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  • 8/18/2019 New Twists on Old Monsters D&D 5th Edition Homebrew

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    New Twists on Old Monsters

     

    © 2015 Dan Coleman. Dungeons on Demand  is not associated with Wizards o the Coast LLC. Player’s Handbook, Dungeon Master’s Guide, and Monster Manual  arewholly owned trademarks o Wizards o the Coast LLC in the USA and other countries. All rights reserved.

    Bugbear ascetic. A bugbear that orgoes weapons and armor,but is every bit as much o a threat. While not as physically men-acing as other bugbears, they’re surprisingly ast and incrediblyagile, employing hit and run tactics in combat.

    Bullywug swamp-shaper. A bullywug with a touch o magicability. Tey’re capable melee fighters when aided by their magic,and are great or providing cover or attacking at range.

    Cave fisher. An old avorite, created or fifh edition. Tis sub-terranean lurker clings to walls and traps prey with an adhesivefilament it shoots rom its snout. Perect or surprise encounters.

    Devil Rat. Small. Stinky. erriying. A un threat when theparty is a little too overconfident or their own good. Tese makethe perect complements to other fiends in combat.

    Ghast Defiler. Where this ghast goes, death ollows. It is im-bued with abyssal energy that oozes out o it, poisoning creaturesand making it difficult to heal. It can also unleash its dark powerin the orm o a ranged attack to provide some combat diversity.

    Goblin Biter. Tese goblins carry no weapons, but file theirteeth into sharp angs. Tey run into combat, leaping and grab-bing onto their targets, biting at them viciously.

    Goblin Wild-Soul. Goblin sorcerers aren’t common, but thoseborn with a touch o magic are invaluable assets to the goblin

    horde. Tey’re not adept at controlling their magic, however...Hobgoblin Slave Driver. A cruel hobgoblin that uses a pack oslaves to shield him. Tey make or interesting encounters wherethe PCs would want to spare the slaves but kill the slaver.

    Kenku Crowspeaker. Tis kenku has developed druidic magic,and has bonded to a murder o crows that ollows it everywhere.Crowspeakers are surprising tacticians, able to communicatetelepathically with other birds, and orgo its action to let its flockattack. It’s also aided by practical, i not too flashy, spells.

    Kobold rueblood. Tese winged kobolds have received moregifs rom iamat, developing colored scales and curved hornsthat indicate their draconic heritage. ruebloods also pack abreath weapon and damage immunity, giving players a handul todeal with when they encounter them.

    Werebat (Lycanthrope). Tis shapechanger isn’t brutish, but itsability to fly and detect threats make it unique among other lycan-thropes. Useul to when throwing a wrench into expectations.

     Nymph. Another old avorite, brought to lie in the new editionTe nymph is nature’s own maniestation o beauty. Tese ey arereclusive and good natured, but are a terror in combat i pro-

     voked. Tey are accomplished spell casters, and just looking upontheir splendor is a risk.

    Ettin Skeleton. A more deadly complement to the skeletonsalready presented, this hulking monstrosity is every bit as strongand deadly as it was when it still drew breath.

    Skeletal Knight. Skeletal knights are well-armored, magic resis-tant, and surprisingly durable. Te make great “boss” monsters orlower level adventures, or suitable odder or higher level ones.

    Skeleton Mage. Tese skeletons have a small amount o magicin their arsenal. Tey’re ideal to use as artillery or leaders o packso undead or low level adventures.

    Tri-kreen Dunewalker. Te thri-kreen are an interesting raceo insectoid desert nomads. Te dunewalker variant presents athri-kreen ranger, capable o summoning a giant scorpion to itsside to aid it combat. Tey’re expert martial fighters an innatepsions. Use them in packs against high level PCs, or a single oneas its own encounter or lower levels.

    Zombie Giant Constrictor Snake. In a world where anythingcan become a zombie, this undead anaconda is no exception.Every bit as tough as a living snake, with undead resilience.

    Volume One Monsters At a Glance

    Volume One

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    BULLYWUG - BULLYWUG SWAMP-SHAPERMedium humanoid (bullywug), neutral evil 

    Armor Class: 15 (hide armor, shield)

    Hit Points: 17 (3d8+3)

    Speed: 20 ft., swim 40 ft.

    STR DEX CON INT WIS CHA

    10 (+0) 12 (+1) 13 (+1) 9 (-1) 13 (+1) 7 (-2)

    Skills: Medicine +3, Stealth +3,

    Senses: passive Perception 11

    Languages: Bullywug

    Challenge: 1/2 (100 XP)

     Amphibious. The bullywug can breath air and water.

    Speak with Frogs and Toads. The bullywug can communicatesimple concepts to frogs and toads when it speaks Bullywug.

    Swamp Camouage. The bullywug has advantage on Dexterity

    (Stealth) checks made to hide in swampy terrain.

    Standing Leap. The bullywug’s long jump is up to 20 feet and its

    high jump is up to 10 feet, with or without a running start.

    Spellcasting. The bullywug is a 1st-level spellcaster. It’s

    spellcasting ability is Wisdom (spell save DC 11, +3 to hit with

    spell attacks). The bullywug has the following druid spells

    prepared:

    Cantrips (at will): poison spray, shillelagh1st level (2 slots): create or destroy water, fog cloud 

     Actions

    Multiattack. The bullywug makes two melee attacks: one with its

    bite and one with its club.

    Bite. Melee Weapon Attack. +2 to hit, reach 5 ft., one target. Hit: 2

    (1d4) bludgeoning damage.

    Club. Melee Weapon Attack. +2 to hit, reach 5 ft., one target. Hit: 

    3 (1d6) bludgeoning damage.

    BUGBEAR - BUGBEAR ASCETICMedium humanoid (goblinoid), chaotic evil 

    Armor Class: 16 (unarmored defense)Hit Points: 28 (5d8+5)

    Speed: 40 ft.

    STR DEX CON INT WIS CHA

    15 (+2) 17 (+3) 13 (+1) 8 (-1) 16 (+3) 10 (+0)

    Skills: Acrobatics +5, Athletics +4, Stealth +7, Survival +3,

    Senses: darkvision 60 ft., passive Perception 13

    Languages: Common, Goblin

    Challenge: 1 (200 XP)

    Surprise Attack. If the bugbear surprises a creature and hits itwith an attack during the rst round of combat, the target takes an

    extra 7 (2d6) damage from the attack.

    Step of the Wind. The bugbear may use the Disengage or Dash

    action as a bonus action on each of its turns.

     Actions

    Multiattack. The bugbear makes two unarmed strike attacks.

    Unarmed Strike. Melee Weapon Attack. +5 to hit, reach 5 ft., one

    target. Hit: 5 (1d4+3) bludgeoning damage.

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    New Twists on Old Monsters

    Volume One Monsters

    CAVE FISHERMedium beast, unaligned 

    Armor Class: 18 (natural armor)

    Hit Points: 77 (9d10+27)

    Speed: 30 ft., climb 30 ft.

    STR DEX CON INT WIS CHA

    18 (+4) 14 (+2) 17 (+3) 5 (-3) 14 (+2) 7 (-2)

    Skills: Perception +5, Stealth +5

    Senses: darkvision 60 ft., passive Perception 15

    Languages: -

    Challenge: 5 (1,800 XP)

    Stone Camouage. The cave sher has advantage on Dexterity

    (Stealth) checks made to hide in rocky terrain.

    Spider Climb. The cave sher can climb difcult surfaces,

    including upside down on ceilings, without needing to make an

    ability check.

     Adhesive (Filament Only). The cave sher’s lament adheresto anything that touches it. A Huge or smaller creature adhered to

    the lament is also grappled by it (escape DC 15). Ability checks

    made to escape the this grapple have disadvantage.

     Actions

    Multiattack. The cave sher makes an attack with its lament,

    uses Reel, and makes two attacks with its claws.

    Claw. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 

    11 (2d8+4) bludgeoning damage.

    Filament. Ranged Weapon Attack. +5 to hit, range 60 ft., one

    target. Hit: The target is grappled (escape DC 15). Ability checksmade to escape the this grapple have disadvantage. While the

    cave sher has a target grappled by its lament, it cannot use its

    lament again.

    The lament can be attacked and severed. It has an AC of 13,

    10 hit points, resistance to bludgeoning, piercing, and slashing

    damage from nonmagical weapons, and immunity to poison and

    psychic damage. If reduced to 0 hit points the target is freed of the

    grapple, and the lament is severed. The cave sher cannot use

    its lament during its next turn.

    Reel. The cave sher pulls a creature grappled by its lament up

    to 25 feet straight toward it.

    Cave fishers are large insectoids that have adaptedto lie underground. It appears as a cross between acrab and a spider, with a stone-like chitinous shell ooverlapping plates and eight legs. It has a long snout,rom which it can fire an adhesive filament. It uses thisfilament to hunt prey, and to set traps.

    DEVIL RATSmall end, neutral evil 

    Armor Class: 16 (natural armor)

    Hit Points: 76 (9d10 + 27)

    Speed: 30 ft., climb 30 ft.

    STR DEX CON INT WIS CHA

    19 (+4) 17 (+3) 17 (+3) 7 (-2) 14 (+2) 10 (+0)

    Skills: Perception +7, Stealth +8

    Damage Immunities: re, poison

    Condition Immunities: poisoned

    Senses: darkvision 120 ft., passive Perception 17

    Languages: understands Infernal but can’t speak

    Challenge: 5 (1,800 XP)

    Blood Frenzy. The devil rat has advantage on melee attack rollsagainst any creature that doesn’t have all its hit points.

    Stench. Any creature other than a devil rat that starts its turn

    within 5 fee of the devil rat must succeed on a DC 14 Constitution

    saving throw or be poisoned until the start of the creature’s next

    turn. On a successful saving throw, the creature is immune to the

    stench of all devil rats for 1 hour.

     Actions

    Multiattack. The devil rat makes three attacks: one with its bite

    and two with its claws.

    Bite. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 

    11 (2d6 + 4) piercing damage.

    Claws. Melee Weapon Attack. +7 to hit, reach 5 ft., one target.

    Hit: 9 (2d4 + 4) slashing damage.

    Devil rats are vermin native to the Nine Hells.Tough they appear to look like rats, these creaturesare actually fiends. Devil rats appear as rats, roughlythe size o small dogs. Teir ur is patched and mottledwith scales. Tey grow small horns and ridges thatprotrude rom their backs, and develop powerul clawsand incisors.

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    GHAST - GHAST DEFILERMedium undead, chaotic evil 

    Armor Class: 15 (natural armor)

    Hit Points: 54 (12d8)

    Speed: 30 ft.

    STR DEX CON INT WIS CHA

    17 (+3) 17 (+3) 10 (+0) 13 (+1) 10 (+0) 8 (-1)

    Damage Resistances: necrotic

    Damage Immunities: poison

    Condition Immunities: charmed, exhaustion, poisoned

    Senses: darkvision 60 ft., passive Perception 10

    Languages: Common

    Challenge: 3 (700 XP)

     Abyssal Aura. The area around the ghast is lled with the horrid

    energy of the abyss. Water boils, plants wilt, and the air is lled

    with noxious fumes. Any creature that starts its turn within 5 feet

    of the ghast must succeed on a DC 12 Constitution saving throw

    or be poisoned for 1 minute. While poisoned, any healing effect

    that would restore hit points to the creature is halved. The targetcan repeat the saving throw at the end of each of its turns. On a

    successful saving throw, the creature is immune to the ghast’s

     Abyssal Aura for 24 hours.

    Turning Defance. The ghast and any ghouls within 30 feet

    of it have advantage on saving throws against effects that turn

    undead.

     Actions

    Bite. Melee Weapon Attack. +3 to hit, reach 5 ft., one target. Hit: 

    12 (2d8+3) piercing damage.

    Claws. Melee Weapon Attack. +5 to hit, reach 5 ft., one target.Hit: 10 (2d6+3) slashing damage. If the target is a creature other

    than an undead, it must succeed on a DC 12 Constitution saving

    throw or be paralyzed for 1 minute. The target can repeat the

    saving throw at the end of each of its turns, ending the effect on

    itself on a success.

    Death Bolt. Ranged Spell Attack. +2 to hit, range 30 ft., one

    target. Hit: 6 (1d12) necrotic damage. The ghast can use its action

    on each of its turns for the next minute to automatically deal 1d12

    necrotic damage to the target. It loses this ability if it uses its

    action to do anything else, if the target moves more than 30 feet

    from the ghast, or the target gains total cover from the ghast.

    GOBLIN - GOBLIN BITERSmall humanoid (goblinoid), neutral evil 

    Armor Class: 13 (leather armor)

    Hit Points: 7 (2d6)

    Speed: 30 ft.

    STR DEX CON INT WIS CHA

    10 (+0) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)

    Skills: Stealth +6

    Senses: darkvision 60 ft., passive Perception 9

    Languages: Common, Goblin

    Challenge: 1/4 (50 XP)

    Nimble Escape. The goblin can take the Disengage or Hide

    action as a bonus action on each of its turns.

     Actions

    Multiattack. The goblin makes two attacks, one latch on and one

    bite.

    Latch On. Melee Weapon Attack. +4 to hit, reach 5 ft., one target

    that is Medium-sized or larger. Hit: The goblin latches on to the

    target, moving into its space. When the target moves, the latching

    goblin moves with it. A goblin latching onto a target has advantage

    on bite attacks against it. A target can remove a goblin from

    latching onto it the same way it could end a grapple.

     A Medium-sized creature that has a goblin latched onto it has

    disadvantage on Dexterity checks, attacks, and saving throws,

    and moves at half speed. A Medium-sized creature can have up

    to two goblins latched onto it at a time. This limit doubles for each

    size category past Medium (four for Large, eight for Huge, etc).

    Bite. Melee Weapon Attack. +4 to hit, reach 5 ft., one target.

    Hit: 2 (1d4) piercing damage. A goblin latching onto a target hasadvantage on bite attacks against it.

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    HOBGOBLIN - HOBGOBLIN SLAVE DRIVERMedium humanoid (goblinoid), lawful evil 

    Armor Class: 16 (chain mail)

    Hit Points: 22 (4d8 + 4)

    Speed: 30 ft.

    STR DEX CON INT WIS CHA

    13 (+1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 9 (-1)

    Senses: darkvision 60 ft., passive Perception 10

    Languages: Common, Goblin

    Challenge: 1 (200 XP)

    Martial Advantage. Once per turn, the hobgoblin can deal an

    extra 7 (2d6) damage to a creature it hits with a weapon attack if

    that creature is within 5 feet of an ally of the hobgoblin that isn’t

    incapacitated.

    Slaves. The hobgoblin is joined by 1d6 enslaved commoners,

    of varied races. The slaves count as the hobgoblin’s allies and

    take their action during the hobgoblin’s turn, during which the

    hobgoblin instructs how they should act (no action required). Theslaves are usually collared or shackled in some manner.

    While adjacent to one or more slaves, the hobgoblin gains

    +1 AC and has advantage on saving throws against spells and

    effects that require line of sight to target it.

     Actions

    Longsword. Melee Weapon Attack. +3 to hit, reach 5 ft., one

    target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing

    damage if used with two hands.

    Whip. Melee Weapon Attack. +4 to hit, reach 10 ft., one target.

    Hit: 4 (1d4 + 2) slashing damage.

    Net. Ranged Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 

    The target is restrained until it is freed. The net has no effect on

    creatures that are formless, or creatures that are Huge or larger. A

    creature can use its action to make a DC Strength check, freeing

    itself or another creature within its reach on a success. Dealing

    5 slashing damage to the net (AC 10) also frees the creature

    without harming it, ending the effect and destroying the net.

    GOBLIN - GOBLIN WILD-SOULSmall humanoid (goblinoid), neutral evil 

    Armor Class: 13 (leather armor)

    Hit Points: 21 (6d6)

    Speed: 30 ft.

    STR DEX CON INT WIS CHA

    8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 12 (+1)

    Skills: Stealth +6

    Senses: darkvision 60 ft., passive Perception 9

    Languages: Common, Goblin

    Challenge: 2 (450 XP)

    Nimble Escape. The goblin can take the Disengage or Hide

    action as a bonus action on each of its turns.

    Uncontrolled Magic. If the goblin rolls a natural 1 when rolling to

    hit with one of its innate spells, then it explodes from uncontrolled

    magic energy. Each creature within 5 feet of the goblin must

    succeed a DC 11 Dexterity saving throw, or suffer 2d6 damage

    as a result from the explosion. This damage is the same type thatwould have been dealt by the spell the goblin attempted to use.

    Innate Spellcasting. The goblin’s innate spellcasting ability

    is Charisma (spell save DC 11, +3 to hit with spell attacks).

    It can innately cast the following spells, requiring no material

    components:

     At will: re bolt, ray of frost, shocking grasp

    1/day: chromatic orb (cold, re, or lightning type only)

     Actions

    Scimitar. Melee Weapon Attack. +4 to hit, reach 5 ft., one target.

    Hit: 5 (1d6 + 2) slashing damage.

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    KENKU - KUNKU CROWSPEAKERMedium humanoid (kenku), chaotic neutral 

    Armor Class: 13

    Hit Points: 13 (3d8)

    Speed: 30 ft.

    STR DEX CON INT WIS CHA

    9 (-1) 16 (+3) 10 (+0) 10 (+1) 13 (+1) 11 (+0)

    Skills: Deception +4, Perception +2, Stealth +5

    Senses: passive Perception 12

    Languages: Understands Auran and Common but speaks only

    through the use of it’s Mimicry trait.

    Challenge: 1/2 (100 XP)

     Ambusher. The kenku has advantage on attack rolls against any

    creature he has surprised.

    Flock. The kenku can link to the minds of other avian creatures. It

    may communicate telepathically with other kenku it can see within

    100 feet of it. Additionally, each kenku crowspeaker is a leader of

    a swarm of ravens. During its turn, it may forfeit its action to allowits swarm within 100 feet of it to make an attack.

    Mimicry. The kenku can mimic any sound he has heard, including

    voices. A creature that hears the sounds can tell they are

    imitations with a successful DC 14 Wisdom (Insight) check.

    Spellcasting. The kenku is a 1st-level spellcaster. It’s spellcasting

    ability is Wisdom (spell save DC 11, +3 to hit with spell attacks).

    The kenku has the following druid spells prepared:

    Cantrips (at will): shillelagh, thorn whip

    1st level (2 slots): entangle, animal friendship

     ActionsQuarterstaff. Melee Weapon Attack. +1 to hit, reach 5 ft., one

    target. Hit: 2 (1d6 - 1) bludgeoning damage.

    KOBOLD - KOBOLD TRUEBLOODMedium humanoid (kobold), lawful evil 

    Armor Class: 16 (natural armor)

    Hit Points: 21 (6d6)

    Speed: 30 ft., y 30 ft.

    STR DEX CON INT WIS CHA

    9 (-1) 16 (+3) 11 (+0) 10 (+1) 9 (-1) 10 (+0)

    Damage Immunities: acid, cold, re, lightning, or poison (see

    draconic heritage)

    Senses: passive Perception 9

    Languages: Common, Draconic

    Challenge: 1 (200 XP)

    Sunlight Sensitivity. While in sunlight, the kobold has

    disadvantage on attack rolls, as well as on Wisdom (Perception)

    checks that rely on sight.

    Pack Tactics. The kobold has advantage on an attack roll against

    a creature if at least one of the kobold’s allies is within 5 feet of

    the creature and the ally isn’t incapacitated.

    Draconic Heritage. The kobold has descended from a chromatic

    dragon. Its breath weapon and damage immunity type correspond

    to the type of dragon it descends from.

    Dragon type Damage type

    Black Acid

    Blue Lightning

    Green Poison

    Red Fire

    White Cold

    Trueblood kobolds develop a hue to their scales and curvature

    to their horns in correspondence to this dragon type as well.

     ActionsDagger. Melee Weapon Attack. +5 to hit, reach 5 ft., one target.

    Hit: 5 (1d4 + 3) piercing damage.

    Dropped Rock. Ranged Weapon Attack. +5 to hit, one target

    directly below the kobold. Hit: 6 (1d6 + 3) bludgeoning damage.

    Dragonbreath (Recharge 6). The kobold exhales a breath

    weapon similar to that of the dragon it descends from. Green, red,

    and white trueblood kobolds exhale their breath weapon in a 15-

    foot cone. Black and blue trueblood kobolds exhale their breath

    weapon in a 15-foot line that is 5 feet wide. Each creature in the

    area must make a DC 11 Dexterity saving throw, taking 11 (3d6)

    damage of the type indicated by their draconic heritage, or half as

    much on a successful one.

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    LYCANTHROPE - WEREBATMedium humanoid (human, shapechanger), neutral evil 

    Armor Class: 13

    Hit Points: 44 (8d8 + 8)

    Speed: 30 ft. (y 30 ft. in bat form, y 40 ft. in hybrid form)

    STR DEX CON INT WIS CHA

    12 (+1) 16 (+3) 12 (+1) 11 (+0) 10 (+0) 11 (+0)

    Skills: Perception +2, Stealth +5

    Damage Immunities: bludgeoning, piercing, and slashing

    damage from nonmagical weapons that aren’t silvered.

    Senses: blindsight 60 ft. (bat or hybrid form only), passive

    Perception 13

    Languages: Common (can’t speak in bat form)

    Challenge: 3 (700 XP)

    Shapechanger. The werebat can use its action to polymorph into

    a bat-humanoid hybrid or into a bat, or back into its human form.

    Its statistics, other than its size, are the same in each form. Any

    equipment it is wearing or carrying isn’t transformed. It reverts to

    its true form if it dies.

    Echolocation. The werebat cannot use its blindsight while

    deafened.

    Keen Hearing. The werebat has advantage on Wisdom

    (Perception) checks that rely on hearing.

     Actions

    Multiattack (Human or Hybrid Form Only). The werebat makes

    two attacks, only one of which can be a bite.

    Bite (Bat or Hybrid Form Only). Melee Weapon Attack. +5 to

    hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If

    the target is humanoid, it must succeed on a DC 11 Constitution

    saving throw or be cursed with werebat lycanthropy.

    Claws (Hybrid Form Only). Melee Weapon Attack. +3 to hit,

    reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

    Rapier (Human Form Only). Melee Weapon Attack. +5 to

    hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

    NYMPHMedium fey, neutral good 

    Armor Class: 12 (16 with barkskin)

    Hit Points: 82 (15d8 + 15)

    Speed: 30 ft.

    STR DEX CON INT WIS CHA

    10 (+0) 14 (+2) 12 (+1) 14 (+2) 16 (+3) 20 (+5)

    Saving Throws: Wis +6, Cha +8

    Senses: darkvision 60 ft., passive Perception 9

    Languages: Common, Elvish, Sylvan

    Challenge: 5 (1,800 XP)

    Innate Spellcasting. The nymph’s innate spellcasting ability is

    Charisma (spell save DC 17). It can innately cast the following

    spells, requiring no material components:

     At will: druidcraft 

    3/day: entangle, charm person

    1/day: dimension door 

    Magic Resistance. The nymph has advantage on saving throws

    against spells and other magical effects.

    Unearthly Beauty. When a creature that can see the nymph

    starts its turn within 30 feet of it, the nymph can force it to make a

    DC 14 Constitution saving throw if the nymph isn’t incapacitated.

    If the saving throw is failed by 5 or more, the creature is instantly

    blinded and incapacitated. Otherwise, a creature that fails its

    saving throw is exhausted (level 3). The exhausted creature must

    repeat the saving throw at the end of its next turn, becoming

    blinded on a failure or ending the effect on a success. A creature

    incapacitated in this manner can be roused by a friendly creature

    using its action to rally it, but the blindness lasts until the creature

    is freed by a greater restoration spell or other magic.Unless surprised, a creature can avert its eyes to avoid the

    saving throw at the start of its turn. If the creature does so, it can’t

    see the nymph until the start of its next turn, when it can avert its

    eyes again. If the creature looks at the nymph in the meantime, it

    must immediately make the save.

    Nymphs are immune to the effect of their own unearthly beauty,

    but not of other nymphs.

    Spellcasting. The nymph is a 7th-level spellcaster. It’s

    spellcasting ability is Wisdom (spell save DC 15, +7 to hit with

    spell attacks). The nymph has the following druid spells prepared:

    Cantrips (at will): resistance, thorn whip

    1st level (4 slots): cure wounds, longstrider, speak with animals2nd level (3 slots): barkskin, moonbeam

    3rd level (3 slots): conjure animals, water breathing 

    4th level (1 slots): hallucinatory terrain

     Actions

    Dagger. Melee Weapon Attack. +5 to hit, reach 5 ft., one target.

    Hit: 5 (1d4 + 3) piercing damage.

    Sling. Ranged Weapon Attack. +5 to hit, range 30/120 ft., one

    target Hit: 5 (1d4 + 3) bludgeoning damage.

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    SKELETON - ETTIN SKELETONLarge undead, lawful evil 

    Armor Class: 12

    Hit Points: 85 (10d10 + 30)

    Speed: 30 ft.

    STR DEX CON INT WIS CHA

    21 (+5) 8 (-1) 17 (+3) 6 (-2) 10 (+0) 8 (-1)

    Damage Vulnerabilities: bludgeoning

    Damage Immunities: poison

    Condition Immunities: exhaustion, poisoned

    Senses: darkvision 60 ft., passive Perception 14

    Languages: understands Giant and Orc but can’t speak

    Challenge: 4 (1,100 XP)

    Two Heads. The skeleton has advantage on Wisdom (Perception)

    checks and on saving throws against being blinded, charmed,

    deafened, frightened, stunned, and knocked unconscious.

     Actions

    Multiattack. The skeleton makes two attacks: one with its

    battleaxe and one with its morning star.

    Battleaxe. Melee Weapon Attack. +7 to hit, reach 5 ft., one target.

    Hit: 14 (2d8 + 5) slashing damage.

    Morningstar. Melee Weapon Attack. +7 to hit, reach 5 ft., one

    target. Hit: 14 (2d8 + 5) piercing damage.

    SKELETON - SKELETAL KNIGHTMedium undead, lawful evil 

    Armor Class: 18 (plate)

    Hit Points: 52 (7d8 + 21)

    Speed: 30 ft.

    STR DEX CON INT WIS CHA

    18 (+4) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 10 (+0)

    Skills: Perception +4

    Damage Resistances: piercing and slashing damage from non-

    magical weapons

    Damage Immunities: poison

    Condition Immunities: exhaustion, poisoned

    Senses: darkvision 60 ft., passive Perception 14

    Languages: understands Common but can’t speak

    Challenge: 4 (1,100 XP)

    Magic Resistance. The skeletal knight has advantage on saving

    throws against spells and other magical effects.

     Actions

    Multiattack. The skeletal knight makes two attacks.

    Longsword. Melee Weapon Attack. +6 to hit, reach 5 ft. one

    target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing

    damage if used with two hands.

    Longbow. Ranged Weapon Attack. +4 to hit, range 150/600 ft.,

    one target. Hit: 6 (1d8 + 2) piercing damage.

    Reactions

    Parry. The skeletal knight adds 2 to its AC against one melee

    attack that would hit it. To do so, the skeletal knight must see the

    attacker and be wielding a melee weapon.

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    SKELETON - SKELETON MAGEMedium undead, lawful evil 

    Armor Class: 12 (15 with mage armor )

    Hit Points: 26 (4d8 + 8)

    Speed: 30 ft.

    STR DEX CON INT WIS CHA

    10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 14 (+2)

    Damage Vulnerabilities: bludgeoning

    Damage Immunities: poison

    Condition Immunities: exhaustion, poisoned

    Senses: darkvision 60 ft., passive Perception 9

    Languages: understands Common but can’t speak

    Challenge: 1 (200 XP)

    Spellcasting. The skeleton is a 1st-level spellcaster. It’s

    spellcasting ability is Charisma (spell save DC 12, +4 to hit with

    spell attacks). The skeleton has the following sorcerer spells

    prepared:

    Cantrips (at will): acid splash, re bolt, shocking grasp1st level (2 slots): color spray, mage armor 

     Actions

    Quarterstaff. Melee Weapon Attack. +2 to hit, reach 5 ft., one

    target. Hit: 3 (1d6) bludgeoning damage.

    THRI-KREEN - THRI-KREEN DUNEWALKERMedium humanoid (thri-kreen), chaotic neutral 

    Armor Class: 15 (natural armor)

    Hit Points: 65 (10d8 + 20)

    Speed: 40 ft.

    STR DEX CON INT WIS CHA

    14 (+2) 15 (+2) 15 (+2) 10 (+0) 16 (+3) 9 (-1)

    Skills: Perception +5, Stealth +6, Survival +6

    Senses: darkvision 60 ft., passive Perception 16

    Languages: Thri-kreen

    Challenge: 4 (1,100 XP)

    Chameleon Carapace. The thri-kreen can change the color of its

    carapace to match the color and texture of its surroundings. As

    a result, it has advantage on Dexterity (Stealth) checks made to

    hide.

    Colossus Slayer. When the thri-kreen hits a creature with a

    weapon attack, it takes an extra 1d8 damage if it was below its hit

    point maximum. The thri-kreen can only deal this extra damageonce per turn.

    Standing Leap. The thri-kreen’s long jump is up to 30 feet and its

    high jump is up to 15 feet, with or without a running start.

    Innate Spellcasting (Psionics). The thri-kreen’s innate

    spellcasting ability is Wisdom. It can innately cast the following

    spells, requiring no material components:

     At will: mage hand (the hand is invisible)

    2/day: blur, magic weapon

    1/day: invisibility (self only)

     ActionsMultiattack. The thri-kreen makes two gythka attacks or two

    chatkcha attacks.

    Gythka. Melee Weapon Attack. +5 to hit, reach 5 ft., one target.

    Hit: 6 (1d8 + 2) slashing damage.

    Chatkcha. Ranged Weapon Attack. +5 to hit, range 30/120 ft.,

    one target. Hit: 5 (1d6 + 2) slashing damage.

    Whirlwind Attack. Melee Weapon Attack. +5 to hit, reach 5 ft.,

    any number of creatures within reach. Hit: 6 (1d8 + 2) slashing

    damage.

    Summon Giant Scorpion (1/Day). The thri-kreen magically

    summons a giant scorpion. The summoned giant scorpion

    appears in an unoccupied space within 60 feet of its summoner

    and acts as an ally of its summoner. It remains for 10 minutes,

    until it or its summoner dies, or until its summoner dismisses it as

    an action.

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    ZOMBIE - GIANT CONSTRICTOR SNAKEHuge undead, neutral evil 

    Armor Class: 12

    Hit Points: 60 (8d12 + 8)

    Speed: 30 ft., swim 30 ft.

    STR DEX CON INT WIS CHA

    19 (+4) 14 (+2) 13 (+1) 1 (-5) 10 (+0) 3 (-4)

    Saving Throws: Wis +3

    Damage Immunities: poison

    Condition Immunities: poisoned

    Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 10

    Languages: -

    Challenge: 3 (700 XP)

    Undead Fortitude. If damage reduces the zombie to 0 hit points,

    it must make a Constitution saving throw with a DC of 5 + the

    damage taken, unless the damage is radiant or from a critical hit.

    On a success, the zombie drops to 1 hit point instead.

     Actions

    Multiattack. The zombie makes two attacks: one with its bite and

    one with its constrict if able.

    Bite. Melee Weapon Attack. +6 to hit, reach 10 ft., one target. Hit: 

    11 (2d6 + 4) piercing damage.

    Constrict. Melee Weapon Attack. +6 to hit, reach 5 ft., one target.

    Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled

    (escape DC 16). Until this grapple ends, the creature is restrained,

    and the zombie can’t constrict another target.

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     Angelic Servitor. Tis angel helps fill the role o a much neededlow-level celestial. It makes or a competent and dynamic fighter, withplenty o spell utility and access to healing. Makes or a great ally too!

     Advanced Planetar (Angel). Tis angel has a more diverseutility belt than its typical counterpart. A radiant aura mitigatesheavy melee fighters with multiple attacks, and its compellingshout ensures it keeps anything it wants close. A great boss battleor higher levels.

     Astral Worm. A towering monstrosity that detects sentientcreatures, has a paralyzing psychic breath weapon, and explodesonce slain. A sizable challenge or high level PCs when a purpleworm just doesn’t cut it.

    Gith Mauler. Tose that remember the astral mauler will appre-ciate this beast. Capable o locking down targets, teleporting romplace to place, and quickly healing its wounds, this creature can bea solo threat to low or mid level PCs, or an appropriate guard dogor the boss o a high level adventure.

    Githyanki Soldier. Te githyanki soldier bridges the gapbetween the race’s warriors and knights. Te soldiers pack betterarmor at the cost o melee damage output, but make up or theloss with psychic talent.

    Gnoll Cackler. Is there a creature better suited to be spreadingcackle ever than a gnoll? You can use a single one o these in-ected gnolls to introduce the disease to your campaign… or send

    a laughing horde at a higher level party.Goblin Outrider. You’ll want to pair this risky goblin with anintimidating mount or its best use – wolves work well, but youcan also consider more exotic mounts like goats, crocodiles, orhyenas or a more dynamic approach. Using hit-and-run tactics orgoading mounts to make extra attacks gives you a chance to havea little more un with goblins, even at low level!

     Lamia askmaster. A step above typical lamia, the taskmasteroffers more battlefield control through its ability to knock opponentsprone and weaken swathes o enemies at a time. A suitable mid-level

     villain, or perhaps the henchman o a higher level monster, you’ll besure to catch the PCs off guard with its array o talents.

     Merfolk Scout. Tis merolk is capable o putting out someserious damage when paired with enough allies to make use oits martial advantage and multiple attacks each round. Considersome interesting aquatic allies to work with it – sharks, waterelementals, giant octopi, and other merolk all work or an appro-priate mid-level encounter.

     Merfolk Shaman. Te merolk shaman is suited best as supportor a team – enhancing her allies abilities, curing their wounds,and summoning beasts to battle their enemies. Its blessing allowscreatures to breathe and explore underwater, which you can use toopen the PCs up to an aquatic adventure setting!

     Mummy Noble. Te mummy noble gains an edge with a hitpoint improvement rom standard mummies, a weapon attack,and turn resistance. You can use them as a leader with a pack omummies in tow, or as bodyguards to mummy lords. Tey pairnicely with preserved mages as well!

    Preserved Mage. Tis spellcasting mummy has enough fire-power to keep the PCs on their toes. An excellent surprise orplayers expecting a standard mummy, and perect as playing therole o a lower leveled mummy lord.

    Sand roll. A twist on traditional trolls, this desert native isn’timpeded by troughs o sand and loses its regeneration when ex-posed to cold instead o fire. A great monster to use or a desert orcoastal adventure to keep the PCs guessing.

    wisted Reflection. Tis monster will require a little work onyour part on the ront end, but the effort is worth it. A twistedreflection has great role-playing and combat purposes; they canshadow their target as the party travels, create a dynamic encoun-ters, or spur the start o adventures entirely!

    Zombie yrannosaurus Rex. Tis merolk is capable o puttingout some serious damage when paired with enough allies to makeuse o its martial advantage and multiple attacks each round.Consider some interesting aquatic allies to work with it – sharks,water elementals, giant octopi, and other merolk all work or anappropriate mid-level encounter.

    Volume Two Monsters At a Glance

    Volume wo

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    ANGEL - ANGELIC SERVITORMedium celestial, lawful good 

    Armor Class: 15 (natural armor)

    Hit Points: 39 (6d8 + 12)

    Speed: 30 ft., y 90 ft.

    STR DEX CON INT WIS CHA

    14 (+2) 12 (+1) 14 (+2) 12 (+1) 14 (+2) 16 (+3)

    Saving Throws: Wis +4, Cha +5

    Skills Perception: +4

    Damage Resistances: radiant

    Senses: darkvision 60ft., passive Perception 14

    Languages: all

    Challenge: 3 (700 XP)

     Angelic Weapons. The servitor’s weapon attacks are magical.

    When the servitor hits with any weapon, the weapon deals an

    extra 1d8 radiant damage (included in the attack).

    Innate Spellcasting. The servitor’s spellcasting ability is Charis-ma (spell save DC 16). The servitor can innately cast the following

    spells, requiring only verbal components:

     At will: detect evil and good 

    1/day each: bless, commune, shield of faith

    Magic Resistance. The servitor has advantage on saving throws

    against spells and other magical effects.

     Actions

    Multiattack. The servitor makes two attacks.

    Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one

    target. Hit: 9 (2d6 + 2) slashing damage plus 4 (1d8) radiant dam-

    age.

    Longbow. Ranged Weapon Attack: +3 to hit, range 120/600 ft.,

    one target. Hit: 5 (1d8 + 1) piercing damage plus 4 (1d8) radiant

    damage.

    Healing Touch (1/Day). The servitor touches another creature.

    The target magically regains 10 (2d8 + 1) hit points and is freed

    from any curse, disease, poison, blindness, or deafness.

    ANGEL - PLANETAR, ADVANCEDLarge celestial, lawful good 

    Armor Class: 19 (natural armor)

    Hit Points: 200 (16d10 + 112)

    Speed: 40 ft., y 120 ft.

    STR DEX CON INT WIS CHA

    26 (+8) 20 (+5) 24 (+7) 19 (+4) 22 (+6) 25 (+7)

    Saving Throws: Con +13, Wis +12, Cha +13

    Skills: Perception +12

    Damage Resistances: radiant; bludgeoning, piercing, and

    slashing from nonmagical weapons

    Condition Immunities: charmed, exhaustion, frightened

    Senses: truesight 120ft., passive Perception 22

    Languages: all

    Challenge: 19 (22,000 XP)

     Angelic Weapons. The planetar’s weapon attacks are magical.

    When the planetar hits with any weapon, the weapon deals an

    extra 5d8 radiant damage (included in the attack).

    Divine Awareness. The planetar knows if it hears a lie.

    Innate Spellcasting. The planetar’s spellcasting ability is

    Charisma (spell save DC 20). The planetar can innately cast the

    following spells, requiring no material components:

     At will: detect evil and good, invisibility (self only)

    3/day each: blade barrier, dispel evil and good, ame strike, raise

    dead.

    1/day each: commune, control weather, insect plague

    Magic Resistance. The planetar has advantage on saving throws

    against spells and other magical effects.

    Radiant Aura. At the start of each of the planetar’s turns , each

    creature of the planetar’s choice within 5 feet of it takes 10 (3d6)

    radiant damage. A creature that touches the planetar or hits it

    with a melee attack while within 5 feet of it takes 10 (3d6) radiant

    damage.

     Actions

    Multiattack. The planetar makes two attacks; two with its great-

    sword, or one with his greatsword and one with its Compelling

    Shout.

    Greatsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one

    target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiantdamage. If the planetar scores a critical hit, it rolls damage dice

    three times, instead of twice.

    Compelling Shout. Ranged Spell Attack: +14 to hit, range 30

    ft., one target. Hit: 20 (3d8 + 7) psychic damage and the target

    must succeed on a DC 20 Wisdom saving throw or be magically

    compelled to immediately move up to 25 feet toward the planetar.

    This movement does not provoke opportunity attacks. Creatures

    that cannot be charmed are immune to this effect.

    Healing Touch (4/Day). The planetar touches another creature.

    The target magically regains 30 (6d8 + 3) hit points and is freed

    from any curse, disease, poison, blindness, or deafness.

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    ASTRAL WORMGargantuan monstrosity, unaligned 

    Armor Class: 19 (natural armor)

    Hit Points: 263 (15d20 + 105)

    Speed: 50 ft., burrow 30 ft.

    STR DEX CON INT WIS CHA

    29(+9) 9 (-1) 24 (+7) 5 (-3) 8 (-1) 6 (-2)

    Saving Throws: Con +13, Wis +5

    Damage Immunities: psychic

    Senses: blindsight 120ft., passive Perception 10

    Languages: -

    Challenge: 17 (18,000 XP)

    Thought Stalker. The worm’s blindsight only detects creatures

    with an Intelligence score of 3 or higher.

    Death Throes. When the worm dies it releases an explosion of

    psychic energy that ripples away from it. Each creature within 30

    feet of it must make a DC 17 Intelligence saving throw, taking 53(15d6) psychic damage on a failed save, or half as much damage

    on a successful one.

     Actions

    Multiattack. The worm can use its Frightful Presence. It then

    makes two attacks: one with its bite and one with its tail.

    Bite. Melee Weapon Attack: +18 to hit, reach 10ft., one target. 

    Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or

    smaller creature, it must succeed on a DC 19 Dexterity saving

    throw or be swallowed by the worm. A swallowed creature is

    blinded and restrained, it has total cover against attacks and other

    effects outside the worm, and it takes 21 (6d6) acid damage at thestart of each of the worm’s turns.

    If the worm takes 30 damage or more on a single turn from

    a creature inside it, the worm must succeed on a DC 21 Con-

    stitution saving throw at the end of that turn or regurgitate all

    swallowed creatures, which fall prone in a space within 10 feet

    of the worm. If the worm dies, a swallowed creature is no longer

    restrained by it and can escape from the corpse by using 20 feet

    of movement, exiting prone.

    Tail. Melee Weapon Attack: +8 to hit, reach 20 ft., one target.

    Hit: 20 (3d6 + 9) bludgeoning damage.

    Frightful Presence. Each creature of the worm’s choice that is

    within 60 feet of the worm and aware of it must succeed on aDC 17 Wisdom saving throw or become frightened for 1 minute.

     A creature can repeat the saving throw at the end of each of its

    turns, ending the effect on itself on a success. If a creature’s

    saving throw is successful or the effect ends for it, the creature is

    immune to the worm’s Frightful Presence for the next 24 hours.

    Psychic Breath (Recharge 6). The worm exhales a torrent of

    psychic energy in a 60-foot cone. Each creature in that area must

    succeed on a DC 16 Intelligence saving throw or be paralyzed

    for 1 minute. A creature can repeat the saving throw at the end of

    each of its turns, ending the effect on itself on a success.

    Astral worms are distant relatives to purple worms.Tey grow to the same colossal size, but their orm isar mor alien and unnerving. An astral worm’s scalestwinkle like a rainbow set against a night sky. Teirheads are topped with odd appendages that detect thethoughts o creatures around them, which it uses tohunt. Tey are able to gather this psychic energy andexpel it in huge blasts that leave their prey stunned.I slain, this energy bursts orth in a violent eruptionrom the worm’s corpse.

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    GITH - GITH MAULER

    Medium aberration, unaligned 

    Armor Class: 15 (natural armor)

    Hit Points: 110 (13d10 + 39)

    Speed: 30 ft.

    STR DEX CON INT WIS CHA

    22 (+6) 16 (+3) 17 (+3) 7 (-2) 8 (-1) 7 (-2)

    Skills: Perception +2

    Damage Resistances: cold, re, lightning

    Senses: darkvision 60ft., passive Perception 12

    Languages: understands Gith but does not speak

    Challenge: 7 (2,900 XP)

     Advantageous Grappler. The gith mauler has advantage on at-

    tack rolls against creatures it is grappling.

    Regeneration. The gith mauler regains 10 hit points at the start of

    its turn if it has at least 1 hit point.

     Actions

    Multiattack. The mauler makes up to three attacks: one with its

    bite and one with its tail. It then uses its maul if able.

    Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage. If the target is a creature,

    it is grappled (escape DC 16). Until this grapple ends, the

    target is restrained, and the gith mauler can’t bite another target.

    Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit:

    13 (2d6 + 6) bludgeoning damage.

    Maul. The gith mauler makes one bite attack against a creature it

    is grappling. If the attack hits, the target takes the bite’s damage

    and begins bleeding from its wounds. The creature suffers 1d10

    damage at the start of each of it turns it is bleeding until it suc-

    ceeds a DC 16 Constitution saving throw. Creatures cannot make

    this saving throw while they are grappled by the gith mauler.

    Teleport. The gith mauler magically teleports up to 60 feet to an

    unoccupied space it can see.

    GITH - GITHYANKI SOLDIERMedium humanoid (gith), lawful evil 

    Armor Class: 19 (half plate, shield)

    Hit Points: 66 (12d8 + 12)

    Speed: 30 ft.

    STR DEX CON INT WIS CHA

    15 (+2) 14 (+2) 13 (+1) 14 (+2) 13 (+1) 12 (+1)

    Saving Throws: Con +4, Int +5, Wis +4

    Senses: passive Perception 12Languages: Gith

    Challenge: 6 (2,300 XP)

    Innate Spellcasting (Psionics). The githyanki’s innate spellcast-

    ing ability is Intelligence (spell save DC 15, +5 to hit with spell

    attacks). It can innately cast the following spells, requiring no

    components:

     At will: mage hand (the hand is invisible)

    3/day each:  jump, misty step, nondetection (self only), tongues

    1/day: telekinesis

     ActionsMultiattack. The githyanki makes two longsword attacks.

    Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one

    target. Hit: 6 (1d8 + 2) slashing damage or 7 (1d10 + 2) slashing

    damage if held in two hands.

    Reactions

    Parry. The githyanki adds 3 to its AC against one melee attack

    that would hit it. To do so, the githyanki must see the attacker and

    be wielding a melee weapon.

    Gith maulers are powerul creatures native to theAstral Plane, bred by githyanki to serve them in battleor guard their estates and treasures. Tey are vaguelyreptilian, with scales ranging in color rom dark blackto milky blue, with two muscular legs and a maw thatends in our enormous tusks. A creature grabbed by agith mauler rarely escapes its clutches.

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    GNOLL - GNOLL CACKLERMedium humanoid (gnoll), chaotic evil 

    Armor Class: 15 (chain shirt)

    Hit Points: 65 (10d8 + 20)

    Speed: 30 ft.

    STR DEX CON INT WIS CHA

    16 (+3) 15 (+2) 14 (+2) 8 (-1) 8 (-1) 14 (+2)

    Condition Immunities: frightened

    Senses: darkvision 60 ft., passive Perception 9

    Languages: Gnoll

    Challenge: 4 (1,100 XP)

    Rampage. When the gnoll reduces a creature to 0 hit points with

    a melee attack on its turn, the gnoll can take a bonus action to

    move up to half its speed and make a bite attack.

    Relentless (Recharges after a Short or Long Rest). If the gnoll

    takes 14 damage or less that would reduce it to 0 hit points, it is

    reduced to 1 hit point instead.

     Actions

    Multiattack. The gnoll makes two attacks with its mace, and then

    uses its Cackle if it can.

    Mace. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 

    7 (1d8 + 3) bludgeoning damage.

    Cackle (Recharge 6). The gnoll creature suffers 5 (1d10) psychic

    damage and becomes incapacitated for one round in a t of

    laughter. Creatures that can hear this creature must succeed a

    DC 13 Constitution saving throw. On a failure, target creatures are

    infected with cackle fever .

    GOBLIN - GOBLIN OUTRIDERSmall humanoid (goblinoid), neutral evil 

    Armor Class: 13 (leather armor)

    Hit Points: 18 (5d6)

    Speed: 30 ft. or by mount

    STR DEX CON INT WIS CHA

    10 (+0) 15 (+2) 10 (+0) 10 (+0) 8 (-1) 9 (-1)

    Skills: Stealth +6

    Senses: darkvision 60 ft., passive Perception 9

    Languages: Common, Goblin

    Challenge: 1 (200 XP)

    Quick Mount. Mounting a creature trained to bear the goblin as a

    rider only requires 5 feet of the goblin’s movement.

    Nimble Escape. The goblin can take the Disengage or Hide ac-

    tion as a bonus action on each of its turns.

    Ride-by Attack. While the goblin is mounted, it does not provoke

    opportunty attacks from targets it hits with its melee attacks. Thegoblin’s mount must move at least 10 feet before making the me-

    lee attack against the target for this effect.

     Actions

    Scimitar. Melee Weapon Attack. +4 to hit, reach 5 ft., one target.

    Hit: 5 (1d6 + 2) slashing damage.

    Goad. The goblin’s mount uses its reaction to make a melee

    attack against a target in range.

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    LAMIA - LAMIA TASKMASTERLarge monstrosity, chaotic evil 

    Armor Class: 13 (natural armor)

    Hit Points: 153 (18d10 + 54)

    Speed: 30 ft.

    STR DEX CON INT WIS CHA

    17 (+3) 15 (+2) 16 (+3) 16 (+3) 15 (+2) 18 (+4)

    Saving Throws: Dex +6, Cha +8

    Skills: Deception +9, Insight +7, Stealth +6

    Senses darkvision: 60ft., passive Perception 17

    Languages: Abyssal, Common

    Challenge: 12 (8,400 XP)

    Magic Resistance. The lamia has advantage on saving

    throws against spells and other magical effects.

    Magic Weapons. The lamia’s weapon attacks are magical.

    Innate Spellcasting. The lamia’s innate spellcasting ability is

    Charisma (spell save DC 16). It can innately cast the following

    spells, requiring no material components.

     At will: disguise self  (any humanoid form), major image

    3/day each: charm person, mirror image, scrying, suggestion

    1/day: geas

     Actions

    Multiattack. The lamia makes three attacks: two with its claws

    and one with its whip or Intoxicating Touch.

    Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

    Hit: 14 (2d10 + 3) slashing damage.

    Whip. Melee Weapon Attack: +7 to hit, reach 15 ft., one target.

    Hit: 8 (2d4 + 3) slashing damage. If the target is a creature, it

    must succeed on a DC 14 Strength saving throw or be knocked

    prone.

    Intoxicating Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one

    creature. Hit: The target is magically cursed for 1 hour.

    Until the curse ends, the target has disadvantage on Wisdom sav-

    ing throws and all ability checks.

    Weakening Breath (Recharge 6). The lamia exhales gas in a 30-

    foot cone. Each creature in that area must succeed on a DC 16

    Strength saving throw or have disadvantage on Strength-based

    attack rolls, Strength checks, and Strength saving throws for 1minute. A creature can repeat its saving throw at the end of each

    of its turns, ending the effect on itself on a success.

    MERFOLK - MERFOLK SCOUTMedium humanoid (merfolk), neutral good 

    Armor Class: 16 (natural armor)

    Hit Points: 97 (13d8 + 39)

    Speed: 10 ft., swim 40 ft.

    STR DEX CON INT WIS CHA

    14 (+2) 19 (+4) 17 (+3) 15 (+2) 11 (+0) 14 (+2)

    Saving Throws: Dex +6, Cha +4

    Skills: Perception +6, Stealth +7

    Senses: passive Perception 16

    Languages: Aquan, Common

    Challenge: 6 (2,300 XP)

     Amphibious. The merfolk can breathe air and water.

     Aquatic Stealth. While underwater, the merfolk can take the Hide

    action as a bonus action.

    Martial Advantage. Once per turn, the merfolk can deal an extra

    14 (2d6) damage to a creature it hits with a weapon attack if that

    creature is within 5 feet of an ally of the merfolk’s that isn’t

    incapacitated.

     Actions

    Multiattack. The merfolk makes three shortsword attacks.

    Shortsword. Melee Weapon Attack. +6 to hit, reach 5 ft. one

    target. Hit: 7 (1d6 + 4) slashing damage.

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    MERFOLK - MERFOLK SHAMANMedium humanoid (merfolk), neutral good 

    Armor Class: 14 (natural armor)

    Hit Points: 97 (13d8 + 39)

    Speed: 10 ft., swim 40 ft.

    STR DEX CON INT WIS CHA

    16 (+3) 14 (+2) 16 (+3) 13 (+1) 16 (+3) 14 (+2)

    Saving Throws: Dex +4, Wis +5

    Skills: Perception +9, Religion +6

    Senses: passive Perception 19

    Languages: Aquan, Common

    Challenge: 6 (2,300 XP)

     Amphibious.The merfolk can breathe air and water.

    Cunning. The merfolk has advantage on Intelligence, Wisdom,

    and Charisma saving throws against magic.

    Spellcasting. The merfolk is a 5th level spellcaster. Its spell-

    casting ability is Wisdom (spell save DC 13, +5 to hit with spell

    attacks). The merfolk has the following druid spells prepared:

    Cantrips (at will): druidcraft, guidance

    1st level (4 slots): cure wounds, entangle, speak with animals

    2nd level (3 slots): beast sense, enhance ability 

    3rd level (2 slots): conjure animals

     Actions

    Multiattack. Corselle makes two spear attacks.

    Spear. Melee or Ranged Weapon Attack. +5 to hit, reach 5 ft. or

    range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage or

    7 (1d8 + 3) piercing damage if used with two hands to make amelee attack.

    Blessing of Eardo (1/day). The merfolk selects up to ten crea-

    tures within 100 feet of it that it can see. Selected creatures gain

    a swim speed equal to their base land speed, and can breath

    underwater as if affected by the water breathing spell. This effect

    lasts for the next 24 hours, or until the merfolk chooses to dismiss

    the effect on any number of targets as an action on her turn. This

    effect also ends if the merfolk is slain.

    MUMMY - MUMMY NOBLEMedium undead, lawful evil 

    Armor Class: 14 (natural armor)

    Hit Points: 71 (11d8 + 22)

    Speed: 20 ft.

    STR DEX CON INT WIS CHA

    17 (+3) 10 (+0) 15 (+2) 9 (-1) 14 (+2) 15 (+2)

    Saving Throws: Con +4, Wis +4

    Damage Vulnerabilities: re

    Damage Resistances: bludgeoning, piercing, and slashing from

    nonmagical weapons

    Damage Immunities: necrotic, poison

    Condition Immunities: charmed, exhaustion, frightened,

    paralyzed, poisoned

    Senses: darkvision 60ft., passive Perception 12

    Languages: the languages it knew in life

    Challenge: 5 (1,800 XP)

    Turning Defance. The mummy noble and any mummies within30 feet of it have advantage on saving throws against effects that

    turn undead.

     Actions

    Multiattack. The mummy can use its dreadful glare and

    makes one attack with its rotting st or falchion.

    Falchion. Melee Weapon Attack: +6 to hit, reach 5 ft., on target.

    Hit: 10 (2d6 + 3) slashing damage plus 10 (3d6) necrotic damage.

    Rotting Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one

    target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6)

    necrotic damage. If the target is a creature, it must succeed on a

    DC 14 Constitution saving throw or be cursed with mummy rot .The cursed target can’t regain hit points, and its hit point maxi-

    mum decreases by 10 (3d6) for every 24 hours that elapse. If the

    curse reduces the target’s hit point maximum to 0, the target dies,

    and its body turns to dust. The curse lasts until removed by the

    remove curse spell or other magic.

    Dreadful Glare. The mummy targets one creature it can see

    within 60 feet of it. If the target can see the mummy, it must suc-

    ceed on a DC 13 Wisdom saving throw against this magic or

    become frightened until the end of the mummy’s next turn. If the

    target fails the saving throw by 5 or more, it is also paralyzed for

    the same duration. A target that succeeds on the saving throw

    is immune to the dreadful glare of all mummies (but not mummy

    lords) for the next 24 hours.

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    MUMMY - PRESERVED MAGEMedium undead, lawful evil 

    Armor Class: 12 (15 with mage armor )

    Hit Points: 61 (11d8 + 11)

    Speed: 20 ft.

    STR DEX CON INT WIS CHA

    10 (+0) 11 (+0) 12 (+1) 17 (+3) 13 (+1) 12 (+1)

    Saving Throws: Int +6, Wis +4

    Damage Vulnerabilities: re

    Damage Resistances: bludgeoning, piercing, and slashing from

    nonmagical weapons

    Damage Immunities: necrotic, poison

    Condition Immunities: charmed, exhaustion, frightened,

    paralyzed, poisoned

    Senses: darkvision 60ft., passive Perception 11

    Languages: the languages it knew in life

    Challenge: 7 (2,900 XP)

    Spellcasting. The preserved mage is a 9th-level spellcaster. Itsspellcasting ability is Intelligence (spell save DC 14, +6 to hit with

    spell attacks). The mage has the following wizard spells prepared

    Cantrips (at will): light, mage hand, mending, poison spray 

    1st level (4 slots): jump, mage armor, magic missile, shield 

    2nd level (3 slots): misty step, scorching ray 

    3rd level (3 slots): fear, lightning bolt, y 

    4th level (3 slots): blight, evard’s black tentacles

    5th level (1 slot): wall of stone

     Actions

    Multiattack. The preserved mage can use its dreadful glare and

    makes one attack with its rotting st.

    Rotting Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one

    target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6)

    necrotic damage. If the target is a creature, it must succeed on a

    DC 14 Constitution saving throw or be cursed with mummy rot .

    The cursed target can’t regain hit points, and its hit point maxi-

    mum decreases by 10 (3d6) for every 24 hours that elapse. If the

    curse reduces the target’s hit point maximum to 0, the target dies,

    and its body turns to dust. The curse lasts until removed by the

    remove curse spell or other magic.

    Dreadful Glare. The preserved mage targets one creature it can

    see within 60 feet of it. If the target can see the preserved mage,

    it must succeed on a DC 13 Wisdom saving throw against this

    magic or become frightened until the end of the preserved mage’snext turn. If the target fails the saving throw by 5 or more, it is also

    paralyzed for the same duration. A target that succeeds on the

    saving throw is immune to the dreadful glare of all preserved mag

    es and mummies (but not mummy lords) for the next 24 hours.

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    TROLL - SAND TROLLLarge giant, neutral evil 

    Armor Class: 14 (natural armor)

    Hit Points: 84 (8d10 + 40)

    Speed: 30 ft.

    STR DEX CON INT WIS CHA

    18 (+4) 10 (+0) 20 (+5) 7 (-2) 9 (-1) 8 (-2)

    Skills: Perception +1

    Senses: darkvision 60 ft., passive Perception 11

    Languages: Giant

    Challenge: 5 (1,800 XP)

    Keen Smell. The troll has advantage on Wisdom (Perception)

    checks that rely on smell.

    Regeneration. The troll regains 10 hit points at the start of its

    turn. If it takes acid or cold damage, this trait doesn’t function until

    the start of the troll’s next turn. The troll dies only if it starts its turn

    at 0 hit points and doesn’t regenerate.

    Sand Walk. The troll can move across desert surfaces, including

    deep sand, without needing to make an ability check. Additionally,

    difcult terrain composed of sand doesn’t cost it extra movement.

     Actions

    Multiattack. The troll makes three attacks: one with its bite and

    two with its claws.

    Bite. Melee Weapon Attack. +7 to hit, reach 5 ft. one target. Hit: 7

    (1d6 + 4) piercing damage.

    Claw. Melee Weapon Attack. +7 to hit, reach 5 ft. one target. Hit: 

    11 (2d6 + 4) slashing damage.

    TWISTED REFLECTIONConstruct (size varies), unaligned 

    Armor Class: 15 (natural armor)

    Hit Points: 52 (7d8 + 21)

    Speed: 30 ft.

    STR DEX CON INT WIS CHA

    15 (+2) 15 (+2) 15 (+2) 15 (+2) 15 (+2) 15 (+2)

    Damage Immunities: necrotic, poison

    Condition Immunities: charmed, frightened, poisoned, stunned

    Senses: blindsight 60 ft., passive Perception 16

    Languages: understands and speaks the langauges of the crea-

    ture its image is a reection of.

    Challenge: 3 (700 XP)

    Reection. The twisted reection looks identical to a creature it is

    a reection of; although reversed. A creature can tell the differ -

    ence between a twisted reection and the creature it is a reection

    of with a successful DC 15 Insight check. The twisted reection is

    the same size as the creature it is a reection of.

    Magic Resistance. The twisted reection has advantage on sav-

    ing throws against spells and other magical effects.

    Otherwordly Perception. The twisted reection can sense the

    presence of the creature it is a reection of so long as that crea-

    ture is within 30 feet of it. It can pinpoint such a creature that is

    moving, even if the creature is invisible or on the Ethereal plane.

     Actions

    Multiattack. The twisted reection makes two attacks.

    Reected Weapon. Melee or Ranged Weapon Attack. +5 to hit,

    reach 5 ft. or range 30 ft., one target. Hit: 6 (1d8 + 2) damage.

    This damage is of the same type of the primary melee or ranged

    weapon the creature the twisted reection is a reection of

    carries.

    Cantrip. The twisted reection uses a cantrip known by the

    creature it is a reection of.

    Sand trolls are cousins to regular trolls, although they make theirhomes in much hotter and dryer climates. As a result, the troll’sregenerative ability is stifled by exposure to cold elements as op-posed to fire. A sand troll looks like a normal troll, although theyhave ruddy, calcified skin ranging in color rom yellow to umber.Sand trolls are also hairless.

    Twisted reflections are the reflected images o humanoids givenorm through necromantic magic. A twisted reflection that isborne into the world has the singular purpose o hunting downthe creature it bears the image o. I a twisted reflection is

    destroyed, it vanishes in a spray o sand and a sound o glassbreaking.

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    ZOMBIE - TYRANNOSAURUS REX Huge beast, neutral evil 

    Armor Class: 15 (natural armor)

    Hit Points: 179 (17d12 + 68)

    Speed: 40 ft.

    STR DEX CON INT WIS CHA

    25 (+7) 10 (+0) 19 (+4) 2 (-4) 12 (+1) 8 (-2)

    Saving Throws: Str +11, Con +8

    Skills: Perception +5

    Damage Immunities: poison

    Condition Immunities: poisoned

    Senses: darkvision 60ft., passive Perception 15

    Languages: -

    Challenge: 11 (7,200 XP)

    Undead Fortitude. If damage reduces the zombie to 0 hit points,

    it must make a Constitution saving throw with a DC of 5 + the

    damage taken, unless the damage is radiant or from a critical hit.

    On a success, the zombie drops to 1 hit point instead.

     Actions

    Multiattack. The tyrannosaurus makes two attacks: one with its

    bite and one with its tail. It can’t make both attacks against the

    same target.

    Bite. Melee Weapon Attack: +10 to hit, reach 10ft., one target.

    Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or

    smaller creature, it is grappled (escape DC 17). Until this grapple

    ends, the target is restrained, and the tyrannosaurus can’t bite

    another target.

    Tail. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit:

    20 (3d8 + 7) bludgeoning damage.