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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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
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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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New Twists on Old Monsters
Volume Two Monsters
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.