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Flee, Mortals! Monster Packet 3 is here!

Inside, you’ll find LEADER


some MCDM bugbears, kobolds, chimeras, hellhounds,
owlbears, and swamp creatures. While these creatures have A leader is an action-oriented creature who fights alongside
been playtested and edited, they aren’t necessarily the final underlings. For more information, see “Action-Oriented
stat blocks you’ll see in the book. If you’d like to let us know Creatures” on page 22.
what you think about these critters, come chat about them
in the MCDM Discord server. MINION
Good news! If you’ve run fifth edition, then you already Minions are weak creatures who find strength in numbers.
understand how to use most of the creatures in this book. For more information, see “Minions” on page 26.
You may see a few unfamiliar details, but fear not; the
tweaks we made to creature stat blocks don’t take much
time at all to grok.
RETAINER
Retainers are Humanoids meant to accompany player
Updates to the New Rules section are in red. characters on adventures. For more information, see
“Retainers” on page 25.

USING THESE CREATURES SKIRMISHER


The creatures in this book generally follow the core rules, Skirmishers are mobile warriors that use hit-and-run
but we’ve made a few tweaks. tactics in combat. Their traits allow them to make the most
of their position.
CHALLENGE RATING
SOLDIER
Each creature’s stat block lists their challenge rating in the Soldiers are well-armored creatures who draw the attacks
top right corner. The more obvious placement of the of their foes, freeing allies to move around the battlefield.
challenge rating makes it easier to find stat blocks and build These trained warriors typically have higher attack
encounters to challenge your players. bonuses and AC.

CREATURE ROLES SOLO


A solo creature is an action-oriented creature who can take
Each creature has a role listed next to their challenge
on the player characters on their own. For more
rating. Roles are descriptive and typically don’t include
information, see “Action-Oriented Creatures” on page 22.
rules. Most simply help you build encounters and utilize the
creature effectively in combat.
SUPPORT
AMBUSHER Support creatures aid their allies, providing buffs, healing,
movement, or action options.
Ambushers are creatures who hide well—not just before an
encounter, but during it. They utilize surprise and stealth to
gain the upper hand. OTHER NEW RULES
ARTILLERY If you want to learn more about the new rules, like the
dazed condition, we’ve put into Flee, Mortals, flip to “New
Artillery creatures fight best from afar. Whether they wield Rules” on page 21.
arrows or magical rays, these creatures always try to keep a
distance from their foes.

BRUTE
Brutes are hardy creatures who have lots of hit points and
deal lots of damage. They might not be the most disciplined
warriors, but they make up for it in sheer toughness and
aggression.

COMPANION
Companion creatures are meant to accompany player
characters on adventures. For more information, see
“Companion Creatures” on page 22.

CONTROLLER
Controllers debuff, move, and obstruct their enemies. They
often have crowd control actions that target multiple
creatures at once or apply a debilitating effect to a target.

1 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
BUGBEARS BUGBEAR CHANNELER CR 7 CONTROLLER (2,900 XP)
Medium Humanoid (Bugbear), Any Alignment
As the oldest and largest of the goblinoids, bugbears Armor Class 14 (studded leather)
combine remarkable silence with unusual strength. Most Hit Points 102 (12d8 + 48)
adventurers don’t sense an approaching bugbear until a Speed 30 ft.
heavy weapon connects with the adventurer’s skull. These
fur-covered goblinoids thrive in almost any environment, STR DEX CON INT WIS CHA
inhabiting frigid tundra and sun-soaked plain alike—but 10 (+0) 15 (+2) 18 (+4) 15 (+2) 16 (+3) 18 (+4)
good luck finding a bugbear tribe that doesn’t want to be
Saving Throws Wis +6, Cha +7
found.
Skills Arcana +5, Perception +6, Stealth +5, Survival +6
Survival Lessons. Bugbears can trace their lineage back
Senses darkvision 60 ft., passive Perception 16
to the earliest days of civilization, when surviving in a harsh
Languages Common, Goblin
world teeming with monsters was no easy task. The Proficiency Bonus +3
bugbears of that ancient era passed down hard-learned
lessons to their descendants. Every generation evolved and Bugbear’s Inspiration. Allied Humanoids within 15 feet of the
innovated these traditions, forging a people of fierce channeler who can see or hear them have advantage on Wisdom
warriors, silent hunters, and powerful mages. Though many and Charisma saving throws.
bugbears live peaceable lives or fight in defense of
innocents, those who turn to evil wield these lessons to ACTIONS
form armies of marauders and assassins.
Inspiring Goblinoids. So great is a bugbear’s might and Multiattack. The channeler makes two Channeling Staff attacks.
grace that they inspire others to fight on against Channeling Staff. Melee Spell Attack: +7 to hit, reach 5 ft., one
overwhelming odds. Bugbears often recruit other target. Hit: 8 (1d8 + 4) bludgeoning damage and 9 (2d8) lightning
goblinoids before a battle, but their inspiration doesn’t end damage. If the target is a Large or smaller creature, the channeler
with other goblinoids. Clever commanders who lead can move them up to 10 feet horizontally.
humanoids know the benefit of keeping a bugbear in their
ranks beyond their mere skill as a warrior. Vine Eruption (3/Day; 4th-Level Spell). The channeler attempts to
Prepared for Battle. Bugbear training emphasizes that use primal magic to overload a creature they can see within 60
preparation is key to winning a battle. They prefer to pick feet of them. The target must make a DC 15 Constitution saving
their battlefields, preparing an ambush area with traps, throw as thorny vines erupt from their body and attempt to
reinforcements, and escape routes. At home, they leave no envelop them. On a failed save, the target takes 27 (5d10)
gaps in their defenses, often maintaining secret paths or piercing damage and is restrained until the vines are destroyed.
havens where they can regroup, resupply, and continue the On a successful save, a target takes half as much damage and isn’t
fight if caught unaware by invaders. restrained. A creature restrained in this way takes 5 (1d10)
piercing damage at the start of each of their turns. The vines have
AC 15, 10 hit points, and immunity to psychic damage.
STAT BLOCKS Ball Lightning (1/Day; 7th-Level Spell; Concentration). The
This section contains the bugbear stat blocks. channeler creates a 20-foot-radius sphere of electricity centered
on a point they can see within 120 feet of them. The sphere lasts
for 1 minute. When an enemy starts their turn in that area, they
BUGBEAR ENCOUNTERS
must succeed on a DC 15 Dexterity saving throw or take 27 (6d8)
While bugbears work well together, each has unique traits and
lightning damage. As a bonus action, the channeler can move the
actions that make allies better. Using multiple types of bugbears
sphere up to 20 feet.
at once can increase the GM’s mental load and make it easy to
forget things in combat. Before running a combat with three
different bugbears, you may wish to get a feel for how they affect REACTIONS
battle by trying one bugbear with other allies, like goblins or Shared Shield (2/Day; 2nd-Level Spell). When a creature the
hobgoblins. channeler can see within 30 feet of them is hit with an attack, the
channeler can create a barrier of magical force around that target.
Until the start of the channeler’s next turn, the target gains a +5
bonus to AC, including against the triggering attack.

UTILITY SPELLS
In addition to any other spells in this stat block, the channeler can
cast the following spells, using Charisma as the spellcasting ability
(spell save DC 15):
At will: light A, message A
1/day each: detect magic A, disguise self A, identify +

2 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
BUGBEAR COMMANDER CR 5 SUPPORT (1,800 XP) BUGBEAR PREDATOR CR 3 AMBUSHER (700 XP)
Medium Humanoid (Bugbear), Any Alignment Medium Humanoid (Bugbear), Any Alignment

Armor Class 18 (plate) Armor Class 14 (leather)


Hit Points 97 (15d8 + 30) Hit Points 65 (10d8 + 20)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 15 (+2) 17 (+3) 14 (+2) 15 (+2) 15 (+2) 17 (+3) 15 (+2) 13 (+1) 15 (+2) 11 (+0)

Saving Throws Wis +5, Cha +5 Saving Throws Dex +5


Skills Intimidation +5, Persuasion +5, Stealth +5, Survival +5 Skills Perception +6, Stealth +7, Survival +4
Senses darkvision 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 16
Languages Common, Goblin Languages Common, Goblin
Proficiency Bonus +3 Proficiency Bonus +2
Commander’s Inspiration. Allied Humanoids within 30 feet of the Bugbear’s Inspiration. Allied Humanoids within 15 feet of the
commander who can see or hear them have advantage on predator who can see or hear them have advantage on Wisdom
Wisdom and Charisma saving throws and gain a +1 bonus to and Charisma saving throws.
weapon attack and damage rolls.
Dirty Fighting. When the predator hits a creature with a melee
weapon attack and has advantage on the attack roll, the target
ACTIONS must succeed on a DC 12 Constitution saving throw or be blinded
Multiattack: The commander makes two Greatsword or Longbow until the end of their next turn.
attacks.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
ACTIONS
target. Hit: 11 (2d6 + 4) slashing damage, and one creature of the Multiattack. The predator makes two Curved Dagger or Longbow
commander’s choice has advantage on their next melee attack roll attacks. If both attacks hit the same target, the predator has
made against the target before the start of the commander’s next advantage on their next attack roll made against the target before
turn. the end of the predator’s next turn.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., Curved Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach
one target. Hit: 6 (1d8 + 2) piercing damage. 5 ft. or range 20/60 ft., one target. Hit: 8 (2d4 + 3) piercing
damage.
Bark Orders (Recharge 6). Each ally within 60 feet of the
commander who can hear and understand them can use a Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft.,
reaction to move up to their speed and make a weapon attack. one target. Hit: 7 (1d8 + 3) piercing damage.
Go for the Eyes (1/Day). Each ally within 30 feet of the predator
REACTIONS who can hear and understand them gains the predator’s Dirty
Bolstering Pride. When another creature within 60 feet of the Fighting trait until the start of the predator’s next turn.
commander who can hear and understand them makes a saving
throw, the commander can give that creature advantage on the BONUS ACTIONS
saving throw.
Guerilla Training. The predator takes the Dash or Hide action.

3 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
BUGBEAR ROUGHNECK CR 1 BRUTE (200 XP) BUGBEAR WARDEN RETAINER
Medium Humanoid (Bugbear), Any Alignment Medium Humanoid (Bugbear), Any Alignment

Armor Class 14 (hide armor) Armor Class 15 (medium armor)


Hit Points 26 (4d8 + 8) Hit Points Eight times their level (number of d10 Hit Dice equal to
Speed 30 ft. their level)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 10 (+0) 13 (+1) 12 (+1) STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 10 (+0) 10 (+0) 12 (+1) 10 (+0)
Skills Athletics +5, Stealth +4, Survival +3
Condition Immunities frightened Saving Throws +PB to all
Senses darkvision 60 ft., passive Perception 11 Skills +3 plus PB Stealth, +1 plus PB Survival, +1 plus PB Perception
Languages Common, Goblin Senses darkvision 60 ft., passive Perception 11 plus PB
Proficiency Bonus +2 Languages Common, Goblin
Proficiency Bonus (PB) equals the mentor’s bonus
Bugbear’s Inspiration. Allied Humanoids within 15 feet of the
roughneck who can see or hear them have advantage on Wisdom Signature Attack (Spiked Bow). Melee or Ranged Weapon Attack:
and Charisma saving throws. +3 plus PB to hit, reach 5 ft. or range 80/320 ft., one target. Hit: 10
(2d6 + 3) piercing damage. Beginning at 7th level, the warden can
ACTIONS make this attack twice, instead of once, when they take the Attack
action on their turn.
Multiattack (Battle Fury Only). The roughneck makes two
Handaxe attacks.
FEATURES
Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.
3rd Level: Halting Shot (3/Day). As an action, the warden makes
or range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
one signature attack against a creature within range. On a hit, the
Bugbear Battle Cry (1/Day). Each ally within 15 feet of the target’s speed is reduced to 0 until the end of the target’s next
roughneck who can hear and understand them gains advantage turn.
on attack rolls until the start of the roughneck’s next turn.
5th Level: Presence of Inspiration (3/Day). As a bonus action, the
warden inspires each ally within 30 feet of them who can hear
BONUS ACTIONS them, granting them advantage on attack rolls until the start of
Battle Fury (1/Day). The roughneck enters a furious state that the warden’s next turn.
lasts for 1 minute. While in this state, the bugbear can take the 7th Level: Enraged Barrage (1/Day). As an action, the warden
Multiattack action on their turn, and they have resistance to makes one signature attack. Each ally within 30 feet of them who
bludgeoning, piercing, and slashing damage from mundane can see them can use a reaction to make a weapon attack or cast
attacks. a cantrip with a casting time of 1 action.

4 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
KOBOLDS KOBOLD ARTIFEX CR 2 CONTROLLER (450 XP)
Small Humanoid (Kobold), Any Alignment
Kobold communities, called legions, are found in every biome Armor Class 15 (chain shirt, shield)
and across the timescape. Gravitating toward powerful allies Hit Points 49 (14d6)
and defensible locations, kobolds are equally common in Speed 30 ft.
walled cities, secluded temples, subterranean tunnel-mazes, STR DEX CON INT WIS CHA
and dragon lairs. Most legions strive to be good neighbors or 14 (+2) 10 (+0) 10 (+0) 15 (+2) 10 (+0) 11 (+0)
to go entirely unnoticed, but when a community falls under
the sway of a malevolent wyrm or power-hungry centurion, Skills Athletics +4
they pose a significant threat. Senses darkvision 60 ft., passive Perception 10
Defensive Masters. In a world filled with bigger, Languages Common, Draconic
hungrier creatures, kobolds survived by becoming experts Proficiency Bonus +2
of collective defense. Kobold shield tactics are legendary; Shield? Shield! The artifex gains a +1 bonus to AC while within 5
every warrior carries a shield into battle, and soldiers feet of at least one ally who also has this trait, is wielding a shield,
defend each other in tightly choreographed formations. and isn’t incapacitated or prone. To benefit from this trait, the
More than a tool, a kobold’s shield is a symbol of their artifex must be wielding a shield.
commitment to defending their legion, and they decorate
these treasured possessions with battle trophies and
illustrations of great deeds. ACTIONS
Unconventional Tactics. Relentless innovators, kobolds Multiattack. The artifex makes a Chain Hook attack and uses
can easily outsmart anyone who doesn’t take them Activate Trap, if available.
seriously. Their foes haven’t experienced a true kobold
battle until they survive exploding javelins or flaming nets. Chain Hook. Ranged Weapon Attack: +4 to hit, range 15/30 ft.,
Kobold homes are protected with deadly hazards and one target. Hit: 4 (1d4 + 2) piercing damage, and if the target is a
ambush points. In open warfare, legions deploy mechanical Large or smaller creature, they must succeed on a DC 12 Strength
saving throw or be pulled up to 15 feet toward the artifex.
dragons and flaming spike pit traps.
Tiny Dragons. Most kobolds believe their ancestors Activate Trap (3/Day). The artifex activates one of the following
were created by powerful dragons—and with sharp, hidden traps; the artifex can’t use the same trap two rounds in a
angular features and prominent dorsal crests, they row:
certainly look the part! Newborn kobolds have brilliant
chromatic, metallic, or crystalline scales; as kobolds age, Spiky Pit Trap. The artifex chooses a point on the ground that
their scales dim and mottle. Owing to a deep magical they can see within 60 feet of them, opening a concealed 15-
connection, a legion that lives under the patronage of a foot-square trapdoor on the ground centered on that point to
dragon adopts the color of their patron’s scales over several reveal a 10-foot-deep pit trap lined with spikes. Creatures on
generations. the ground in the trapdoor’s area must make a DC 12 Dexterity
saving throw. On a failed save, a creature falls into the pit and
Kobold Retainers. Kobold legionaries may join worthy
takes 3 (1d6) piercing damage from the spikes and 3 (1d6)
adventurers as retainers, lending their defensive prowess
bludgeoning damage from the fall. On a successful save, a
to their new allies as they ko-boldly go where no kobold
creature moves to the nearest unoccupied space outside the
has gone before.
area.
Swarm of Bees Trap. The artifex chooses a point on the ground
SHIELDSCALE DRANGOLIN that they can see within 60 feet of them, causing a buried
canister to erupt and release a 15-foot-radius, 10-foot-high
Kobolds train drangolins—draconic pangolins—to dig cylinder of swarming bees. When a creature enters the swarm’s
residential tunnel networks and neutralize enemy area for the first time on a turn or starts their turn there, they
fortifications. While drangolins can curl into balls and must make a DC 12 Constitution saving throw. On a failed save,
smash through obstacles, kobold tacticians prefer to go a creature takes 5 (2d4) poison damage and is poisoned until
under walls instead of through them. After burrowing, the the end of their next turn. On a successful save, a creature
drangolin erupts into the center of an enemy camp, then takes half as much damage and isn’t poisoned. At the start of
kobold legionaries pour out through the tunnel. each of the artifex’s turns, the swarm moves 10 feet away from
Made of Shields. Kobold legions decorate their the artifex in a straight line. The swarm disperses after 1
drangolin’s scales to match their own shields’ designs, and minute or when the artifex dies.
warriors consider it a good omen when the scale they Wall of Fire Trap. The artifex chooses a point on the ground that
painted blocks a blow. When a drangolin loses a scale in they can see within 60 feet of them, igniting a concealed trench
battle, it’s gifted to a warrior to serve as their shield. of oil and creating a 20-foot long, 15-foot high, and 1-foot-thick
wall of fire. When the wall appears, each creature within its
STAT BLOCKS area must make a DC 12 Dexterity saving throw, taking 7 (2d6)
fire damage on a failed save, or half as much damage on a
successful one. A creature who enters the wall for the first time
This section contains the kobold stat blocks.
on a turn or ends their turn there takes 7 (2d6) fire damage.
The wall is opaque and lasts for 1 minute.

5 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
RUNNING AN ARTIFEX KOBOLD DISCIPULUS CR 1/8 ARTILLERY (25 XP)
The artifex’s shenanigans are more believable if they’re waiting at Small Humanoid (Kobold), Any Alignment
the battlefield when the characters arrive—the idea is that the Armor Class 12 (shield)
artifex is triggering traps they have already set. How they trigger Hit Points 10 (4d6 − 4)
traps is up to you. They could throw their chain hook to pull Speed 30 ft.
hidden levers, use a wand or mechanical contraption, or even yell
commands to other kobolds toiling in tunnels under the STR DEX CON INT WIS CHA
battlefield. 8 (−1) 10 (+0) 9 (−1) 15 (+2) 8 (−1) 10 (+0)
You can increase an encounter’s difficulty by giving the artifex
Skills Athletics +1, Arcana +4
allies who can push characters into the traps, or by staging the
Senses darkvision 60 ft., passive Perception 9
combat in tight quarters so the traps are more likely to hit
Languages Common, Draconic
multiple characters.
Proficiency Bonus +2
You can decrease an encounter’s difficulty by reducing the size
of the traps, by placing the traps in predetermined areas and Shield? Shield! The discipulus gains a +1 bonus to AC while within
letting characters make ability checks to detect them, or by 5 feet of at least one ally who also has this trait, is wielding a
staging the combat in an open area where the characters can shield, and isn’t incapacitated or prone. To benefit from this trait,
spread out. the discipulus must be wielding a shield.

KOBOLD CENTURION CR 1 CONTROLLER (200 XP) ACTIONS


Small Humanoid (Kobold), Any Alignment Firecracker. Ranged Spell Attack: +4 to hit, range 60 ft., one
Armor Class 14 (chain shirt, shield) target. Hit: 5 (2d4) fire damage, and the target must succeed on a
Hit Points 27 (6d6 + 6) DC 12 Constitution saving throw or be deafened until the end of
Speed 30 ft. their next turn.
STR DEX CON INT WIS CHA Shocking Grasp (Cantrip). Melee Spell Attack: +4 to hit, reach 5
14 (+2) 8 (−1) 13 (+1) 16 (+3) 10 (+0) 12 (+1) ft., one target. Hit: 4 (1d8) lightning damage, and the target can’t
Skills Athletics +4 take reactions until the start of their next turn. The discipulus has
Senses darkvision 60 ft., passive Perception 10 advantage on this attack roll if the target is wearing metal armor.
Languages Common, Draconic Lesser Magic Missile (1/Day; 1st-Level Spell). The discipulus
Proficiency Bonus +2 creates three glowing darts of magical force. Each dart hits a
Shield? Shield! The centurion gains a +1 bonus to AC while within creature of their choice who they can see within 120 feet of them.
5 feet of at least one ally who also has this trait, is wielding a A dart deals 2 (1d2 + 1) force damage to its target. The darts all
shield, and isn’t incapacitated or prone. To benefit from this trait, strike simultaneously, and the discipulus can direct them to hit
the centurion must be wielding a shield. one creature or several. This action is considered to be the magic
missile spell for the purpose of other spells and effects.
ACTIONS
Pilum. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Firetail Pilum (2/Day). The centurion ignites a pilum then uses it
to make a ranged Pilum attack against a target within 60 feet of
them. Hit or miss, the target and each creature in a 5-foot-wide
line between the target and the centurion must succeed on a DC
13 Dexterity saving throw or take 5 (2d4) fire damage. The line
smolders for 1 minute, creating a 5-foot-wide, 20-foot-tall wall of
opaque smoke. A creature within reach of the pilum can use an
action to extinguish it, causing the smoke to dissipate.
Boom Pilum!!! (1/Day). The centurion straps a vial of unstable
ores to a pilum then uses it to make a ranged Pilum attack against
a target within 60 feet of them. Hit or miss, the ores explode after
the attack. The target and each creature within 10 feet of them
must make a DC 13 Constitution saving throw. On a failed save, a
creature takes 7 (2d6) thunder damage, is knocked prone, and is
deafened for 1 minute (save ends at end of turn). On a successful
save, a creature takes only half as much damage and isn’t knocked
prone or deafened.

6 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
KOBOLD LEGIONARY CR 1/2 SOLDIER (100 XP) KOBOLD SIGNIFER CR 1 SUPPORT (200 XP)
Small Humanoid (Kobold), Any Alignment Small Humanoid (Kobold), Any Alignment
Armor Class 14 (chain shirt, shield) Armor Class 14 (shield)
Hit Points 22 (4d6 + 8) Hit Points 17 (5d6)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 8 (−1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 12 (+1) 14 (+2) 11 (+0) 11 (+0) 10 (+0) 14 (+2)

Skills Athletics +4, Perception +2 Skills Athletics +3, Intimidation +4, Performance +4
Senses darkvision 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 10
Languages Common, Draconic Languages Common, Draconic
Proficiency Bonus +2 Proficiency Bonus +2
Shield? Shield! The legionary gains a +1 bonus to AC while within Shield? Shield! The signifer gains a +1 bonus to AC while within 5
5 feet of at least one ally who also has this trait, is wielding a feet of at least one ally who also has this trait, is wielding a shield,
shield, and isn’t incapacitated or prone. To benefit from this trait, and isn’t incapacitated or prone. To benefit from this trait, the
the legionary must be wielding a shield. signifer must be wielding a shield.
Standard Bearer. Each kobold unit can have one or more
ACTIONS signifiers, whose weapon is their unit’s battle standard. If a
Multiattack. The legionary makes two Gladius attacks. They can signifer drops their signum, they use the kobold tiro stat block
replace one attack with a Shield Bash attack. instead. If an allied kobold tiro uses an action to pick up a signum
not carried by another creature, that tiro uses the kobold signifier
Gladius. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. stat block instead. When a signifer or tiro’s stat block changes in
Hit: 6 (1d8 + 2) slashing damage. this way, any conditions or effects currently affecting them
Shield Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one remain active, and their hit points and hit point maximum remain
target. Hit: 5 (1d6 + 2) bludgeoning damage. If the target is a the same.
Medium or smaller creature, they must succeed on a DC 12 A signum that isn’t being held by a creature can be damaged; it
Strength saving throw or be knocked prone. has AC 15, 5 hit points, and immunity to poison and psychic
damage.

REACTIONS
ACTIONS
Reinforce. When the legionary sees an ally within 10 feet of them
being targeted by an attack, the legionary can move to the Multiattack. The signifer makes two Signum attacks.
nearest unoccupied space within 5 feet of that creature. If that Signum. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
creature also has the Shield? Shield! trait, they gain the benefit of Hit: 5 (1d6 + 2) bludgeoning damage.
that trait against the triggering attack.
Shield Wall Formation. The signifer chooses up to four kobolds
within 60 feet of them who can hear them. Each kobold can use
their reaction to move up to their speed, and each kobold who
does so must end this movement within 5 feet of an ally.

BONUS ACTIONS
Glory to the Legion (1/Day). The signifier and each ally within 30
feet of them who can hear them regains 5 (2d4) hit points.

UPHOLDING HIGH STANDARDS


No legion would let their glorious standard lie trampled beneath
the boots of their enemies. When a signifer dies, the nearest tiro
races to the body to pick up the signum. If an enemy picks up the
signum or harms it, the kobolds focus their attacks on that
creature.

7 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
KOBOLD TIRO CR 1/8 MINION (5 XP) KOBOLD VELES CR 1/8 SKIRMISHER (25 XP)
Small Humanoid (Kobold), Any Alignment Small Humanoid (Kobold), Any Alignment
Armor Class 12 (shield) Armor Class 13 (shield)
Hit Points 4 Hit Points 10 (3d6)
Speed 30 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 10 (+0) 11 (+0) 8 (−1) 8 (−1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 8 (−1) 8 (−1)

Senses darkvision 60 ft., passive Perception 9 Skills Athletics +3


Languages Common, Draconic Senses darkvision 60 ft., passive Perception 9
Proficiency Bonus +2 Languages Common, Draconic
Proficiency Bonus +2
Minion. If the tiro takes damage from an attack or as the result of
a failed saving throw, their hit points are reduced to 0. If the tiro Shield? Shield! The veles gains a +1 bonus to AC while within 5
takes damage from another effect, they die if the damage equals feet of at least one ally who also has this trait, is wielding a shield,
or exceeds their hit point maximum, otherwise they take no and isn’t incapacitated or prone. To benefit from this trait, the
damage. veles must be wielding a shield.
Shield? Shield! The tiro gains a +1 bonus to AC while within 5 feet
of at least one ally who also has this trait, is wielding a shield, and ACTIONS
isn’t incapacitated or prone. To benefit from this trait, the tiro Pilum. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
must be wielding a shield. range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If
Testudo. When the tiro finishes a long rest, they choose a non- the attack hits a creature wielding a shield, the veles can embed
minion creature to be their commander. While a tiro who isn’t the pilum in the shield, giving the target disadvantage on attack
incapacitated or prone is within 5 feet of their commander, the rolls until the target either stops wielding the shield or uses an
commander gains a cumulative +1 bonus to AC (maximum bonus action to remove the pilum from it. The veles carries six pila.
of +5).
BONUS ACTIONS
ACTIONS Pivot. The veles moves up to half their speed without provoking
Pugio (Group Attack). Melee or Ranged Weapon Attack: +3 to hit, opportunity attacks.
reach 5 ft. or range 20/60 ft., one target. Hit: 1 piercing damage.

8 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
KOBOLD VENATOR CR 1/4 AMBUSHER (50 XP) SHIELDSCALE DRANGOLIN CR 2 BRUTE (450 XP)
Small Humanoid (Kobold), Any Alignment Large Dragon, Unaligned
Armor Class 13 (shield) Armor Class 16 (natural armor)
Hit Points 14 (4d6) Hit Points 42 (5d10 + 15)
Speed 30 ft. Speed 30 ft., burrow 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 10 (+0) 10 (+0) 13 (+1) 8 (−1) 17 (+3) 14 (+2) 16 (+3) 4 (−3) 10 (+0) 6 (−2)

Skills Athletics +4, Perception +3, Stealth +3, Survival +3 Saving Throws Str +5, Con +5
Senses darkvision 60 ft., passive Perception 13 Skills Perception +2, Survival +2
Languages Common, Draconic Damage Resistances fire
Proficiency Bonus +2 Senses tremorsense 60 ft., passive Perception 12
Languages —
Not What I Seem. The venator begins combat disguised as an
Proficiency Bonus +2
inexperienced warrior. They have advantage on their first weapon
attack roll against a creature who hasn’t seen them make an Tunneler. The drangolin can burrow through solid rock at half
attack. their burrow speed and leaves behind a 3-foot-diameter tunnel
when they burrow. Tiny and Small creatures can move through it
Shield? Shield! The venator gains a +1 bonus to AC while within 5
normally, and Medium and Large creatures can squeeze through
feet of at least one ally who also has this trait, is wielding a shield,
it. This tunnel collapses after 10 minutes.
and isn’t incapacitated or prone. To benefit from this trait, the
venator must be wielding a shield.
ACTIONS
ACTIONS Fiery Claws. Melee Weapon Attack: +5 to hit, reach 10 ft., one
target. Hit: 10 (2d6 + 3) slashing damage and 3 (1d6) fire damage.
Dolabra. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) slashing damage. Erupt (1/Day). If the drangolin is burrowing within 10 feet of the
surface, they can erupt from the ground (without spending
Net. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
movement) into a space that contains one or more creatures.
range 5/15 ft., one Large or smaller creature. Hit: The target is
When they do, each creature within 10 feet of the drangolin must
restrained until they are freed. A creature can use their action to
make a DC 13 Dexterity saving throw. A creature directly above
make a DC 10 Strength check, freeing themself or another
the drangolin when they emerge has disadvantage on this saving
creature within their reach on a success. Dealing 5 slashing
throw. On a failed save, a creature takes 14 (4d6) bludgeoning
damage to the net (AC 10) also frees the creature without
damage and is knocked prone. On a successful save, a creature
harming them and destroys the net. The venator carries one net.
takes only half as much damage and is pushed 5 feet to an
unoccupied space of their choice instead of being knocked prone.
BONUS ACTIONS
Wrecking Ball (1/Day). The drangolin moves up to twice their
Lost in the Crowd. The venator takes the Hide action. They have walking speed in a straight line without provoking opportunity
advantage on their Dexterity (Stealth) check if they are within 5 attacks. While doing so, they can enter Large or smaller creatures’
feet of two or more allied kobolds. spaces. If the drangolin enters another creature’s space during
Then We Light the Net on Fire! The venator chooses a creature this move, that creature must succeed on a DC 13 Dexterity saving
within 5 feet of them who is restrained by a net and lights that net throw or take 7 (2d6) bludgeoning damage and 7 (2d6) fire
on fire. While restrained by the net, the target takes 3 (1d6) fire damage. If the drangolin enters the space of a structure or object
damage at the start of each of their turns. Each time the net deals that isn’t being worn or carried, it takes twice as much damage.
damage, roll any die. On an odd result, the net burns away and is
destroyed, freeing the restrained creature. A creature who REACTIONS
attempts to free the restrained creature from the net (as
Ash Shot. When a creature the drangolin can sense moves within
described in the venator’s Net attack) automatically puts out the
5 feet of them, the drangolin sprays them with a cloud of ash. The
fire as part of that action, regardless of whether that check
target must succeed on a DC 13 Dexterity saving throw or be
succeeds.
blinded until the start of their next turn.

9 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
KOBOLD DECANUS RETAINER
Small Humanoid (Kobold), Any Alignment
Armor Class 15 (medium armor; includes shield)
Hit Points Eight times their level (number of d10 Hit Dice equal to
their level)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0)

Saving Throws +PB to all


Skills +3 plus PB Athletics, +1 plus PB History, +0 plus PB
Perception
Senses darkvision 60 ft., passive Perception 10 plus PB
Languages Common, Draconic
Proficiency Bonus (PB) equals the mentor’s bonus
Signature Attack (Gladius). Melee Weapon Attack: +3 plus PB to
hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Beginning at 7th level, the decanus can make this attack twice,
instead of once, when they take the Attack action on their turn.

FEATURES
3rd Level: Reinforce (3/Day). When the decanus sees an ally
within 30 feet of them being targeted by an attack, the decanus
can use a reaction to move up to their speed toward the target. If
the decanus ends their movement within 5 feet of the target, the
target gains a +PB bonus to their AC until the beginning of the
decanus’s next turn, including against the triggering attack.
5th Level: Shield Bash (3/Day). The decanus attempts to topple a
Medium or smaller creature within 5 feet of them. The target
must succeed on a DC 10 plus PB Strength saving throw or be
knocked prone. Succeed or fail, the decanus then makes two
signature attacks against any creature within reach.
7th Level: One-Kobold Army (1/Day). The decanus moves up to
their speed, then makes a number of signature attacks equal to
the number of enemies within 5 feet of them (minimum of three
attacks). Each enemy within range must be attacked at least once.
On a hit, the target must succeed on a DC 10 plus PB Charisma
saving throw or be frightened of the decanus for 1 minute (save
ends at end of turn).

10 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
CHIMERA CHIMERA CR 6 SKIRMISHER (2,300 XP)
Large Monstrosity, Typically Neutral
Massive flexing claws. Lashing draconic tail. Nimble Armor Class 15 (natural armor)
leathery wings. And not one, but three menacing heads: a Hit Points 119 (14d10 + 42)
snarling lion, a helix-horned ram, and a dragon with fire Speed 30 ft., fly 60 ft.
sparking in its throat. Many see the chimera as an
aggressor, but few know its origins as a divine guardian. STR DEX CON INT WIS CHA
The First Chimera. The first chimera was a gift. A deity 18 (+4) 14 (+2) 16 (+3) 3 (−4) 14 (+2) 11 (+0)
gave a devout queen this young guardian—one with the
Skills Athletics +7, Perception +5
intelligence of a dragon, the bravery of a lion, and the
Condition Immunities frightened
tenacity of a ram. The queen raised the chimera to be a
Senses darkvision 60 ft., passive Perception 15
strong protector of not just her person, but of her people,
Languages understands any one language but can’t speak
who loved the chimera and their ruler. But neighboring Proficiency Bonus +3
lands feared the monstrosity. As a conquering force swept
into the land, their first defilement of peace was Volant. When the chimera reduces a creature to 0 hit points, the
slaughtering the chimera. chimera can move up to their speed toward an enemy they can
The queen’s resulting fury was said to be felt by the gods. see.
As she screamed, a nearby volcano erupted, spewing basalt
and chimeras over the land. With fiery might, the chimeras ACTIONS
overtook the opposing army and dispersed. Each found a
new territory and claimed the role of divine protector over Multiattack. The chimera makes three Bite attacks. They can
that place, its inhabitants, and its treasures. replace one attack with a Lion’s Toss attack or a use of Dragon’s
Fiercely Faithful. When a chimera acts as a guardian, Eruption, if available.
almost nothing can shake that loyalty. They are viciously Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
territorial over objects, creatures, and founts of magic they 11 (2d6 + 4) piercing damage.
defend. Even when the charges they defend turn wicked,
chimeras remain faithful, willing to lay down their lives. Lion’s Toss. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Corrupted Loyalty. Mortals who earn a chimera’s trust target. Hit: 9 (2d4 + 4) piercing damage, and the target must
can tempt and train the monstrosity to bring out the worst succeed on a DC 15 Strength saving throw or be moved up to 20
of their three parts: a dragon’s greed, a lion’s pride, and a feet in any direction.
goat’s stubbornness. Such chimeras happily serve evil Dragon’s Eruption (Recharge 6). The chimera spits a volcanic
masters. explosion at a point they can see within 120 feet of them. Each
Tactical Warriors. Chimeras have many ways to keep creature in a 10-foot-radius sphere centered on that point must
themselves and their charges from being cornered. The lion make a DC 14 Dexterity saving throw, taking 27 (6d8) fire damage
head snaps up enemies in massive jaws and hurls them on a failed save, or half as much damage on a successful one.
away, the ram head pummels them to the ground, and the
dragon head bathes them in fire. The sound of the three BONUS ACTIONS
heads crying together can shake even the most stalwart
warriors. Roar. Each creature of the chimera’s choice within 60 feet of
them who can hear them must succeed on a DC 13 Wisdom saving
STAT BLOCKS throw or be frightened of the chimera for 1 minute (save ends at
end of turn). If a creature succeeds on a saving throw against this
effect or if the effect ends for them, the creature is immune to the
This section contains the chimera stat blocks.
chimera’s Roar for the next 24 hours.

REACTIONS
Ram’s Defiance. When a creature within 30 feet of the chimera
misses them with an attack, the chimera can move up to half their
speed in a straight line toward the creature. If the chimera ends
this movement within 5 feet of the creature, the creature must
succeed on a DC 15 Strength saving throw or be knocked prone.

PROTECTOR VARIANT
If you want to use the chimera as a bodyguard for another
creature, you can add this trait to their stat block:
Protector. The chimera is divinely bound to another creature,
who is their charge. When the chimera and their charge are on
the same plane, the charge can telepathically communicate
commands with the chimera, and the chimera knows the distance
and direction to the charge. If the chimera is within 60 feet of the
charge, half of any damage the charge takes (rounded up) is
transferred to the chimera.

11 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
CHIMERA COMPANION COMPANION
Large Monstrosity, Unaligned

Armor Class 13 plus PB (natural armor)


Hit Points 7 + 7 times caregiver’s level (number of d8 Hit Dice
equal to their caregiver’s level)
Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 5 (−3) 12 (+1) 8 (−1)

Saving Throws Con +2 plus PB


Skills Athletics +3 plus PB
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 11
Proficiency Bonus (PB) equals the caregiver’s bonus

ACTIONS
Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit,
reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.
1st Level: Ram’s Defense (2 Ferocity). The chimera makes a
signature attack. On a hit, the attack also imposes disadvantage
on the target’s next attack roll made before the start of the
chimera’s next turn.
3rd Level: Lion’s Leap (5 Ferocity). The chimera moves up to half
their speed without provoking opportunity attacks. If they end
this movement on the ground, each creature within 5 feet of
them must succeed on a DC 10 plus PB Strength saving throw or
be knocked prone.
5th Level: Volcanic Blow (8 Ferocity). The chimera spits an
explosion of fire at a point they can see within 60 feet of them.
Each creature in a 10-foot-radius sphere centered on that point
must make a DC 10 plus PB Dexterity saving throw, taking PBd6
fire damage on a failed save, or half as much damage on a
successful one.

REACTIONS
Protective Absorption (1/Day). When the chimera’s caregiver
takes damage while within 60 feet of the chimera, half the
damage taken (rounded up) is transferred to the chimera.

MYSTIC CONNECTION: CHIMERA


If you’re playing a beastheart and have a chimera companion, you
gain the following benefit at 9th level when you gain the
beastheart’s Mystic Connection feature:
Defensive Eruption. As a bonus action, you unleash a burst of
protective energy. Creatures of your choice within 30 feet of you
must make a Dexterity saving throw against your exploit save DC.
On a failed save, a creature takes 4d6 fire damage and is knocked
prone. On a successful save, a creature takes half as much
damage and isn’t knocked prone. In addition, willing creatures of
your choice within 30 feet of you have advantage on their next
attack roll made before the start of your next turn. You can’t use
this benefit again until you finish a long rest.

12 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
HELLHOUND HELLHOUND CR 3 SOLDIER (700 XP)
Medium Fiend, Typically Neutral Evil
Everyone asks if good dogs go to the heavens. Naive Armor Class 15 (natural armor; 18 with Hardened by Flame)
fools! Instead, they should be wondering what happens Hit Points 76 (9d8 + 36)
to the bad ones. Speed 50 ft.
Ek-Boshek of Azmekidom STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 19 (+4) 11 (+0) 8 (−1) 10 (+0)
Any adventurer can see that hellhounds are no ordinary
beasts. Larger than most mortal hounds, their eyes glow a Saving Throws Dexterity +5, Constitution +6
vicious scarlet, and their skin ranges from coal-black to Skills Perception +3, Stealth +7, Survival +3
blood-red. When angered—which is the vast majority of the Damage Immunities fire
time—their skin radiates the hellfire held within, and Senses darkvision 60 ft., passive Perception 13
flames lick at the edges of their mouths, seeking release. Languages understands Infernal and Common but can’t speak
Hellhounds make for fierce and cunning combatants, Proficiency Bonus +2
working well with their owner and pack mates to surround
Hardened by Flame. When the hound is subjected to fire damage,
foes. They drive prey into ambushes to maximize the
they take no damage. Instead, their skin darkens and hardens, and
impact of their fiery breath. Not only are these hounds
their AC increases to 18 until the end of their next turn.
immune to fire, but exposure to it hardens their skin, so
they gladly unleash their breath weapons regardless of Stealthy Hunter. The hound has advantage on Wisdom (Survival)
whether their pack mates are in the line of fire. checks to track other creatures and on Dexterity (Stealth) checks
Though hellhounds can survive in most environments, to hide from creatures who are unaware of their presence.
they shun cold and thrive in hot regions such as heated
caves, volcanoes, deserts, and sites near rifts to the ACTIONS
Elemental Plane of Fire.
Bound to Serve. Fiends create hellhounds from the souls Hellish Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
of canines and similar loyal creatures. These fiends often target. Hit: 6 (1d6 + 3) piercing damage plus 4 (1d8) fire damage.
give these hellhounds as rewards to faithful followers—and Hellfire Breath (Recharge 5–6). The hound exhales flame in a 15-
sometimes to ones who are as yet unproven, but show foot cone. Each creature in that area must make a DC 14 Dexterity
great potential. saving throw, taking 14 (3d6 + 4) fire damage on a failed save, or
Drawn to Power. Hellhounds tear the unworthy to half as much damage on a successful one. A creature who isn’t a
shreds, but they show great loyalty and even tenderness to hellhound who fails the saving throw is lit on fire for 1 minute
capable leaders who treat them well. Thus it’s unsurprising (save ends at end of turn), or until the target or another creature
that hellhounds thrive under a powerful trainer. Fiends, fire who can reach them uses an action to extinguish the flames. A
giants, efreet, salamanders, and similar creatures commonly creature who is on fire at the start of their turn takes 7 (2d6) fire
command their respect; in particular, fire giants often form damage. If a creature who is already on fire is set on fire again on
lasting and loyal relationships with their hounds. a subsequent turn, the damage isn’t cumulative, but the duration
Bent to Destruction. Without the steady hand of their of the fire resets to 1 minute.
trainer, hellhounds become more chaotic and destructive.
Like a bad dog left alone, they lay ruin to anything and REACTIONS
anyone they can bite or set aflame.
Redemption. Though most hellhounds are formed from Tug of War. When an enemy within 5 feet of the hound hits the
the souls of beasts, fiends sometimes sadistically bind fallen hound with a melee attack, the hound can make a Hellish Bite
humanoid souls that were once good people but lost their attack against that enemy. If the hound’s attack hits, the enemy is
way, forcing them to serve as hellhounds. In rare cases, also grappled (escape DC 12), and if the triggering attack was a
such a hound can be redeemed if rescued at a young age by weapon attack, the weapon used in the triggering attack can’t be
a kind and capable trainer who can lead the hound on a used to make any more attacks while the target is grappled. The
gentler path. Upon its death, a redeemed hellhound is freed grapple ends if the hound attacks a different target with Hellish
from the Seven Cities of Hell and moves on to a better Bite.
afterlife.

STAT BLOCKS
This section contains the hellhound stat blocks.

13 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
HELLHOUND CUR CR 3 MINION (140 XP) HELLHOUND COMPANION COMPANION
Small Fiend, Typically Neutral Evil Medium Fiend, Unaligned

Armor Class 15 (natural armor) Armor Class 13 plus PB (natural armor)


Hit Points 14 Hit Points 7 + 7 times caregiver’s level (number of d8 Hit Dice
Speed 30 ft. equal to their caregiver’s level)
Speed 50 ft.
STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 19 (+4) 11 (+0) 8 (−1) 10 (+0) STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 6 (−2) 12 (+1) 8 (−1)
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 9
Saving Throws Con +2 plus PB
Languages understands Infernal and Common but can’t speak
Skills Perception +1 plus PB
Proficiency Bonus +2
Damage Immunities fire
Crossfire. If a creature starts their turn within 10 feet of two or Senses darkvision 60 ft., passive Perception 11 plus PB
more curs, that creature takes 4 fire damage. Proficiency Bonus (PB) equals the caregiver’s bonus
Minion. If the cur takes damage from an attack or as the result of Consult Hell (1/Long Rest). The hound’s caregiver can talk to the
a failed saving throw, their hit points are reduced to 0. If the cur hound about a specific course of action that the caregiver plans to
takes damage from another effect, they die if the damage equals take within the next 30 minutes, tapping into divinatory power
or exceeds their hit point maximum, otherwise they take no through the hound’s connection to the infernal realm. After 1
damage. minute, the hound then gives a response based on its own
objective prophetic sense of the outcome: one bark for good
ACTIONS results, two barks for bad results, three barks for both good and
bad results, and no barks for results that aren’t especially good or
Hellish Bite (Group Attack). Melee Weapon Attack: +5 to hit,
bad.
reach 5 ft., one target. Hit: 4 fire damage, and if the target isn’t a
hellhound and the attack was made by more than one cur, the Keen Hearing and Smell. The hound has advantage on Wisdom
target must make a Dexterity saving with a DC equal to 10 plus (Perception) checks that rely on hearing or smell.
the number of curs who joined the group attack. On a failed save,
the target is lit on fire for 1 minute (save ends at end of turn), or ACTIONS
until the target or another creature who can reach them uses an
action to extinguish the flames. A creature who is on fire at the Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit,
start of their turn takes fire damage equal to the number of curs reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.
who joined the group attack. If a creature who is already on fire is
1st Level: Lava Spittle (2 Ferocity). The hound makes a signature
set on fire again on a subsequent turn, the damage isn’t
attack. On a hit, the attack deals an extra PB damage, and the
cumulative, but the duration of the fire resets to 1 minute.
hound can choose another creature within 5 feet of the target,
dealing PB fire damage to that creature.
3rd Level: Brutal Charge (5 Ferocity). The hound can move up to
their speed without provoking opportunity attacks. During or at
the end of this move, they can make a signature attack against
one target within reach.
5th Level: Fire Breath (8 Ferocity). The hound exhales fire in a 15-
foot cone. Each creature in that area must make a DC 10 plus PB
Dexterity saving throw, taking PBd6 fire damage on a failed save,
or half as much damage on a successful one.

14 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
OWLBEAR OWLBEAR
Large Monstrosity, Unaligned
CR 3 BRUTE (700 XP)

Owlbears possess powerful feathered frames, terrible Armor Class 13 (natural armor)
claws, and indignation at their very existence. The world Hit Points 82 (11d10 + 22)
has come to hate the owlbear, and the owlbear despises the Speed 40 ft.
world—a fact they violently express to any creature who
crosses their path. Owlbears gain the upper hand by STR DEX CON INT WIS CHA
pinning their prey between their powerful appendages and 21 (+5) 12 (+1) 15 (+2) 5 (−3) 12 (+1) 6 (−2)
massive form, then they mercilessly rip apart trapped
Skills Perception +3
victims with their honed natural weapons.
Condition Immunities exhaustion, frightened
This behemoth of fur and feathers aggressively patrols
Senses darkvision 60 ft., passive Perception 13
their territory. They tend to lead a solitary existence, but
Languages —
during mating season, they den as pairs with their bitter Proficiency Bonus +2
broods.
Relentless Stalker. When the sun hangs low at sunset, Deadly Leap. The owlbear’s long jump is up to 30 feet and their
the owlbear commits to kill. They wander tirelessly for high jump is 15 feet, with or without a running start. If the
countless miles in search of prey, regardless of the threat owlbear leaps at least 20 feet toward a target and then hits them
that prey might pose to them. They seek to hunt and kill not with a Bite or Claw attack, the target must succeed on a DC 15
merely because of hunger or desire to defend their Strength saving throw or be knocked prone.
territory, but because of an overwhelming drive to display
Keen Sight and Smell. The owlbear has advantage on Wisdom
physical dominance. After a victory, the owlbear drags their
(Perception) checks that rely on sight or smell.
victim back to their territory, feeding on flesh and
discarding bones in sloven and draggletailed fashion.
Ravening Beast of Prey. Beyond their wanton killing, ACTIONS
these monstrosities quickly upset the local food chain when Multiattack. The owlbear makes one Bite and one Claw attack.
they settle in an area. As they crowd out other apex
predators, this soon leads to an overabundance of vermin. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:
And even when they’re not on the hunt, owlbears knock 11 (1d12 + 5) piercing damage, and the owlbear can move the
down mature trees with their long claws, collecting the target 5 feet in any direction.
wood into massive piles to harvest termite mounds. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
Fierce Companions. Despite the owlbear’s vicious 12 (2d6 + 5) slashing damage.
tendencies, they’re naturally wise and intelligent creatures.
Owlbears have shown surprising empathy for the grieving Bear Hug (Recharge 4–6). The owlbear attempts to grab and
and forsaken outcasts who journey into wild places. Taming crush a creature they can see within 5 feet of them. The target
an owlbear takes a fearless heart and a commitment must make a DC 15 Dexterity saving throw. On a failed save, the
rivaling the creature’s need to kill. target takes 22 (4d10) bludgeoning damage and is grappled
(escape DC 15). On a successful save, the target takes half as
much damage and is not grappled. Until this grapple ends, the
STAT BLOCKS target is restrained and takes 5 (1d10) bludgeoning damage at the
start of each of their turns. The grapple ends if the owlbear uses
This section contains the owlbear stat blocks. Bear Hug on another target or makes a Claw attack against
another target

REACTIONS
Hulking Rush. When the owlbear takes damage, they can move
up to half their speed without provoking opportunity attacks.

15 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
OWLBEAR COMPANION COMPANION
Large Monstrosity, Unaligned

Armor Class 13 plus PB (natural armor)


Hit Points 7 + 7 times caregiver’s level (number of d8 Hit Dice
equal to their caregiver’s level)
Speed 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 5 (−3) 12 (+1) 10 (+0)

Saving Throws Str +3 plus PB, Con +2 plus PB


Skills Athletics +3 plus PB, Perception +1 plus PB
Senses darkvision 60 ft., passive Perception 11 plus PB
Proficiency Bonus (PB) equals the caregiver’s bonus
Keen Sight and Smell. The owlbear has advantage on Wisdom
(Perception) checks that rely on sight or smell.

ACTIONS
Claw (Signature Attack). Melee Weapon Attack: +3 plus PB to hit,
reach 5 ft., one target. Hit: 1d6 plus PB slashing damage.
1st Level: Violent Attack (2 Ferocity). The owlbear makes a
signature attack. On a hit, the attack deals an extra PB damage,
and the owlbear can move the target 5 feet in any direction.
3rd Level: Owlie Oop (5 Ferocity). The owlbear leaps up to half
their speed without provoking opportunity attacks. When they
land, each creature within 5 feet of them must succeed on a DC
10 plus PB Strength saving throw or be knocked prone.
5th Level: Bear Hug (8 Ferocity). The owlbear attempts to grab
and crush a creature they can see within 5 feet of them. The
target must make a DC 10 plus PB Dexterity saving throw. On a
failed save, the target takes PBd10 bludgeoning damage and is
grappled (escape DC 10 plus PB). On a successful save, the target
takes half as much damage and is not grappled. Until this grapple
ends, the target is also restrained. The grapple ends if the owlbear
uses Bear Hug on another target or makes a signature attack
against another target.

BONUS ACTIONS
Give a Hoot (1/Long Rest). The owlbear lets loose a unique battle
hoot. If the owlbear’s caregiver can hear the hoot, the caregiver
gains 5 times PB temporary hit points.

16 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
SWAMP
bog bodies that passage is impossible for all but the most
powerful visitors.
Silent Stalker. Bog bodies use stealth to attack unwary
Whatever horrors you think you’ve seen in the world, intruders. They are adept at hiding in plain sight, blending
they pale beside the nightmares birthed in the swamp. in with plant life or submerging themselves fully in the
murky water, then bursting out and taking their target by
Whether exploring forgotten ruins, seeking a rare herbal surprise.
remedy, or facing a powerful black dragon, adventurers
should beware the unknown when entering the damp,
dense wilds of a swamp. These isolated biomes are neither ROT ANGEL
patient nor forgiving to strangers.
Standing 5 to 6 feet tall, floating black and brown
mushrooms move about the swamp like jellyfish, their
SWAMP TRAITS thirteen prehensile eyestalks dangling beneath their cap.
These rot angels are in fact celestials, typically serving gods
You can create a swamp version of an existing creature by of death in their search for the recently deceased. The touch
taking their stat block and adding one or more of the of their stalk-like proboscises causes rapid decay in organic
following traits: matter.
Death’s Cleanup Crew. Death gods send rot angels to
Acidic Nature. The natural acidity of the swamp makes the remove all traces of a corpse from the world after that
swamp creature resistant to acid damage. If the creature person’s soul has been taken. A corpse decomposed by the
was already resistant to acid damage, they gain immunity touch of a rot angel can’t be returned to life, made Undead,
to acid damage instead. or otherwise magically affected. The gods rarely explain
Swamp Stride. The swamp creature ignores difficult why a given corpse requires a rot angel, and these angels
terrain caused by the natural conditions of a swamp. don’t ask.
One with the Swamp. The swamp creature has advantage Dedicated Servants. Once a rot angel has been
on Wisdom (Perception) checks made to perceive dispatched to a corpse, nothing short of death can dissuade
creatures within a swamp who don’t have this trait. them from completing their assignment. Should a rot angel
be interrupted in their work, they have free rein to deal
SWAMP LAIR ACTIONS with the interruption in whatever way is required, up to
and including the destruction of the disrupting forces.
You can create a more formidable version of an existing
creature who lives in a swamp by giving them the following
lair actions. On initiative count 20 (losing initiative ties), SWAMP HYDRA
the swamp monster can take one of the following lair
actions; the swamp monster can’t take the same lair action Swamp hags, bog witches, and other mages of the wet
two rounds in a row: places often eschew the stereotypical cat or bird familiar
for something more evocative of their environment: snakes.
Swamp Camouflage. The swamp monster can move up to For some, though, a snake—even a magically enhanced
half their speed and then make a Dexterity (Stealth) one—is too ordinary. These mages seek out the ancient
check to hide, even if they are being observed by other grafting spells and use them to create swamp hydras. This
creatures. enormous monstrosity isn’t a true hydra, but forms when a
Swamp Gas. The swamp monster chooses a point on the swarm of snakes is magically conglomerated into a single
ground that they can see within 120 feet of them, causing creature with multiple serpent heads.
a pocket of acidic swamp gas to erupt from it. Each Cooperation is Key. Freshly created swamp hydras are
creature, other than the swamp monster, in a 20-foot nearly impossible to command, as the individual snake
cube centered on that point must succeed on a DC 10 minds inside their body vie for dominance. Many never
plus PB Constitution saving throw or take PBd6 acid make it out of this stage, succumbing to infighting and
damage. ultimately proving too chaotic and violent to be useful
Swamp Medicine. The swamp monster draws on the life servants. Such feral swamp hydras account for the majority
energy of the swamp and regains PBd6 hit points. of those encountered by adventurers. However, those
swamp hydras who do learn to work together as a single
BOG BODY organism can serve their creators capably.
Concealed Heads. Though they sport multiple heads like
Bog bodies are humanoid corpses that the swamp naturally a common hydra, the swamp hydra functions differently.
mummified over several months. The process makes their Instead of regrowing heads as they are destroyed, a swamp
skin tough and leathery, protecting them from harm and hydra’s body contains more heads beyond those initially
helping them to remain unseen in a dark, treacherous seen on the outside. Though a swamp hydra rarely displays
swamp. In many cases, the corpse’s preservation means more than five or six heads at a time, some store as many as
that at first glance, a bog body could easily be mistaken for two dozen additional heads inside their body, depending on
a living person, with hair, skin, and even clothing still intact. the ambition of their original creator. These internal heads
An Endless Watch. Each time a swamp is threatened, a can be rotated out and vice versa, allowing the creature to
new set of bog bodies rises, adding to those awakened in withstand even the most grievous wounds for a time.
the past. The older a swamp is, the more bog bodies it has.
Some of the most ancient swamps have so many awakened

17 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
WILLOW DRYAD BOG BODY CR 1 AMBUSHER (200 XP)
Medium Undead, Typically Neutral Evil
Willow dryads mirror the trees to which they are bound. Armor Class 13 (natural armor)
Some stand uncannily tall, with twisting, elongated torsos Hit Points 22 (3d8 + 9)
easily mistaken for tree trunks. Others expand laterally, Speed 30 ft., swim 30 ft.
sporting up to six long arms dripping with moss. STR DEX CON INT WIS CHA
Bound by Choice. Unlike their more common cousins, 16 (+3) 12 (+1) 16 (+3) 5 (−3) 10 (+0) 6 (−2)
willow dryads begin life as mortals, usually as herbalists
and other swamp dwellers who spent their lives becoming Skills Perception +2, Stealth +5
one with their home. Those who are clever, powerful, or Damage Immunities acid, poison
lucky enough may meet an existing willow dryad who Condition Immunities poisoned
teaches them the secret of binding. Though this process is Senses blindsight 60 ft., passive Perception 12
arduous and can be fatal, a successful binding transforms Languages understands the languages they knew in life but can’t
the mortal into a fey and links them to their chosen tree. speak
Once bound, the new fey and their tree share the same Proficiency Bonus +2
restrictions as a typical dryad.
Acidic Blood. A creature who deals piercing or slashing damage to
Reclusive and Territorial. After the binding, a willow
the bog body while within 5 feet of them takes 3 (1d6) acid
dryad’s new connection to swamp flora and fauna leaves
damage.
them with little desire to interact with people. As they
would face great danger should their tree be harmed, Unusual Nature. The bog body doesn’t require air, food, drink, or
willow dryads are extremely distrustful of visitors. sleep.
Valuable Allies. If the trust of a willow dryad is earned,
they can provide knowledge of the swamp and its paths, ACTIONS
access to healing and other magic, and advice about
avoiding or interacting with other swamp denizens. A Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
willow dryad ally can be the difference between life and 6 (1d6 + 3) bludgeoning damage. If the target is a Medium or
death in this unfamiliar terrain. smaller creature, they are grappled (escape DC 13). Until this
grapple ends, the bog body can’t make a Slam attack against
another target.
STAT BLOCKS
Sling Mud. Ranged Weapon Attack: +5 to hit, range 30 ft., one
This section contains the swamp stat blocks. target. Hit: 5 (1d4 + 3) bludgeoning damage and 3 (1d6) acid
damage.
Submerge. If the bog body is in swampy terrain, they can
submerge themself beneath the water and mud. While
submerged, the bog body is heavily obscured.
If the bog body is grappling a target when they submerge, the
target submerges with them. While submerged, the target is
heavily obscured, restrained, and unable to breathe, and the
target takes 4 (1d8) acid damage at the start of each of their
turns.
A bog body can resurface as a bonus action. When they do so,
any grappled targets also resurface.

18 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
ROT ANGEL CR 4 SKIRMISHER (1,100 XP) SWAMP HYDRA CR 7 BRUTE (2,900 XP)
Medium Celestial, Typically Lawful Neutral Large Monstrosity, Unaligned
Armor Class 15 (natural armor) Armor Class 16 (natural armor)
Hit Points 90 (12d8 + 36) Hit Points 126 (12d10 + 60)
Speed 0 ft., fly 50 ft. (hover) Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (−2) 16 (+3) 17 (+3) 8 (−1) 14 (+2) 19 (+4) 20 (+5) 10 (+0) 18 (+4) 3 (−4) 12 (+1) 3 (−4)

Saving Throws Con +5, Cha +6 Skills Athletics +8, Perception +7


Skills Perception +6 Condition Immunities flanked, grappled, poisoned, prone,
Condition Immunities charmed, flanked, frightened restrained
Damage Resistances necrotic, radiant Senses darkvision 60 ft., passive Perception 17
Senses darkvision 60 ft., blindsight 10 ft., passive Perception 16 Languages —
Languages understands Celestial but can’t speak it, telepathy 120 Proficiency Bonus +3
ft.
Multiple Heads. The swamp hydra has advantage on saving
Proficiency Bonus +2
throws against being blinded, charmed, deafened, frightened,
Flyby. The angel doesn’t provoke opportunity attacks when they stunned, and knocked unconscious.
fly out of an enemy’s reach.
Roll Over. If the swamp hydra moves at least 20 feet straight
toward a creature and then hits them with an Entangling Serpents
ACTIONS attack on the same turn, that target must succeed on a DC 15
Decaying Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one Strength saving throw or be knocked prone.
target. Hit: 18 (4d8) necrotic damage, or if the target is a corpse or Wakeful. While the swamp hydra sleeps, at least one of its heads
Undead, the damage increases to 36 (8d8). Additionally, for the is awake.
next 24 hours, the target is marked for death. A creature who
drops to 0 hit points while marked for death immediately fails one
death saving throw. This effect isn’t cumulative. ACTIONS
Multiattack. The swamp hydra makes two Entangling Serpents
BONUS ACTIONS attacks. They can replace one attack with a Many Bites attack.

Hypnotic Beam. One of the angel’s eyes shoots a magic ray at a Entangling Serpents. Melee Weapon Attack: +8 to hit, reach 5 ft.,
creature the angel can see within 60 feet of them. The target must one target. Hit: 14 (2d8 + 5) bludgeoning damage, and the target
succeed on a DC 14 Wisdom saving throw or use their reaction, if is grappled (escape DC 16).
available, to move as far as their speed allows toward the angel,
Many Bites. Melee Weapon Attack: +8 to hit, reach 10 ft., one
avoiding obviously dangerous ground.
target. Hit: 9 (1d8 + 5) piercing damage, and the target must make
a DC 15 Constitution saving throw. On a failed save, the target
REACTIONS takes 18 (4d8) poison damage and is poisoned until the end of the
Radiant Puff. When the angel is hit with an attack, they release a swamp hydra’s next turn. On a successful save, the target takes
cloud of spores. Each creature within 10 feet of the angel must half as much damage and isn’t poisoned.
succeed on a DC 14 Constitution saving throw or be blinded until
the end of the rot angel’s next turn. BONUS ACTIONS
Serpent Surprise. The swamp hydra activates one of the following
effects; if the effect targets another creature, the swamp hydra
targets one creature they can see within 30 feet of them:
1. Poison Spit. The targeted creature must succeed on a DC 15
Dexterity saving throw or take 9 (2d8) poison damage and be
blinded until the end of the swamp hydra’s next turn.
2. Entrancing Gaze. The targeted creature must succeed on a DC
15 Wisdom saving throw or be charmed by the swamp hydra for 1
minute or until the swamp hydra harms the target (save ends at
end of turn).
3. Terrifying Rattle. The targeted creature must succeed on a DC
15 Wisdom saving throw or be frightened by the swamp hydra for
1 minute (save ends at end of turn).
4. Reinforcements. The swamp hydra shuffles which heads are on
the outside of their body and regains 10 (3d6) hit points.

19 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
WILLOW DRYAD CR 13 CONTROLLER (11,500 XP)
Large Fey, Typically Chaotic Neutral
Armor Class 17 (natural armor)
Hit Points 171 (18d10 + 72)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 12 (+1) 21 (+5) 10 (+0)

Saving Throws Str +9, Con +9, Wis +10


Skills Animal Handling +10, Acrobatics +6, Arcana +6, Medicine
+10, Survival +10
Damage Resistances acid, poison; bludgeoning, piercing, and
slashing from mundane attacks
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 15
Languages Sylvan plus any languages the dryad spoke before their
binding
Proficiency Bonus +5
Supernatural Resistance. The dryad has advantage on saving
throws against supernatural effects.
Speak with Beasts and Plants. The dryad can communicate with
Beasts and Plants as if they shared a language.
Tree Stride (1/Turn). The dryad can use 10 feet of movement to
step magically into one living tree within their reach and emerge
from a second living tree within 60 feet of the first tree, appearing
in an unoccupied space within 5 feet of the second tree. Both
trees must be Large or bigger.

ACTIONS
Multiattack. The dryad makes two Slam attacks and uses
Entangling Roots, if available.
Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit:
13 (2d8 + 4) piercing damage, and the target must make a DC 18
Constitution saving throw. On a failed save, the target takes 14 (4d6)
poison damage and is poisoned for 1 minute. On a successful save,
the target takes half as much damage and isn’t poisoned.
Entangling Roots (Recharge 5–6). The swamp dryad chooses a
point they can see within 60 feet of them, causing tree roots to
pull free of the ground and attack in a 15-foot radius centered on
that point. If the swamp dryad is within 5 feet of their tree, the
radius of this effect doubles to 30 feet. Each creature in that area
must succeed on a DC 18 Strength saving throw or take 22 (4d10)
bludgeoning damage and be grappled (escape DC 14). While
grappled in this way, a creature is restrained and their flesh begins
to harden and turn to wood.
At the end of a creature’s third consecutive turn being grappled
in this way, they become petrified and turn into a hardwood
statue. The petrified condition ends for that creature if the dryad
uses an action to end it, or if the dryad dies.
Fey Intimidation. The dryad targets up to five creatures they can
see within 30 feet of them. Each target who can see the swamp
dryad must succeed on a DC 18 Wisdom saving throw or be
magically frightened of the dryad (save ends at end of turn). If a
target succeeds on their saving throw or the effect ends for them,
the target is immune to the swamp druid’s Fey Intimidation for
the next 24 hours.

BONUS ACTIONS
Swamp Medicine (3/Day). The swamp dryad touches a creature.
The target regains 18 (3d8 + 5) hit points. Alternatively, the target
removes one disease or neutralizes one poison afflicting them.

20 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
NEW RULES
Similarly, when a creature’s lair action or trait requires a
saving throw, the DC might require adding the creature’s
proficiency bonus. If a trait calls for a “DC 10 plus PB
Looking through the stat blocks in this packet, you probably
Dexterity saving throw” and the creature you give the trait
noticed some unfamiliar terms. These describe new rules
to has a +3 proficiency bonus, that’s a DC 13 Dexterity
designed to make combat encounters easier to run, more
saving throw.
fun, and more memorable. While there are only a few
examples in this document, the final version of Flee,
Mortals! will feature lots of action-oriented creatures, SUPERNATURAL AND MUNDANE EFFECTS
companions, retainers, and minions.
The core rules typically use the terms “magical” and
“nonmagical” to classify attacks, items, and other effects.
ALLIES AND ENEMIES This book uses two additional terms to encompass both
magical and psionic effects (or the lack thereof):
The effects in this book sometimes target just allies or
supernatural and mundane.
enemies. Here’s what those terms mean; if in doubt, it’s up
to the GM to decide whether a creature counts as an ally,
enemy, or neither. SUPERNATURAL
The term supernatural describes an attack, item, or other
ALLY effect that is either magical or psionic. For instance, a
creature’s stat block might say they “have advantage on
“Ally” is roughly equivalent to how the core rules use
saving throws against supernatural effects.” This means
“another friendly creature.” A creature is your ally if they’re
that if they make a saving throw via a spell, power, magic
inclined to help you or fight alongside you—or if you
weapon, psionic weapon, magical effect, or psionic effect,
believe they’re inclined to do so. However, you are not your
the effect is supernatural and thus the creature has
own ally, so if you target your allies with an effect, it doesn’t
advantage against it.
affect you.
MUNDANE
ENEMY
The term mundane describes an effect or item that is not
“Enemy” is roughly equivalent to how the core rules use
magical or psionic. For instance, a creature’s stat block
“hostile creature.” A creature is your enemy if they’re
might say they’re “resistant to bludgeoning, piercing, and
inclined to oppose you or fight against you—or if you either
slashing damage from mundane attacks.” This means that
believe they’re inclined to do so, or you plan to pick a fight
when the creature takes bludgeoning, piercing, or slashing
with them regardless.
damage with a weapon or other attack that isn’t magical,
psionic, or otherwise designated supernatural, the damage
CONDITIONS is mundane and thus the creature is resistant to it.

Some of the creatures in this book inflict—or are immune


to—the following new conditions.
PRONOUNS
The core rules often use the singular pronoun “it” to refer
DAZED to a single creature. This book instead uses “they” to clearly
A dazed creature can only do one of the following things on delineate between creatures and objects. Objects still use
their turn: move, use an action, or use a bonus action. If a “it” as a singular pronoun.
creature becomes dazed during their turn, their turn ends.
SAVE ENDS EFFECTS
FLANKED
Some creatures have a trait or action that, on a failed saving
If your game uses the optional flanking rules in the core
throw, imposes a debilitating effect for an extended
rules, a creature who is immune to the flanked condition
duration. But sometimes a lucky foe can retry their saving
can’t be flanked regardless of the position of their enemies.
throw and potentially end the effect early—in such
situations, the stat block specifies “save ends at start of
ENVIRONMENTAL FEATURES turn” or “save ends at end of turn.”
When you see this phrase, it means any creature affected
Most of the environments in this book provide traits and by a save ends effect like this can repeat the saving throw
lair actions you can give to creatures who live there. These on each of their turns, ending the effect on themself early
traits and lair actions are designed to work with creatures on a success. They can only make that saving throw either
of any CR, and as a result, they often don’t use a static at the start or end of their turn, as specified in the stat
number for things like damage dice and save DCs. Instead, block.
this book may call for you to use the creature’s proficiency Here is an example of an attack with a save ends effect
bonus (abbreviated as PB). from the goblin cursespitter stat block:
For example, when a creature’s lair action or trait deals
damage, it might use a number of dice equal to the Toxic Touch. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or
creature’s proficiency bonus. If a trait “deals PBd10 force range 30 ft., one target. Hit: 7 (2d6) poison damage, and the
damage” and the creature you give the trait to has a +3 target must succeed on a DC 12 Constitution saving throw or be
proficiency bonus, that’s 3d10 force damage. poisoned for 1 minute (save ends at end of turn).

21 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
BEHIND THE DESIGN: SAVE ENDS EFFECTS A powerful villain needs plenty of opportunities to act
Save ends effects are one way of saving space in stat blocks and and move when it’s not their turn. Thus, each action-
making them less complex for GMs to run at the table. Much like oriented creature has at least one special bonus action and
how stat blocks just reference the poisoned condition instead of reaction, as well as a special section with villain actions that
spelling its rules out each time, we didn’t want to fill up the pages let them dominate the battlefield.
by repeating long sentences similar to this one: “A target These actions make the boss creatures dynamic and
poisoned this way can repeat the saving throw at the end of each formidable. Whether fought as an exciting solo challenge or
of their turns, ending the effect on themself on a success.” alongside a few easy-to-run underlings, action-oriented
creatures challenge the characters with dramatic and
SPELLS powerful actions in combat.

Some creatures have magical actions, bonus actions, and


reactions. When these features should be considered spells
VILLAIN ACTIONS
(for the purpose of counterspell, dispel magic, and similar Every action-oriented creature has three villain actions
effects), the spell level is noted in parentheses. If the spell they can use after an enemy creature’s turn. Villain actions
requires concentration, this is also noted in parentheses. are similar to legendary actions with the following
Unless otherwise noted, these spells have somatic and exceptions:
verbal components.
In addition to combat-focused spells, some creatures can • A creature can only use one villain action per round (as
cast spells that are primarily used outside of combat. To such, villain actions tend to be more powerful than
streamline the stat blocks, these spells aren’t included in legendary actions).
the creature’s combat-oriented “Actions” section. Instead, • Each villain action can only be used once during a
they appear in a separate “Utility Spells” section at the end combat encounter.
of the stat block. After each spell name, the casting time is
• Each set of villain actions has a recommended round
indicated in superscript, as shown in the Casting Times
order. These abilities give the battle a logical flow and a
table.
cinematic arc.
CASTING TIMES The first villain action is an opener, which shows the
Superscript Casting Time characters they’re not battling a typical creature. Openers
A 1 action generally deal some damage, summon a lackey or three,
B 1 bonus action buff the boss, debuff the characters, or move the creature
R 1 reaction into an advantageous position. They’re just a taste of what’s
+ Longer than 1 action (see spell description) to come.
The second villain action provides crowd control. It
For example, a spellcaster’s utility spells might appear as typically fires after the heroes have had a chance to
follows (indicating these casting times are 1 bonus action, 1 respond once or twice, get into position, and surround the
action, and longer than 1 action, respectively): villain. This second action helps the villain regain the upper
hand. Like an opener, this action comes in many flavors, but
1/day each: expeditious retreat B, mage armor A, phantom steed + it’s even more powerful than an opener.
The third and final villain action is an ultimate move or
SECTION STRUCTURE “ult”—a showstopper the villain can use to deal a
devastating blow to the characters before the end of the
In this book, creature sections begin with broad battle.
descriptions for all the creatures in that section. While not While every creature has a recommended order of
all the information is common in-character knowledge, you actions, you can take villain actions in any order if it makes
can share these early pages with your players if you don’t your fight more dramatic. You could push back a villain
mind them having a little meta-knowledge. The creature action if a creature is stunned or might stay alive for more
stat blocks aren’t presented until the end of each section, than three rounds, or you could perform the recommended
allowing you to share flavorful information with your third action in round two after several surprise critical hits!
players while keeping stat block spoilers to yourself. In
addition, keeping stat blocks together means flipping fewer
pages when you run a band of similar creatures. UNIQUE CREATURES
The action-oriented creatures in this book are unique. They
ACTION-ORIENTED typically have a specific name and backstory, though you
can ignore these if you wish to use the creature’s stat block
CREATURES in another way in your campaign. For instance, Queen
Bargnot’s stat block could be used for any action-oriented
The solo and leader creatures presented in this book are goblin in your game.
designed to be bosses: enemies who can take on an entire
party by themselves or with a handful of underlings. Rather
than simply increasing CR (an approach that often leads to COMPANION CREATURES
underwhelming encounters), this book introduces action-
Companions are wild allies who adventure with characters.
oriented creatures.
Each companion has unique traits and actions that make
them a great ally. But beware! These creatures can be

22 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
difficult to control in the heat of battle and just might bite
the hand that feeds. Don’t fret too much, though! A
FEROCITY
companion gelatinous cube or owlbear is worth the risk of Companions are dangerous creatures. Though often more
an occasional wild rampage. docile than their wild counterparts, they aren’t fully
domesticated. Each companion’s ferocity is a measure of
CAREGIVER their tenacity and fury, and of how those things build in
battle. As a companion’s ferocity increases, they gain access
Every companion has a player character caregiver who to powerful new actions, but they also become more
commands the creature. The caregiver’s player controls the difficult for a caregiver to control.
companion most of the time during the game, though the If a companion isn’t incapacitated at the start of their and
GM can step in to take control if the companion and their caregiver’s turn, their ferocity increases by 1d4 + the
caregiver are separated, or if the caregiver mistreats the number of hostile creatures within 5 feet of the companion
companion in some way. that they can see or hear. For the purpose of increasing
In combat, a companion shares a turn with their ferocity, a group of creatures who share a single stat block
caregiver and acts during the caregiver’s turn. A companion (such as a swarm of rats) count as one creature. Ferocity
can move and use their own reaction and bonus action increases round after round during combat, and there is no
independently. But they can take only the Dash, Disengage, maximum to the level of ferocity a companion can gain.
or Dodge actions unless their caregiver uses a bonus action
to command the companion to take a different action, BAG OF RATS
including any of the actions noted in the companion’s stat We can already tell that some crafty players are scheming to stuff
block. A companion must be able to see or hear their a bag full of slightly groggy rats, then open that bag up in front of
caregiver to receive a command. A companion can also take your companion to build up their ferocity during a fight. However,
other actions if their caregiver is incapacitated or if the a too-easy target doesn’t rile up a companion the way being
companion enters a rampage (as discussed below). threatened by an enemy combatant in a battle for survival does.
As such, the GM makes the final determination as to what
ONE COMPANION PER GROUP constitutes a hostile creature for the purpose of increasing a
Companions are a lot of fun, but having more than one companion’s ferocity. Likewise, in the same way a swarm of
companion to manage can slow things down at the table. A creatures is counted as a single creature for the purpose of
companion is another member of the party, with statistics and increasing ferocity, the GM is free to determine that two or three
actions to track, and additional companions can easily make weak creatures might count as only one creature for that purpose.
combat slow to a crawl. If every player wants to get in on the
companion action, it’s simpler for the characters to take turns as a RAMPAGE
creature’s caregiver, rather than running around adventuring with After rolling to increase ferocity at the start of their turn, if
a menagerie. a companion has 10 ferocity or more and isn’t
For characters wishing to share a companion, the companion incapacitated, they run the risk of entering a rampage. The
accepts a new caregiver at the end of a short or long rest. Because companion’s caregiver can make a Wisdom (Animal
a companion’s proficiency bonus and hit points depend on their Handling) check (no action required) to try to stop the
caregiver’s level, those statistics might fluctuate if the characters companion from entering a rampage. To make the check,
in a party are different levels, reflecting that a more experienced the caregiver must not be incapacitated, and the companion
caregiver is more adept at directing a companion. must be able to see or hear the caregiver. The DC for the
check equals 5 + the companion’s ferocity. On a success, the
CHARMED CAREGIVER companion acts normally on their turn. On a failure, or if
A caregiver who is charmed can still command their the caregiver doesn’t make the check, the companion enters
companion, but they can’t command the companion to a rampage.
attack a creature who charmed them. When a companion enters a rampage, they immediately
move up to their speed toward the nearest creature they
INCAPACITATED OR ABSENT CAREGIVER can sense and attack that creature with their signature
attack (see below), dealing extra damage equal to half their
If a companion’s caregiver is incapacitated or dies, the GM
ferocity if the attack hits. If at least one ally and one enemy
determines who controls the companion—typically, the
are nearest and equidistant to the companion, the
caregiver’s player can maintain control of their companion
caregiver’s player rolls any die. On an odd number, the
as they take a heroic stand against the enemy.
companion attacks an ally. On an even number, the
However, in cases where a caregiver and their
companion attacks an enemy. The caregiver’s player
companion are physically separated, such as when a
determines which specific equidistant ally or enemy the
companion is captured, the GM might wish to take control
companion engages (and can choose their own character if
of the companion to keep the player in suspense about the
they wish).
creature’s fate.
A companion who can’t reach a creature to attack while
in a rampage uses the Dash action to move as far as they
NEW CAREGIVER can toward the nearest creature they can sense. If a
At the GM’s discretion, a companion can abandon a companion can’t sense any potential targets, they move as
caregiver character and choose a different willing creature far as they can in a random direction determined by the
as a caregiver. GM, avoiding danger.
When a companion who has entered a rampage resolves
their action or ends their turn, their ferocity drops to 0 and
they’re no longer in a rampage.

23 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
REDUCING FEROCITY companion’s proficiency bonus and are expressed with PB
in place of the number of dice. For example, if a companion
To prevent a companion from entering a dangerous has a +2 proficiency bonus, PBd6 means 2d6.
rampage, a caregiver has several options at their disposal
for reducing the creature’s ferocity.
Ferocity Actions. Each companion has three actions in
SIGNATURE ATTACK
their stat block that cost ferocity to use. To use one of these Each companion has an action designated as their
ferocity actions, a companion must have a caregiver with a signature attack. A signature attack is always a melee
character level equal to or greater than the ferocity action’s attack, and typically the creature’s best natural attack. A
level, and they must spend the necessary amount of ferocity companion uses their signature attack when they enter a
before they use the action. If the companion doesn’t have rampage.
enough ferocity to spend, they can’t use the action. Each companion also has special actions that they can
Ferocity actions always use the companion’s action, use only by spending ferocity during their turn, with some
meaning they can’t be used as part of an opportunity attack. of those actions making use of the companion’s signature
Ferocity actions can’t be used while a companion is in a attack. See “Reducing Ferocity” above for more information
rampage. on ferocity actions.
End of Combat. When a combat encounter involving a
companion ends and the companion isn’t dying, the COMPANION BARDING
companion regains hit points equal to their ferocity, and At the GM’s discretion, characters can purchase barding for a
their ferocity drops to 0. The GM determines when a companion, as discussed in the core rules, with the following
combat encounter ends, typically at the point when adjustments:
creatures stop acting in initiative order.
• Barding for Small companions weighs half as much as the
equivalent armor for Humanoids. Barding for Medium
DYING COMPANIONS companions weighs the same as Humanoid armor, while
barding for Large companions weighs four times as much.
When a companion is reduced to 0 hit points, they’re dying • Companions are proficient in any barding they wear.
and make death saving throws just as characters do. • When a companion wears barding, they don’t add their
Characters thus always have a chance to save their furry (or caregiver’s proficiency bonus to their AC.
scaly, or slimy, or exoskeletony) friends’ lives! If combat • Companions who are shapechangers (such as the mimic
ends while a companion is dying, their ferocity drops to 0 companion) can’t use that ability while wearing barding.
but they don’t regain hit points (see “End of Combat” • Companions who have corrosive bodies or are amorphous
above). (such as the gelatinous cube companion) can’t wear
nonmagical barding.
STATISTICS
COMPANION MOUNTS
In addition to their ferocity actions, a companion’s statistics
vary from the statistics of their wild counterparts. This Many companions are large enough to ride, especially by
makes a companion easier to run and keeps their power in caregivers who are Small, when outfitted with an exotic
line with other companions, even as it helps ensure saddle similar to those worn by aquatic or flying mounts.
companions never outshine the characters. As somewhat When a caregiver rides a companion into combat, not much
more social versions of wild creatures, companions are actually changes. The caregiver and companion still each
often cleverer and more versatile than their untamed act on the same turn, and the caregiver must use their
counterparts. bonus action to direct the companion to take any action
other than the Dash, Disengage, or Dodge actions. Under
HIT DICE some circumstances, a companion might allow themself to
be ridden by a creature other than their caregiver, though
Most creatures without character classes have their Hit Die that other creature can’t give the companion commands.
type determined by their size (d4 for Tiny creatures, d6 for If a companion bearing a rider rampages, that rider
Small creatures, and so forth). Companions are special and counts as being within 5 feet of the companion when
use a d8 for Hit Dice regardless of size. determining which creature the companion attacks. If a
companion attacks their rider, they have disadvantage on
LANGUAGE the attack roll.
A companion shares a unique bond with their caregiver and
can understand basic commands in one language chosen by COMPANION ENCOUNTER BALANCE
the caregiver. The companion can’t read, speak, or write
any language, even if similar creatures normally can. Unless a caregiver has the beastheart class, the GM should
consider a companion as akin to a powerful combat-
PROFICIENCY BONUS focused magic item when building encounters. A
companion gives a party a significant power boost, not just
Because a companion’s effectiveness and survivability by dishing out more damage and providing more hit points
depend on the training and expertise of their caregiver, a for enemies to target, but also by creating complications
companion’s proficiency bonus is equal to their caregiver’s that can make a fight more challenging for the party’s foes.
proficiency bonus. Additionally, some of a companion’s GMs can adjust encounter difficulty by one step (from easy
statistics refer to their proficiency bonus, abbreviated as to medium, hard to deadly, and so forth) to properly
PB. Other statistics use a number of dice equal to a

24 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
challenge a group of characters with a companion, • Retainers with medium armor have AC 15.
particularly if the characters’ average level is 7th or lower. • Retainers with heavy armor have AC 18.

NPCS WITH COMPANIONS HIT POINTS AND HIT DICE


Retainers gain one Hit Die per level. Their hit point
Companion creatures are designed to accompany player maximum is based on the size of their Hit Die, as shown on
characters on adventures. If an NPC has a pet or creature the Retainer Hit Points table.
servant, it’s recommended you use the creature’s normal
stat block. For instance, if an NPC ranger has an owlbear
they work with, that creature would use the normal
RETAINER HIT POINTS
Hit Die Size Hit Point Maximum
owlbear stat block and be played by the GM as normal. But
d6 6 times their level
if the characters are charged with rescuing a fallen druid
d8 7 times their level
NPC’s owlbear pet from the clutches of a villain, the GM can
d10 8 times their level
choose to instead make that an owlbear companion,
d12 9 times their level
allowing the creature to join their rescuers on their
adventures.
Retainers have exceptionally high hit points—sometimes
even higher than their mentor. This allows the party to
RETAINERS enjoy the presence of a beloved retainer without worrying
about losing them to an unlucky roll of the dice or decision
A retainer is a Humanoid who adventures alongside the by a single player. The GM often awards characters with
player characters. Each retainer is a less experienced retainers in lieu of other treasure. Such rewards shouldn’t
adventurer who a player character can take under their be lost easily.
wing. Retainers are never meant to achieve the same power
level as the player characters. PROFICIENCY BONUS
Rules for retainers first appeared in Strongholds &
Because a retainer’s effectiveness and survivability depend
Followers. This book contains updated rules for these
on the training and expertise of their mentor, a retainer’s
followers.
proficiency bonus is equal to their mentor’s proficiency
bonus. Additionally, some of a retainer’s statistics refer to
MENTOR their proficiency bonus, abbreviated as PB. Other statistics
use a number of dice equal to a retainer’s proficiency bonus
Every retainer has a player character mentor. A retainer’s and are expressed with PB in place of the number of dice.
mentor gives them orders, and the mentor’s player also For example, if a retainer has a +3 proficiency bonus,
controls the retainer. A retainer acts on the same initiative PBd10 means 3d10.
count as their mentor in combat, acting immediately before A retainer adds their proficiency bonus to any saving
or after the mentor (player’s choice). As a mentor gains throw that they make.
experience and levels up, so does their retainer (see
“Statistics” below). FEATURES
Each retainer has a signature attack they can make using
STATISTICS the Attack action each round. Retainers can use their
signature attack to make opportunity attacks, even if their
Retainers are designed to be easy to run so their player
signature attack isn’t a melee weapon attack.
(who is already managing a complex character) doesn’t get
A retainer gains new features at 3rd, 5th, and 7th level.
overwhelmed with even more details. Each retainer has a
Some features can only be used a certain number of times
simple stat block—though these are similar to other
per day (as noted in the retainer’s stat block).
creature stat blocks, retainers follow a few different rules.
Additionally, if a retainer’s signature attack is a weapon
attack, they typically gain an extra attack at 7th level (as
LEVEL noted in their stat block), allowing them to make two
A retainer’s level equals their mentor’s level. As a retainer signature attacks per round instead of one.
levels up, their hit points increase (see “Hit Points and Hit
Dice”) and they gain combat features (see “Features”). GEAR
Additionally, a few of their statistics increase when their
When a retainer joins the party, they typically carry clothes
mentor’s proficiency bonus does, including attack bonuses,
appropriate to their position, a suit of armor, a weapon, and
skills, and save DC (see “Proficiency Bonus”). Their other
an explorer’s pack. If the retainer casts spells, they also
statistics typically remain the same regardless of their level.
carry a spellcasting implement. Any additional equipment
must be provided to them by their mentor.
ARMOR CLASS Magic Items. Retainers can use magic items like anyone
Unlike player characters, a retainer’s armor class isn’t else. A +1 weapon increases their attack and damage rolls
determined by a particular set of armor they don (like by 1, and +1 armor of the appropriate type (light, medium,
studded leather). Instead, each retainer’s armor class is or heavy) increases their AC by 1.
simplified to one of three armor types: One happy side effect of having retainers is that as a
player character levels up and acquires better equipment,
• Retainers with light armor have AC 13. they can pass their obsolete items on to the retainer.

25 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
DYING RETAINERS NO DAMAGE ROLLS
When a retainer is reduced to 0 hit points, they follow the Minions don’t roll for damage because their attacks deal a
same rules as player characters. If not killed instantly by static amount of damage. They also can’t score critical hits.
massive damage, they fall unconscious, make death saving
throws, and can be stabilized or healed.
SHARED TURNS
OPTIONAL RULE: SHARED ATTACKS Typically, all minions of the same stat block act on the same
turn. Since they share a turn, the minions can each move
If a player wants to speed up their retainer’s turn, they can into position then each use an action if they wish, instead of
make shared attacks at the GM’s discretion. each moving and taking an action individually.
When the mentor hits a creature with an attack, if their
retainer can see or hear them, the retainer is inspired by
their mentor’s success. On the inspired retainer’s next turn,
MINION TRAIT
for each successful attack their mentor just made, the Every minion has the Minion trait, which affects the
retainer can automatically hit a creature of their choice creature in the following ways:
within range with their signature attack, up to the number
of attacks the retainer can make. • If the minion takes any damage from an attack or as the
If the mentor hit with fewer attacks than the number of result of a failed saving throw, their hit points are
attacks the retainer can make, the retainer can make reduced to 0.
additional attack rolls for those attacks to see if they hit. • If the minion takes damage from another effect, they die
if the damage equals or exceeds their hit point maximum,
RETAINER ENCOUNTER BALANCE otherwise they take no damage.

When building encounters, the GM should consider a BEHIND THE DESIGN: MINION TRAIT
retainer as akin to a powerful combat-focused magic item. You might ask, why not just give minions 1 hit point and take no
A retainer gives a party a significant power boost; they not damage when they save for half, like in fourth edition? First, spells
only dish out more damage and provide more hit points for that use a creature’s hit points to determine effectiveness—like
enemies to target, but they also create complications to color spray and sleep—would devastate all minions, even those
challenge the party’s foes. GMs can increase encounter meant to challenge high-level characters. These spells are still
difficulty by one step (from easy to medium, hard to deadly, effective against minions, just not devastating!
and so forth) to properly challenge a group of characters Second, spells and effects that deal damage without any attack
with a retainer. roll or save—like magic missile and spike growth—would lay
waste minions with 1 hit point. This fits the fiction for minions

MINIONS
with low challenge ratings, like goblins and zombies. But the
balance of combat and fiction breaks down to near-silliness at
higher levels when the same spells easily take down powerful
Minions are weak foes that allow GMs to create dramatic devil minions.
combat encounters with hordes of enemies without Finally, high-level spells with a save for half damage—like
overwhelming the characters. In fact, an encounter with fireball or meteor swarm—would feel wasted against minions
minions makes characters feel heroic, since they can take with 1 hit point. Why use a higher-level spell when a lower-level
on a myriad of foes and live to tell the tale. one will do? Similarly, the fourth edition design could lead to a
However, minions still make threatening foes. Killing a kobold minion illogically surviving a fireball spell while a
minion still requires penetrating their defenses, and “stronger” standard kobold next to them dies, despite both
characters can’t just shrug off damage from minion attacks. creatures succeeding on their saving throw. By contrast, under
So how do minions make running a horde of enemies this book’s minion rules, spellcasters still have a good reason to
quick and easy for the GM? use high-level spells against minions.

• Minions are simple to run. Their stat blocks are small and
uncomplicated.
OVERKILL ATTACKS
• Minions act quickly. They don’t multiattack, roll for Powerful weapon attacks can kill more than one minion in a
damage, or take bonus actions or reactions, so their turns single maneuver called an overkill attack.
aren’t long. As already discussed, a weapon attack requires only 1
• Minions die fast. A character can kill several minions point of damage to reduce a minion to 0 hit points,
with a single weapon attack! regardless of their hit point maximum. However, when a
• Minions have strength in numbers. Their attacks can be weapon attack’s damage does exceed the target minion’s hit
grouped together to make them deadlier and faster to point maximum, the attack becomes an overkill attack and
use at the table. the damage dealt beyond the minion’s hit point maximum
becomes overkill damage.
NO HIT DICE Overkill damage can be applied to a second minion who
has the same stat block as the target and is in overkill range
Minions have hit points but no Hit Dice, simplifying their (see below). Damage against the second minion is counted
design. Minions can’t spend Hit Dice to heal during a short as if you made a weapon attack against them; since it only
rest because they have none. takes 1 point of weapon damage to reduce a minion to 0 hit

26 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
points, any amount of overkill damage immediately knocks same stat block who share a turn can all use their action to
them out. But wait, it gets better—if the initial attack’s join the attack, provided the target is within the original
overkill damage exceeds the second minion’s hit point attack’s reach or range for each minion.
maximum, the leftover overkill damage can roll over to a
third minion, and so on! In other words, for each time the • Make a single attack roll for the group attack. It counts as
overkill damage exceeds the new target’s hit point one attack.
maximum, the attacker can choose an additional minion to • A group attack roll gains a +1 bonus to the attack roll for
reduce to 0 hit points. each minion who joins the attack. (For example, if four
For example, when a weapon attack deals 18 damage to a goblin minions make a group attack together, the attack
minion with a hit point maximum of 5, the overkill damage roll gains a +4 bonus.)
is 13. If there are three additional minions of the same stat • If the group attack hits, multiply the damage by the
block in overkill range, they can all three be immediately number of minions who joined that group attack. (For
reduced to 0 hit points, since the overkill damage exceeded example, if four goblin minions hit with a group attack
the target’s hit point maximum more than twice over. that deals 1 damage, their group attack deals 4 damage.)
Overkill attacks can’t be made as part of an opportunity
attack. The GM decides how many minions join a group attack. For
instance, if five minions surround a target, the GM may
OVERKILL RANGE decide to have all five attack at once to speed up combat, or
may break up the attacks among smaller groups in order to
Minions must be within a certain range to qualify for an increase the odds that some minions hit while others miss.
overkill attack, determined by whether the attack is a melee A single minion can even use their group attack action on
or ranged attack. their own—they make the attack as a normal creature
Melee Overkill Attacks. When a creature hits a minion would, and simply don’t benefit from the group bonuses
with a melee weapon attack, other minions within reach of described above.
the attack are in overkill range and can be chosen as
additional targets for an overkill attack. The overkill attack
can’t target minions outside the weapon attack’s reach. ADVANTAGE AND DISADVANTAGE
A group attack is only made with advantage or
Lady Ulnock the paladin battles a horde of goblin minions disadvantage if all the minions joining the group attack
(each with 6 hit points). She hits a goblin minion with her have advantage or disadvantage on the attack roll.
longsword and uses Divine Smite, dealing 8 slashing damage Otherwise, the attack is made without advantage or
and 11 radiant damage to the target for a total of 19 disadvantage.
damage. Since Lady Ulnock dealt 13 points of overkill
damage—more than the hit point maximum of two COVER AND CONCEALMENT
additional minions—she can choose up to three additional
goblin minions within 5 feet of her (the reach of her If a target has cover or concealment from some but not all
longsword attack) and reduce them to 0 hit points. If there minions, the GM should divide the minions into multiple
are no other goblin minions within 5 feet of Lady Ulnock, she groups based on the type of cover or concealment they
can’t damage additional minions with this attack. have, then make a separate attack for each group.

Ranged Overkill Attacks. When a creature hits a minion TARGET RESPONSE EFFECTS
with a ranged weapon attack, other minions in a line If a group attack triggers a reaction or similar effect that
originating from the creature in the direction of the target, would normally affect a single attacker, such as the fire
to a distance equal to the weapon’s short range, are in shield or hellish rebuke spell, the target of the group attack
overkill range and can be chosen as additional targets for picks one minion who joined the attack to be affected by
an overkill attack. The overkill attack can’t target minions the effect.
outside the line or beyond the weapon’s short range.

Perigold Quickfingers the rogue is hidden and takes aim at a


GROUP OPPORTUNITY ATTACKS
group of zombie minions (each with 6 hit points) with his If a creature provokes an opportunity attack from more
light crossbow (which has a short range of 80 feet). He hits a than one minion of the same stat block at a time and those
zombie minion with his crossbow, dealing extra damage minions have a melee group attack action, the minions can
thanks to his Sneak Attack, for a total of 14 damage. Since each use their reaction to join a group attack as an
Perigold dealt 8 points of overkill damage—more than the opportunity attack.
hit point maximum of one additional minion—he can choose
up to two additional zombie minions in an 80-foot-long line
extending from Perigold in the direction of the target,
OPTIONAL RULE: GROUP SAVING
reducing them to 0 hit points. If there are no other zombie THROWS
minions in the line, then Perigold can’t damage other minions
with this attack. Though minions often make saving throws individually,
there are times when rolling individual saving throws for
each minion could slow down the action, like when a cleric
GROUP ATTACKS surrounded by eighteen specter minions uses Turn Undead.
When many minions with the same stat block need to
Each minion has at least one group attack action that
make a saving throw against the same effect at the same
speeds up play. In a group attack, two to five minions of the
time, you can make one saving throw for a group of up to

27 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
five minions at a time. All minions in a group use the result Unlike standard creatures, it’s difficult for a group of
of the saving throw. minions to challenge characters if the minion’s challenge
For instance, if thirty-four goblin minions need to make a rating is at least 2 lower than the average party level. In
saving throw against a hypnotic pattern spell, the minions general, avoid using such minions unless you want to build
would make a total of seven saving throws against the spell: a trivial combat encounter. You can increase a minion’s
six for thirty minions divided into six groups of five, and challenge rating using the rules in “Modifying and Making
one more save for the remaining group of four minions. Minions.”

OPTIONAL RULE: TOUGH MINIONS TELL YOUR PLAYERS


While it’s tempting to pit your unsuspecting players against
Minions of a higher challenge rating, such as abyssal ghouls a horde of fire giants just to watch their eyes pop out of
or fire giants, make powerful foes. Consequently, it could their faces in surprise, minion encounters are more fun
break the game’s verisimilitude for an NPC commoner to overall if you share the rules for minions with your players
kill such a minion with a single attack. To keep minions before they get into an encounter. They’ll understand how
believable, you can use the following rule. overkill and group attacks work, spend their resources
When a minion’s challenge rating is at least 6 higher than more efficiently, and be able to help you track the fight
an NPC’s challenge rating, that NPC’s actions and traits more easily, which is worth a lot more than the shock value
affect a minion as if they didn’t have the Minion trait, of a sea of foes the players don’t know are minions.
reducing the minion’s hit points like a normal creature If you want the best of both worlds, end a session with
instead of automatically dropping them to 0. the characters confronting a horde of creatures before
This rule shouldn’t be applied to player characters— rolling initiative. At the start of the next session, reveal
they’re heroes who can always kill a minion in one hit. those creatures are minions and share the rules.

SPECIAL TRAITS
Many minions have traits that give them strength in
numbers but become less powerful as their allies are
defeated. For example, an enemy who starts their turn
within 5 feet of three or more goblin minions must succeed
on a saving throw or take damage from Tiny Stabs.

CHALLENGE RATINGS
Minions have a challenge rating just like any other creature.
However, their experience point value depends on their
challenge rating, as shown on the Minion Encounter
Building table. Aside from their damage output, the Minion
trait, and their experience point value, a minion’s statistics
are on par with a standard creature of the same challenge
rating.
When the rules reference a challenge rating, such as the
polymorph spell or the cleric’s Destroy Undead feature, use
the minion’s listed challenge rating as normal. For instance,
a 5th-level cleric can affect Undead creatures with a
challenge rating of ½ or lower with their Destroy Undead
feature—so this feature can affect zombie minions (CR ¼)
but not specter minions (CR 1).

BUILDING MINION ENCOUNTERS


Minions present opportunities for memorable, cinematic
encounters. Keep the following tips in mind to achieve
maximum fun while planning and running combat
encounters with minions.

ENCOUNTER DIFFICULTY
When building encounters against a single foe, the core
rules advise matching the characters with a creature whose
CR is close to the average party level. What happens when
you add minions to the mix?
You can use the Minion Encounter Building table to
determine how many minions are equivalent to one
standard creature of that CR for encounter building.

28 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
MINION ENCOUNTER BUILDING commanding fire giant minions present more interesting
CR XP Minions per Standard encounters than copies of the same enemy, challenging the
0 0 or 2 5 characters to use diverse tactics.
1/8 5 5
1/4 10 5 CUT THE CHOKE POINTS
1/2 20 5 Since minions are most effective in numbers, avoid
1 40 5 encounters in cramped dungeon tunnels and similar choke
2 90 5 points. Combat becomes dull in tight quarters if only a
3 140 5 couple minions can attack at a time.
4 220 5
5 225 8 MINION BANDS
6 285 8 A combat encounter with more than five minions per character
7 360 8 can become deadly if all minions act on the same turn. The
8 485 8 characters cut down minion hordes on their turns but then suffer
9 500 10 massive damage as a sea of minions pour down on them. While
10 590 10 many groups like this challenge, you have the option to divide the
11 720 10 minions into different bands that act on different initiative counts.
12 840 10 If you do this, minions can only join group attacks with minions in
13 910 11 the same band. At the start of a new round, two or more bands of
14 1,045 11 minions can reorganize into one band, acting on the lowest
15 1,180 11 initiative count of the bands that combined.
16 1,360 11 If you divide minions into bands, be sure to distinguish which
minions belong together. For gridded combat, you could use a
17 1,500 12
colored marker for each miniature, or in a theater of the mind
18 1,665 12
encounter, try group descriptors like “zombie dwarves” and
19 1,830 12
“zombie elves.”
20 2,080 12
21
22
2,540
3,155
13
13
MODIFYING AND MAKING MINIONS
23 3,845 13 You can increase a minion’s challenge rating or create new
24 4,780 13 minions using the Minion Statistics by Challenge Rating
25 5,255 14 table. To change an existing minion’s challenge rating,
26 6,430 14 adjust their proficiency bonus, hit points, and damage dealt
27 7.500 14 by their attacks. If a minion’s proficiency bonus changes,
28 8,570 14 their AC, ability modifiers, attack bonuses, and the DC for
29 9,000 15 ability checks and saving throws made to resist the
30 10,330 15 minion’s traits and actions have the same adjustments (for
example, if the minion’s proficiency bonus increases by 1,
NOT TOO MANY so do their AC, ability modifiers, attack bonuses, and DCs.)
If you’re using the table to create a new minion, you can
When you’re planning your encounters, think of multiple lift statistics directly from the table. If the minion doesn’t
minions as one creature. While it might be exciting to throw wear armor and their AC is less than 10 plus their
a hundred minions at the characters, that’s like them facing proficiency modifier, consider giving the creature natural
twenty or more standard creatures. It can be done and armor that grants a bonus to AC equal to their proficiency
might even be fun, but it’s not the typical minion experience bonus.
and results in a much longer battle than normal. Keep the The table is merely a guide—feel free to tweak the math
following tips in mind when adding minions to an to get the specific minion you desire.
encounter:

• When the characters are 10th level or lower, most


encounters work well with ten to twenty minions in
addition to other creatures.
• When the characters are 11th level or higher, they’re
more efficient at killing minions, and many of the poor
critters will die before they even act. Most high-level
encounters work well with twenty to thirty minions.
• If you find mid-battle that minions are dying too quickly
to present a challenge, you can have reinforcements join
the fray.

ADD STANDARD CREATURES


Minion encounters become more dynamic if you add some
standard creatures allied with the minions. A hag coven
surrounded by ogre minions or a red dragon tyrant

29 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
MINION STATISTICS BY CHALLENGE RATING (equivalent to cantrips in strength), and 6th-order powers
CR Prof. Hit Damage are the strongest.
Bonus Points If a stat block feature should be considered a power, its
0 +2 ≤4 1 order is noted in parentheses.
1/8 +2 5 1
1/4 +2 6 1 NO COMPONENTS
1/2 +2 7–8 1
1 +2 9–10 2 Powers don’t have material, somatic, or verbal components.
2 +2 11–12 3
3
4
+2
+2
13–14
15–16
4
5
CONCENTRATION
5 +3 17–18 6 Like spells, many powers require you to concentrate to
6 +3 19–20 7 maintain their effects. However, unlike spells, a creature
7 +3 21–22 8 can simultaneously concentrate on more than one power,
8 +3 23–24 9 up to a number equal to their proficiency bonus. If a
9 +4 25–26 10 creature fails a Constitution saving throw to maintain
10 +4 27–28 11 concentration, all the powers they are concentrating on
11 +4 29–30 12 end.
12 +4 31–32 13 A creature can’t have multiple manifestations of the same
13 +5 33–34 14 power active at once. Additionally, a creature can’t
14 +5 35–36 15 concentrate on a power if they’re concentrating on a spell
15 +5 37–38 16 or other effect.
16 +5 39–40 17 If a stat block power requires concentration, this is noted
17 +6 41–42 18 in parentheses.
18 +6 43–44 19
19 +6 45–46 20 BONUS ACTION POWERS
20 +6 47–49 21
21 +7 50–52 22 If a creature’s stat block lists a power under the “Bonus
22 +7 53–55 23 Actions” section, they can use a bonus action on their turn
23 +7 56–58 24 to manifest it. However, creatures can’t manifest another
24 +7 59–61 25 power on the same turn they manifest a bonus action
25 +8 62–64 26 power, except for a 1st-order power with a manifestation
26 +8 65–67 27 that is an action (not a bonus action or reaction).
27 +8 68–70 28
28
29
+8
+9
71–73
74–76
29
30
NEW POWERS
30 +9 77–80 31 A character playing a talent—the class found in the
upcoming MCDM supplement The Talent and Psionics—can
use the rules in that book to learn the following new

PSIONIC POWERS powers from the creatures in Flee, Mortals! Powers that
aren’t presented in The Talent and Psionics are listed in this
Some creatures have psionic powers, creating effects with section of the book and indicated in a creature’s stat block
sheer force of will instead of with magic. When a creature with an asterisk (*).
manifests a power, they create an effect following similar Note that some stat block powers work differently than
rules to casting spells, with the following exceptions. the version for player characters presented below, usually
because a creature’s innate psionic ability enhances their
power.
NOT MAGIC
Powers don’t create magical effects, so they’re unaffected
LIQUEFY
by features and spells like antimagic field, counterspell, and 3rd-Order Metamorphosis Power
dispel magic. The damage from a power attack isn’t magical. Manifestation Time: 1 reaction, which you take when hit
If a rule affects only spells or magical effects, it doesn’t with an attack by a creature within range
affect powers. Range: 5 feet
However, powers are psionic and supernatural—so if a Duration: 1 round
rule affects psionic or supernatural effects, it affects powers Creatures: Ithu’rath
(see “New Rules” for more information on supernatural
effects). You psionically barrage your attacker with transformative
energy. The attacker must succeed on a Constitution saving
POWER ORDERS throw or be pushed 5 feet away from you and restrained
until the end of their next turn, as their lower body
Every power has an order that is an expression of its level temporarily melts into an immovable goo.
of strength. Powers of the 1st order are the weakest

30 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
MEMORY THIEF
4th-Order Metamorphosis Power
Manifestation Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute
Creatures: Voiceless talker, voiceless talker artillerist

You plunder the mind of a creature you can see within 30


feet of you. The target must make an Intelligence saving
throw. On a failed save, a target takes 4d10 psychic damage,
their proficiency bonus is lowered by 1, and you gain a +1
bonus to attack rolls and your power save DC for the
duration.
Increased Order. When you manifest this power, you
can increase its order by 1 or more. The damage increases
by 2d10 for each increase of 1.

PISCINE TRANSFORMATION
3rd-Order Metamorphosis Power
Manifestation Time: 1 action
Range: 30 feet
Duration: Concentration, up to 10 minutes
Creatures: Ithu’rath, Olothec

You target a Humanoid you can see within range with a


pulse of transformational energy. The target must succeed
on a Wisdom saving throw or undergo one of the following
transformations of your choice for the duration. A target
can choose to fail this saving throw.

Head. The target’s head transforms into the head of a fish,


proportionately sized for their body. They can’t speak.
Legs. The target’s legs become fins. Their walking speed is
reduced to 10 feet (unless their walking speed is slower),
and they gain a swimming speed of 30 feet.
Torso. The target’s torso becomes the body of a fish with
gills. They can only breathe water and can hold their
breath for 1 hour. If the target isn’t underwater when
this transformation takes effect, they begin suffocating.
Increased Order. When you manifest this power, you
can increase its order by 2 to target any creature, instead of
just a Humanoid, if they have the necessary body part you
wish to transform.
Additionally, you can increase this power’s order by 2 to
increase its duration to 1 hour.

VANISH FOR ONE


2nd-Order Resopathy Power
Manifestation Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute
Creatures: Voiceless talker artillerist

You obscure yourself in the sight of a creature you can see


within range. The target must succeed on a Wisdom saving
throw or you become invisible to them for the duration
(save ends at end of turn). This effect ends early if you
attack the creature, deal damage to them, or create an effect
that forces them to make a saving throw.
Increased Order. When you manifest this power, you
can increase its order by 1 to manifest it as a bonus action.

31 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
Ahmed Nabil Zouikri, Aidan Griffith, Aidan Sherrington, Alex
CREDITS “Kevin” Lover, Alex Chapman, Allister Scott, Alpacnologia,
Anastasia Alnykin, Andrew Cousineau, Andrew Kane,
Design Director: Matthew Colville Andrew Ng, Andy Heinrich, Anthony Hotchkiss, Arne
Lead Designer: James Introcaso Hüggenberg, Austin Bush, Ava Enoch, Ayden Birch, Bella,
Designers: Teos Abadia, Willy Abeel, Celeste Conowitch, Ben Doherty, Bonnie MacDonald, Brandon Alan McClenahan,
Makenzie De Armas, Marcello De Velazquez, Scott Fitzgerald Brandon Wanner, Brett DeCosimo, Brett Hollindale, Brian
Gray, V.J. Harris, Spencer Hibnick, Gabe Hicks, Paul Hughes, Diehl, Bridge Squitire, Bryce Beggs, ButterScotchParadox,
Sadie Lowry, Cassandra MacDonald, Eugenio Vargas Calos Cisco, CarlsXeEinar, Celeborn Stringham, Chris
Editor: Laura Hirsbrunner Hopper, Chris ten Den, Christian Smith, Christopher Berry,
Sensitivity Consultant: Maple Intersectionality Consulting Christopher Teale, Cinna, CO_Nielsen, Cole Carey, Cole Guest,
Production: Lars Bakke Cole Sharp, Cory Muraglio, Craig Getting, Curt Clark, Curt
Playtest Director: Lars Bakke Thornton, Dan Keyser, Dana Monahan, Daniel Franco, Daniel
Friedman, Daniel Hendricks, Daniel Lake, Daniel Lane,

MCDM CONTRACTORS
Daniel Molteno, David Black, David Fleming, David Lucas,
Delfi Collard, Dennis Ware, Derek Fisher, Derek Lancaster,
Drew Flowers, Drew VandeLune, Duskers, Dustin
Community Coordinator: John Champion Hammersmith, Eli Baur, Emma Corbett, EndlesNights, Eran
Customer Support: Bobby McBride Arbel, Eric Sawchak, Eric Stefen, Eric Stephen, Erik
QA Senior Tester: Spencer Hibnick Weingold, Eris, Ethan Catt, Evelyn Keeley, Fábio Mesquita,
Testers: Nathan Clark, Cassandra “Dig” Crary, Alecson de Lima Félix Gauthier-Mamaril, Fernando Cabana Porto, Fernando
Junior, James Dewar, Anna Guimarães, Alex Hencinski Corrêa, Forgotten, Franklin H, FULLMETAL337, Gabriel
Hunt, Gabriel Sortica Reichmann, Gina Delvin, Glynnis
MCDM PRODUCTIONS Hollindale, GotRickRolled, Grumpy, Guilherme da Silva
Moser, Hamilton Gensheimer, Hannah H, Hans “Horroar”
Lars Bakke: Development & Production Van den Eynde, Harrison Howe, Harry Morris, Hazel
Jerod Bennett: Technology Margaris, hdpinck, Howsen, Hunter Jones, Hunter Loose,
Grace Cheung: Art Isaiah “IQBoy” Smith, J. Skillin, Jackson Reichert, Jacob
Matt Colville: Writing & Design Richardson, Jai Gautam, James Bull, James Cook, Jared “Jay”
Nick De Spain: Art & Art Outsource Management Busse, Jason Bond, Jay Tallsquall, JayPea, Jaysen Navarro,
Jason Hasenauer: Art & Art Direction Jeanne Parker, Jeffrey Anderson, Jesse Helser, Joe Howell
James Introcaso: Lead Game Designer Wood, John Baccaro, John-Michael Gonzales, Josh Bird, Josh
Hannah Rose: Managing Editor Goodwin, Joshua Marmolejos, Joshua Nakhoul, Joshua
Rodriguez, Joshua Sakata, Kai Bumpus, Katerina Brown,

PRODUCT IDENTITY Kayla Gleeson, Kelly Kirkpatrick-Peet, Kevin Conway,


Kristoffer Mejborn Eliasson, Kyle Gorman, Kyle McCordic,
The following items are hereby identified as Product Identity, Lance Hobbie, Leonardo Vechi, Lexie Bryan, Liam Kearney,
as defined in the Open Game License version 1.0a, Section 1(e), Liam Lefferts, LlamaThor, Lucas Chiesa, Luiz Felipe
and are not Open Content: All content which is not included in Kormann, Luke M., Luke Zich, Lynn, Lys Agnello, Maciej
the Systems Reference Document version 5.1 or has otherwise Sternik, Maegan Chiofalo, Maitreyi Viswanathan, Marcel
been specifically designated as Open Game Content, including Theilig, Margaret Mae, Mark Bruno, Marsha Auguste, Matt
empyrean stag, dancing lady, Dohma Raskovar, Hanging Tree, Harrison, Matt Rogers, Matthew Donndelinger, Mauricio
hulking brain, Ivory Throne, Lady Dazran, Lady Ulnock, Pinzon, Max “Howard Moon” Turner, Max Moore, Maxwell
lightbender, Lord Syuul, kanin, mindkiller, Mehmet Murat Allen, Meg Hanna, Michael Paz, Michael Seeley, Mikephones,
Ildan, mohler, oruk, overmind, Perigold Quickfingers, Queen Mitchell Gravenall, Mintedcopper, Misahale, Morgan “Adys”
Bargnot, rogabrin, scyza, synlirii, timescape, Tovokor, Vaurath, Fenwick, Nadine McAuliffe, Naif Milaat, Nasse Williams,
Vaurathi, voiceless talkers, World Below, Xorannox, and all Natalie Boles, Nate Goodwin, Nathan Lee, Nathaniel James,
Trademarks, registered trademarks, proper names (including Nevin Hal, Nicholas Renzetti, Nick Borowski, Nick Corbett,
the names of characters, place names, monsters, organizations, Nick Rice, Nick Rowland, Noah Grand, Noel Shabazian, Olivia
new spells, new abilities, etc.), dialogue, plots, story elements, Reidl, Onslaught Six, Oriana, Parker Goldsack, Parker Parker,
locations, characters, artwork, graphics, sidebars, and trade Perekai, Patrick Fowlow, Pete Gosden, Phillip Ada,
dress. Prymalfire, RadiatingShark, Rain, Rain Hiraeth, Reality,
Rebecca McCordic, RecklessRobbie, Richard W. Sullivan,
Robert G, Robert Hendricks, Robert Sachse, Roosevelt
PLAYTESTERS Cooper, Ryan Beattie, Ryan Guth, Ryan Madden, Ryan
Zschau, Sage, Sage1589, Sam, Sam Mannell, Sami Khan,
Playtest Coordinators: Aaron Flavius West, Adam Samuel Walker, Scott Konig, SCSI_1, Sean W. O’Neill, Shawn
McLaughlin, AJ Metzger, Alex Adkisson, Alex Hencinski, Anna McIntosh, Shockwave109, Shovel_Cat, Skye McLaren Walton,
Guimarães, Bennoni Thomas, Casey Bell, Casey Williams, southern_woodsman, Stevan Bressan, Stewart Green, Teb,
Chris Catterson, Claire Buzzelli, Clayton Salamon, David Thomas Hill, Thomas Rolston, Tim Polka, Tim Skiba, Tom
Lake, David, Lucas, davidqshull, Durante Bozzini, EagleRuler, Comte, Tom Stellar, Treb, Troy Gabriel, Vegas Lancaster,
Essjae, Ethan Dunning, Félix Gauthier-Mamaril, Harley Vince Porter, Vincent Cramer, Vinicius “Teco” Bellé, Walter
Kewish, Iris Gorton, Jack Vidulich, Janek Dalkowski, Jarrad Ferrufino, Wes Hunt, Will Fiore, William F, William Pfeiffer,
Tait, Joel Russ, John Bryant, Madeleine Bray, Matthew Zachary Paquette, Zachary Scott, Zachary Smith, Zander
“OneEyed” Vansprang, Moises Raul Montero, Nick Pierson, Gordon, Zehl Day, Zero
Reuben Hung, Roman Penna, Shane Parker, The GM Tim
Alpha Playtesters: @andrewdagiant, @ElfSy 0XiDi, 5quids,
Aaron, Gotzon, Aaron Panglinan, abculatter_2, Adam
McDivitt, Adam Scholze, Adrian “EvenTallerTree” Orlando,

32 Flee, Mortals! The MCDM Monster Book Packet 3 version 1.0 ©2022 MCDM Productions, LLC. All rights reserved
OPEN GAME LICENSE VERSION 1.0A of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product
The following text is the property of Wizards of the Coast, Inc. Identity, including as an indication as to compatibility, except
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