 2nd Level (3 slots) Suggestion, Invisibility
1st Level (4 slots) Guiding bolt, Heroism 3rd Level (2 slots) Hypnotic pattern, Bestow Curse,
2nd Level (3 slots) Spiritual weapon, Heat metal, Stinking Cloud
Hold person
3rd Level (2 slots) Bestow curse, Stinking cloud
The Little People

Basic Swarm Individual Little Person


AC 12 AC 12
HP 22 (5d8) HP 1
Speed 20 Speed 20
STR 5 (-3) DEX 15 (+2) CON 10 (0) INT 11 (0) STR 1 (-5) DEX 15 (+2) CON 6 (-2) INT 11 (0)
WIS 12 (+1) CHA 10 (0) WIS 13 (+1) CHA 13 (+1)
Skills Perception +3 Senses Passive perception 11
Senses Passive perception 13 Languages Any 1 language
Resist all weapon damage Challenge 0 (0xp)
Immune Paralysis, Petrify, Prone Attack +4 (0-1 damage)
Languages Any 2 languages
Challenge 1 (200 xp)
Attack +5 (4d4 damage if swarm has more than
half its hit points. 2d4 damage if swarm has less
than half hit points. )

Little People and Swarm Templates


Boggle House Fairy
Abiel Wasp like fairies • Darkvision 60
• Fly 40 • Dimension door, anywhere whithin house
• Sting attack 6d4 damage 3/day
• poison DC10 6d4 damage • Animate objects 1/day
• Range attack (bonus) +4 to attack (4d4 Brownie 5 inch people
damage) range 20/80 • AC 15
Animated Glove There must be a thousand gloves Death Skull Floating skulls of deceased cloaked in
• Blindsight 60 a sickly green light
• Fly 30 • Experience drain Cha DC12 or lose 50xp
• Advantage sleight of hand Diabolic Hamster Sinister hamsters with magical
• Variant: Steal one item power.
• Variant: Cast spells as a Mage • Darkvision 60
• Variant: Advantage on Disarm and Trip • Immune to fire
• Variant: Multiattack, take 4 actions and one • Vulnerable to cold
move each turn • Spells (at will)(bonus) Fireball, Control
• Variant: Use items and weapons flames
Atomie Very fast brownie Dretch Ugly deformed horned demons and devils
• Advantage Dexterity • Darkvision 60
• Speed 60 • resist cold, fire, lightning
Blanket Party Brownies that trap big people to • immune to poison
defile. • Fetid Cloud, 1/day, Con DC11 or poisoned
• Blanket, Str DC12 incapacitated. for 1 minute. 10 foot radius
Faerie Four inch people with wings laughter)
• Fly 40 • Variant: Song of healing (Cure wounds)
• Range attack (bonus) +4 attack (4d4 • Variant: Range attack +6 (4d4) range
damage) range 20/80 40/160
• Variant: Charm monster Will DC 13 Grippli Intelligent tree frogs
• Variant: Cast spells as a mage • Amphibious
• Variant: Cast spells as a priest • Swim 40
• Variant: Poison Con DC 14 incapacitated • Advantage on stealth checks
Formian 5 inch intelligent militarized winged • Standing leap long jump 20 high jump 15
insectoids. • Variant: Range attack (bonus) +4 attack
• Resist fire and lightning (4d4 damage) range 20/80
• Immune cold, petrify, poison • Variant: Poison Con DC 14 incapacitated
• Fly 50 Hallucinogenic Mushrooms
• Sting attack 6d4 damage + poison • Blindsight 40
• poison Con DC 12 (6d4 damage) • Speed 10
• Augmented Critical, 19-20 is a critical hit • No weapon attacks
for the sting attack • Spells 1/day DC12 Charm monster,
• Range attack (bonus) +4 attack (4d4 Suggestion, Invisibility, Silent image
damage) range 20/80 Helper Fungus These tiny fungal people have
Fuzzy Animal Super cute little bunny rabbits and many eyes
chickies • Blindsight 40
• Heals 1d8 hps • Speed 10
• Variant: Explode and die if you get more • No weapon attacks
than double max hps • Advantage on perception checks
Galeb Duhr Tiny rock people that build and • Spells 3/day DC12 Cure wounds, Bless
maintain roads. • Cloud of confusion, 1/week, DC15
• Darkvision 60 permanent insanity
• False appearance, Galeb Duhr are Hybsil Tiny antelope centaurs
indistinguishable from normal rocks • Speed 40
• AC 16 • Advantage on all saves
• Double hit points • charge + 4d4 damage
• Throw rocks (bonus) +4 (4d4 damage) Jermalaine Nasty little gremlins
range 20/80 • Disadvantage charisma
Garglesneed They look like Critters • Darkvision 60Speak with rats
• 10d4 damage • Mimicry
• Consume corpse Moon Rat Rodents from Asgard whose
Gnolls Tiny hyena like people intelligence depends upon the phase of the moon
• Darkvision 60 • Darkvision 60
• AC 14 • Lunar mind
• Rampage, after killing an enemy, move and • Moon at its furthest, Intelligence of 2
attack another enemy. • Moon is far, Intelligence of 6
Grigg Cricket Fairies • Moon is close, Intelligence of 12, Cast
• Fly 40 spells as a Wizard's Apprentice
• ½ hit points • Moon is very close, Intelligence of 18, Cast
• Resist magic spells as a mage
• Variant: Song of laughter (Tasha's hideous
Mustival Good hearted rodents from heaven • Variant: Cast spells as priest
• Advantage Dexterity • Variant: Advantage on disarm and trip
• Speed 50 checks.
• Immune to lightening • Variant: Multiattack, take four actions and
• Variant: magic missle (bonus) automatic hit move every turn
(4d4+4 damage) range 120 • Variant: Use items and weapons
• Variant: invisibility (bonus) Skelleton The animated skeletal remains of small
Myconids Civilized mushroom people animals and little people
• Disadvantage Charisma • Darkvision 60
• Darkvision 120 • Immune to poison
• Climb 20 • Does not have resistance vs. bludgeoning
• Sun Sickness, 1 hour of direct sunlight kills damage
Myconids • Variant: Immune to slashing and piercing
• Immune to poison, blind, charm, frightened damage
• Distress Spores, Any nearby Myconids Smirf Friendly four inch blue people fond of
know when one is attacked wearing white hats.
• Variant: Rapport Spores, affected creatures • Extract potion, Potions can be extracted
can communicate telepathically, range 30 from the blood of a starving smirf.
• Variant: Pacifying Spores, stun, Con DC12, • Spell, Cure wounds, At will
range 5, repeat save each round Squirrel Some squirrels are good and some are evil
• Variant:Hallucination Spores, poisoned, • Speed 40, climb 40
incapacitated, Con DC12, range 5, repeat • Resistance vs. Magic
save each round • Variant: Grey Squirrel, Bless, Add 1d4 to
• Variant: Animating Spores, Annimate dead all d20 rolls for the next 8 hours
as a spore servant. • Variant: Black Squirrel, Bane, Subtract 1d4
• Variant: Insanity Spores, DMs discretion from all d20 rolls for the next 8 hours
Needler Bloodsuckers Yainti Half snake half person, Yaunti will rule the
• Drain hit points world
Pouch Fairy This fairy lives in a pouch strung • Darkvision 60
from a tree • Climb 20
• Fly 40 • Range attack (bonus) +4 attack (4d4
• Pouch home, The fairy's pouch home is an damage) range 20/80
extra-dimensional space • Poison Con DC12 (4d4 damage) + poisoned
• Range attack (bonus) +4 attack (4d4 • Variant: Spell (at will) Animal friendship,
damage) range 20/80 snakes only (3/day) Suggestion
• Variant Spells (at will) Grease, Daze Zombie The animated corpses of small animals
Monster, Phantasmal Force, (1/day) and little people
Conjure fey, Suggestion, Sleep, Silent image • Darkvision 60
Severed Hand The animated hands of humans, • Immune to poison
goblins and anyone else who put their hand in the • Variant: Undead fortitude, if reduced to 0
box hps, make a Con DC 5+damage dealt. On
• Blindsight 60 success drop to 1 hp instead.
• Immune to charm exhaustion and poison
• Advantage on sleight of hand checks
Homebrew Monsters

Ant A three foot insect that is stronger that its size Languages None
suggests Challenge Rating 3
AC 15 Bite +8 (3d6+4+wounding)
HP 21 (3d8+6) Wounding lose one hp per turn until wounds are
Speed 35 bandaged
STR 18 (+4) DEX 15 (+2) CON 15 (+2) INT 1 (- Speed Burrow (reaction) move up to burrow speed
5) WIS 7 (-2) CHA 3 (-3) Split in Two Any attack that does more than 10
Senses Passive perception 10 points of damage splits the burrow root in two
Challenge Rating 1/2 identical Burrow Roots with half the remaining hps
Bite +6 (2d6+4) apiece.
Poison 2d6 damage, Con DC12
Closet Monster The thing that hides in your
Animated Painting A large, high quality closet
painting AC 16
AC 10 HP 18 (3d8+3)
HP 63 (9d8+18) Speed fly 30
Speed none STR 11 (0) DEX 15 (+2) CON 13 (+1) INT 1 (-5)
STR 1 (-5) DEX 13 (+1) CON 15 (+2) INT 13 WIS 7 (-2) CHA 6 (-2)
(+1) WIS 16 (+3) CHA 16 (+3) Resist weapon damage
Resist Cold, Weapon Damage Immune blind, charm, frightened, grapple, stun,
Saving Throws STR 0, DEX 0, CON +6, CHA+7 paralyzed, poison, prone
Skills Arcana+5, History +5, Perception +5 Skills Intimidate+2, Stealth+6
Senses Passive perception 15 Senses Passive Perception 8
Languages Any 4 Languages Any 2
Challenge Rating 3 Challenge Rating 1
Animated portraits cast spells and concentrate on Tickle +4 (1d4 strength damage)
up to 3 spells at one time. Incapacitate those that are tickled Con DC9
Multiple Personalities Several people are often in
a painting
Animate objects 3/day Hoggrim An evil mixture between a flytrap and
Cast spells as a Mage, Priest, or Troubadour DC15 an ostrich
attack +7 AC 15
HP 33 (6d8+6)
Burrow Root Animate plants that feed off Speed 20, Fly 40
blood STR 16 (+3) DEX 13 (+1) CON 12 (+1) INT 8 (-
AC 15 1) WIS 14 (+2) CHA 12 (+1)
HP 65 (9d8+18) Resist Bludgeoning and slashing
Speed 30 burrow 20 Senses Passive Perception 12, Darkvision 60
STR 18 (+4) DEX 13 (+1) CON 15 (+2) INT 2 (- Challenge Rating 2
4) WIS 12 (+1) CHA 7 (-2) Bite +6 (2d6+3)+2d6 poison Con DC12
Immune Blinded, Charm, Deafened, frightened, Rot (1/day) a blast of necrotic damage, 20 foot
Paralysis, Prone, Sunned, Unconscious sphere, 4d6 damage, Will DC12, range 40
Saving Throws STR+8 CON+6 Goo (1/day) A spit glob a sticky goo restrains its
Skills Perception +5, Stealth +5 foe. Ranged attack +4. Str DC13
Senses Passive perception 15
Humming Bird A ten foot humming bird that 2 Slams +6 (2d6+4)
lives off blood and your innards. Pulverize Maximum damage against objects
AC 14
HP 48 (8d8+8) Praying Mantis Rips your head off before
Speed 10 fly 40 you notice it is there
STR 7 (-2) DEX 19 (+4) CON 13 (+1) INT 2 (-4) AC 8
WIS 12 (+1) CHA 11 (0) HP 18 (3d8+8)
Saving Throws Dex+8, Cha+4 Speed 20, fly 40
Skills Perception+5, Stelath+8 STR 23 (+6) DEX 7 (-2) CON 13 (+1) INT 1 (-5)
Senses Passive perception 15 WIS 11 (0) CHA 9 (-1)
Challenge Rating 4 Skills Stealth +6 Advantage on stealth
Beak +9 (2d4+4) + 6d6 blood drain Senses Passive perception 10
Blood Drain Acrobatics DC10 Challenge Rating
Multiattack
Killer Rabbit It has fangs. Claws +10 (3d6+6)
AC 21 Bite +4 (1d6+6) + paralysis Con DC11
HP 73 (9d8+27)
Speed 40 Thornworm A giant black leach with thorny
STR 10 (0) DEX 28 (+9) CON 16 (+3) INT 4 (-3) protrusions
WIS 17 +3 CHA 17 (+3) AC 10
Resist Weapon damage HP 12 (2d8+2)
Vulnerable fire and good Speed 20 swim 40
Saving Throws Dex+13, Con+7 STR 8 (-1) DEX 9 (-1) CON 13 (+1) INT 1 (-5)
Skills Perception +7, Acrobatics +13 WIS 5 (-3) CHA 6 (-2)
Senses Passive perception 17 Senses Passive perception 7
Languages Understands any 3 languages Challenge Rating 1/4
Challenge Rating 7 Slam +1 (1d6)+implant
Bite +13 (3d8+9) Implant with hundreds of eggs and larvae. Con
Standing Jump Long jump 30, high jump 15 DC11 once every hour or take 1d10 damage
Leaping Attack An attack after jumping does
double damage Waterbear Microscopes have since become
Vorpal Bite Natural 20 automatically kills forbidden
AC 8
Maug Sentient Construct HP 21 (3d8+3)
AC 20 Speed no land speed, Swim 30
HP 50 (4d8+30) STR 18 (+4) DEX 7 (-2) CON 15 (+2) INT 1 (-5)
Speed 40 WIS 5 (-3) CHA 4 (-3)
STR 18 (+4) DEX 15 (+2) CON 20 (+5) INT 13 Senses Passive perception 8
(+1) WIS 11 (0) CHA 12 (+1) Challenge Rating 1
Immune Charm, Exhaustion, Frightened, paralysis, Claws +6 (4d4+16)
petrify, poison Invulnerability If the waterbear takes 10 or more
Senses Passive perception 10 points of damage, it curls up into a small ball and is
Languages Any 2 invulnerable to all attacks.
Challenge Rating 2
Multiattack
Races and Archetypes
Race Racial Archetypes
1. Celestial- Hound Archon, Ghale, Lionel
2. Dwarf- Dwarven Defender
3. Elf- Arcane Archer, Dark Elf
4. Centaur- Centaur
5. Fawn- Satyr, Minotaur
6. Fey- Pixie, Half Fairy
7. Gnome- Forest Gnome, Spriggan
8. Goblin- Goblin
9. Hobgoblin- Hobgoblin
10. Bugbear- Bugbear
11. Hag- Green Hag, Master of Flies
12. Half Dragon- Dragon
13. Hobbit- Assasin
14. Human- Archmage
15. Maug- Maug
16. Ogre- Magi
17. Orc
18. Spiderling- Aranea, Ettercap
19. Thri- Kreen- Thrikreen
20. Pick any race

Race Statistics and Racial Archetypes

Celestial 5. Spell (3/day) Chain Lightning


• +1 Wisdom, +1 Charisma
• Resist Magic Hound Archon
• Advantage vs. Poison 1. Canine Form (2/day) Take the form of any
• Immune to Petrify normal dog or wolf
• Darkvision 60 Resist Lightning
2. Smite Evil (1/day) advantage on attack,
• Detect Evil (at will)
+2d8 on damage
3. Smite Evil (1/day) advantage on attack,
Celestial Achetypes +4d8 on damage
Spell (3/day) Misty Step
4. Smite Evil (1/day) advantage on attack,
Ghale +6d8 on damage
1. Immune lightning.
Protection from Evil (always active)
Resist cold and fire
5. Smite Evil (1/day) advantage on attack,
Cantrip Shocking Grasp. range 40
+8d8 on damage
2. Spells (1/day) Dispel Magic, Invisibility
Spell Mastery Use misty step as a reaction
3. Gaze (recharge 5-6) (bonus) Slay one evil
creature of five less hit dice than the Ghale's
Hit dice. Creatures with more hit dice, save Leonal
vs. fear 1. Multi attack Claws (2d6) and Bite (1d6)
4. Spells (1/day) Charm person, Wall of Force Immune Lightning
2. Roar (recharge 5-6) 60 foot cone, (2d6 3. Hail of Arrows (1/day) shoot one arrow at
damage) and deafened for 10 minutes, every target within range up to six attacks.
Constitution save 4. Enhance Arrow +3
3. Spell (always active) protection from evil 5. Arrow of Death (1/day) Reduced to zero
4. Roar (4d6 damage) hps. Constitution save.
5. Roar (4d6 damage)
Drow
Dwarf 1. Darkvision 120
• +2 Constitution, +1 Strength Drow Magic (At will) Dancing Lights,
• Tool proficiency Choose from Smith's Darkness, Faerie Fire, Levitate
tools, Brewer's supplies, or, Mason's tools 2. 1 extra attack
• Stonecunning Description in players 3. Summon Quasit (1/day) 50%chance of
handbook success. Duration 1 hour
• Darkvision 60 4. Spell (1/day) Greater Invisibility
• Dwarven Toughness +1 hp/ level 5. Summon Yochlol (1/day) 30% chance of
success. Duration 1 hour.
• Speed 25

Dwarf Archetype Centaur


• +3 Strength
Dwarven Defender • Large Size
1. Defensive Stance (1/day) Advantage on • Speed 50
attacks. +4 to AC. Cannot move from your
• Centaur Weapons Longbow, Longsword,
position. Duration up to one minute.
Pike
2. Defensive Stance (2/day)
3. Mobile defense Take five foot step without
disrupting Defensive Stance. Centaur Archetype
4. Greater Defensive Stance (3/day) As 1. Multiattack Hooves (2d6)
Defensive Stance plus resistance to all Charge (2d6)
damage. 2. Charge (3d6)
5. Greater Defensive Stance (4/day) 3. Feat Sharpshooter
4. Charge (4d6)
5. Charge (6d6)
Elf
• +2 Dexterity, +1 Intelligence, -2 Strength
• Darkvision 60 Fawn
• Proficiency Perception • Advantage Stealth
• Advantage vs Charm • Ram (2d4 damage)
• Immune to Sleep • Speed 40
• Speed 35
• Elf Weapon Training Long Sword, Short Fawn Archetypes
Sword, Long Bow, Short Bow Satyr
1. Magic Resistance
Elf Achetypes Proficiency any one instrument and pan
pipes
Arcane Archer 2. Pan pipes See monster manual. Charming
1. Enhance Arrow +1
melody, Frightening stain, Gentle lullaby
Seeker Arrow (1/day) Arrow ignores cover
3. Song of pain (1/day) all in range take 3d6
and even can go around a corner
sonic damage
2. Enhance Arrow +2
4. Song of Suggestion (1/day)
5. Song of hope (1/day) give allies inspiration Gnome Archetypes
Forest Gnome
Minotaur 1. Advantage Stealth
1. Multiattack Gore (2d8) Mimicry
Labyrinth recall 2. Animal Friendship (1/day)
2. Charge (+2d8 damage) 3. Conjure Animal (1/day)
3. Large size 4. Immune charm, poison, disease
Reckless 5. Spell pick one Druid spell of 8th Level or
4. Charge (+4d8 damage) lower to cast once per day.
5. Charge (+6d8 damage)
Spriggan
Fey 1. Cantrip produce flames
• +4 Charisma, -2 Strength, -2 Constitution 2. Enlarge (1/day) Large size, 18 Strength,
• Speed 10 Advantage on attacks
• Fly speed 40 3. Scare (recharge 5-6) 1 creature within 30
• Cantrip Druidcraft feet become frightened for 1d4 rounds.
4. Greater Invisibility (1/day)
Fey Archetypes 5. Eyebite (1/day)
Pixie
1. Pixie Spells (1/day) Confusion, Dancing Goblin
Lights, Detect evil and good, Detect • +3 Dexterity, +1 Constitution, -2
thoughts, Dispel magic, Entangle, Fly, Strength
Phantasmal force, Sleep, • Darkvision 60
2. Superior Invisibility • Small Size
3. Otto's Irresistable Dance (1/Day)
4. Polymorph Goblin Archetype
5. Craft Magic Pixie Arrows 1. Nimble Escape Use hide or disengage as a
bonus action
Half Fairy 2. Redirect Attack
1. Spells (1/day) Sleep, Hypnotism, 3. One Extra Melee Attack
Glitterdust 4. Parry Add 3 to AC against one attack per
2. Charm Person (at will) turn
3. Suggestion (1/day) 5. One Extra Melee Attack
4. Dominate Person (1/day)
5. Gaes/ Quest (1/day) Hobgoblin
• +2 Strength, +2 Dexterity
Gnome • Darkvision 60
• +2 Charisma, +1 Dexterity, -2 Strength
• Small Size Hobgoblin Archetype
• Speed 25 1. Martial Advantage Add 2d6 damage to
• Darkvision 60 one attack per round
• Advantage on Intelligence, Wisdom and 2. Martial Advantage 3d6
Charisma Saving Throws vs magic. 3. Leadership
• Cantrip Minor Illusion, Druidcraft 4. Martial Advantage 4d6
• Speak with Small Beasts 5. Martial Advantage 6d6
• Breath Waepon (2d6)
Bugbear • Resistance
• +3 Strength, +1 Dexterity, -2 Intelligence
• Darkvision 60 Half Dragon Achetype
1. Breath Weapon (recharge 5-6) (4d6
Bugbear Archetype damage)
1. Brute Add one extra die on damage Fly 60
Surprise Attack Add 2d6 if opponents are 2. Immunity
surprised 3. Large Size
2. Advantage vs. Charm, Frightened, +2 Strength
Paralyzed, poison, Stun, Sleep Breath Weapon (6d6 damage)
3. Brute Add two extra dice on damage 4. Multiattack Bite (2d6)
4. Brute Add three extra dice on damage 5. Breath Weapon (8d6 damage)
5. Brute Add four extra dice on damage
Hobbit
Hag • +2 Dexterity, -1 Strength
• +1 Constitution, -2 Charisma • Small Size
• Darkvision 60 • Speed 25
• Natural Armor 14 • Lucky
• Immune to poison • Halfling Nimbleness
• +1 hp per level • Disguise Self

Hag Archetypes Hobbit Archetype


Green Hag Assassin
1. Amphibious 1. Poison Use
Claws (2d6) Advantage vs poison
Mimicry 2. Suprise Attack +2d6
2. Spells (2/day) Ray of enfeeblement, Sleep 3. Death Attack (1/day) Study your opponent
3. Horrific Appearance Save or frightened for 2 full turns, then if the assassin hits, Con
Illusory Appearance Attractive alternate save of 5 + damage dealt or die.
appearance 4. Surprise Attack +4d6
4. Invisibility (at will) 5. Surprise Attack+6d6
5. Death Glare (1/day) frightened creature
reduced to zero hps on failed save Human
• +1 to all Ability Scores
Master of Flies or
1. Summon Swarm • one extra feat
2. Stinking Cloud (recharge 5-6) • one extra skill
3. Insect Plague (1/day)
4. Insect Shape (2/day) Human Archetype
5. Swarm Shape (2/day)
Archmage
1. Pick one 1st level spell to cast once per
Half Dragon day
• see Dragonborn 2. Pick one 2nd level spell to cast once per
• +2 Strength, +1 Charisma day
• Draconic Ancestry
3. Pick one 3rd level spell to cast once per hp.
day • Roll one extra die on critical hits
4. Pick one 5th level spell to cast once per
day Orc Archetype
5. Pick one 7th level spell to cast once per
day Eye of Gruumsh
1. Disadvantage on Perception
2. +1d8 Damage
Maug 3. +2d8 Damage
• +2 Strength Battle Cry
• +10hps 4. +3d8 Damage
• Large Size 5. +4d8 Damage
• Natural Armor 15
• Immune Charm, Frightened, Paralyzed, Spiderling
Pertrified, Poison, Stunned, Unconscious • Dexterity +2
• Darkvision 60
Maug Archetype • Bite (1d6) + poison
1. Pulverize • Poison
+10hps
2. +10hps
3. One extra attack Spiderling Archetypes
+10hps Aranea
4. +10hps 1. Poison Paralysis
5. Regenerate 5hps per turn Spiderclimb
Web Sense
Ogre Web Walker
• +4 Strength 2. Web (recharge 5-6)
3. Shapechange
• Darkvision 60
4. Animal Friendship (1/day) spiders only
• Large Size 5. Modify Memory (1/day)

Ogre Archetype Ettercap


Ogre Magi 1. Multiattack Claws (2d6)
1. Spells (at will) Darkness, Invisibility Poison (2d8)
Claws (2d6) Spiderclimb
2. Spells (1/day) Charm Person, Cone of Cold, Web Sense
Gaseous Form, Sleep Web Walker
3. Regeneration 5 2. Web (5-6)
4. Change Shape 3. Poison (3d8)
5. One 8th Level spell or lower to cast once 4. Summon Spiders
per day 5. Poison (4d8)

Orc Thri-Kreen
• +3 Strength, -2 Intelligence • +3 Dexterity, -2 Intelligence, -2 Charisma
• Darkvision 60 • Advantage Stealth
• Proficiency Intimidation • Standing Leap Long jump 30 High jump
• Relentless Endurance (1/day) When 15
reduced to zero hps, instead the orc is at 1 • Bite (1d6) + poison
• Natural Armor 15 2. Psionics (at wil) Mage hand, (2/day) Blur,
Magic weapon, (1/day) Invisibility
Thri-Kreen Archetype 3. Jump +10/+5
1. Multiattack Claws 2d4 4. Poison (2d6+paralysis)
Poison (2d6 damage) 5. Jump +10/+5
Jump +10/+5 Poison (3d6 damage)

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