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Minecraft Monstrous Compendium
Minecraft Monstrous Compendium
MONSTROUS COMPENDIUM
V O L U M E T H R E E : M I N E C R A F T C R E AT U R E S
MONSTROUS COMPENDIUM
V O L U M E T H R E E : M I N E C R A F T C R E AT U R E S
T
his bestiary provides descriptions and
game statistics for five mobs from the world of
Creature Summary
Minecraft that you can use in your Dungeons Details of the creatures in this bestiary are summa-
& Dragons campaigns. The creatures in this rized in the Creature Type and CR table.
bestiary are organized alphabetically.
If you are unfamiliar with the monster stat block
Creature Type and CR
format, read the introduction of the Monster Manual Creature Creature Type CR
before proceeding further. It explains stat block ter- Blaze Elemental 5
minology and gives rules for various monster traits— Creeper Monstrosity 1/2
information that isn’t repeated here. Ender Dragon Dragon 19
Enderman Aberration 6
Wolf of the Overworld Beast 1/4
Credits
Project Lead and Designer: Christopher Perkins
Art Director: Josh Herman
Rules Developers: Jeremy Crawford, Dan Dillon
Editor: Adrian Ng
Graphic Designer: Matt Cole
Illustrator: Anton Stenvall
Senior Producer: Dan Tovar
Producer: Gabriel Waluconis
Product Manager: Natalie Egan
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, the dragon ampersand, Player’s
Handbook, Monster Manual, Dungeon Master’s Guide, all other Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast in the
USA and other countries. All characters and their distinctive likenesses are property of
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Blaze
Medium Elemental, Typically Neutral Evil
Armor Class 13
Hit Points 75 (10d8 + 30)
Speed 20 ft., fly 20 ft. (vertical movement only; hover)
Creeper If the creeper drops to 0 hit points before the start of its
next turn, the hissing stops, and the creeper dies. Other-
Medium Monstrosity, Typically Neutral Evil
wise, at the start of the creeper’s next turn, one of following
Armor Class 12 (natural armor) things happens:
Hit Points 19 (3d8 + 6) • If there are no Humanoids within 10 feet of the hissing
Speed 30 ft. creeper, it stops hissing. It then uses any available move-
ment to approach the nearest Humanoid it can see.
STR DEX CON INT WIS CHA • If there are one or more Humanoids within 10 feet of the
10 (+0) 11 (+0) 14 (+2) 6 (−2) 8 (−1) 3 (−4) hissing creeper, the creeper explodes in a ball of energy
that fills a 20-foot-radius sphere centered on itself. This
Skills Perception +3, Stealth +4 energy spreads around corners. The creeper is destroyed,
Damage Immunities lightning and every other creature in the explosion’s area must make
Condition Immunities exhaustion a DC 12 Dexterity saving throw, taking 14 (4d6) lightning
Senses darkvision 60 ft., passive Perception 13 damage on a failed save, or half as much damage on a suc-
Languages — cessful one. Increase this damage by 7 (2d6) if the creeper
Challenge 1/2 (100 XP) Proficiency Bonus +2
is charged (see “Electrical Charge” below). Objects in the
area that aren’t being worn or carried take 14 (4d6) light-
Bizarre Physiology. The creeper can’t take actions except for ning damage, or 21 (6d6) lightning damage if the creeper
Dash, Disengage, Hide, and Search. It can’t take bonus ac- is charged.
tions or reactions.
Electrical Charge. Whenever the creeper is subjected to
Creeper Head. When a creeper drops to 0 hit points from a lightning damage, it takes no damage and instead becomes
charged creeper’s explosion (see the Destruction trait), it dies charged for 1 minute. While charged, the creeper emits dim
and its head falls off. A creeper’s fallen head is hollow and blue light in a 5-foot radius.
can be worn as a mask with eye and mouth openings.
Fear of Felines. The creeper has the frightened condition
Destruction. When it ends its turn within 10 feet of a Human- whenever it starts its turn within 60 feet of a feline creature
oid that it can see, the creeper stops moving and emits a hiss it can see. The condition lasts until the start of the creeper’s
loud enough to be heard by creatures within 30 feet of itself. next turn.
Armor Class 14
Hit Points 78 (12d8 + 24)
Speed 40 ft.