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Vegan Squirrel
2019-10-10, 09:15 AM
Welcome to my collection of homebrewed 5th Edition monsters! Honestly, I don't design monsters too often, but if there's something I want that's not in the books I have, I'm not afraid to throw it together myself. So I'll be adding monsters here as I use them, in the hopes that someone else will find them useful in their campaigns, or just as a point of inspiration.

I'm generally posting these after they see play, so I'm not looking for feedback on them; however, feel free to point out how you'd tweak them for the good of whoever might use them. On to the monsters!



COYOTE
Small beast, unalignedArmor Class 13 (Natural armor)
Hit Points 9 (2d8)
Speed 40 ft.STR
DEX
CON
INT
WIS
CHA
12 (+1)
14 (+2)
10 (+0)
3 (-4)
12 (+1)
6 (-2)Skills Perception +3, Stealth +4
Senses passive Perception 13
Challenge 1/8 (25 XP)Keen Hearing and Smell. The coyote has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The coyote has advantage on an attack roll against a creature if at least one of the coyote's allies is within 5 ft. of the creature and the ally isn't incapacitated.
ACTIONSBite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.



ELEMENTAL MONK
Medium humanoid (any), lawful neutralArmor Class 18
Hit Points 82 (11d8+33)
Speed 50 ft.STR
DEX
CON
INT
WIS
CHA
12 (+1)
18 (+4)
16 (+3)
10 (+0)
18 (+4)
8 (-1)Saving Throws Strength +4, Dexterity +7
Skills Acrobatics +7, Arcana +3, History +3, Religion +3
Damage Immunities Poison
Condition Immunities Poisoned
Senses passive Perception 14
Languages any one language (usually Common)
Challenge 5 (1,800 XP)Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Evasion. If the monk is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the monk instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Ki. The monk can harness the mystic energy of ki to power magical effects. Its ki ability is Wisdom. The monk has a pool of 11 ki points, which it can use to power its Stunning Strike, Elemental Spellcasting, Stillness of Mind, Patient Defense, Step of the Wind, and Deflect Missiles features.

Stunning Strike. When the monk hits another creature with a melee weapon attack, it can spend 1 ki point to attempt a stunning strike. The target must succeed on a DC 15 Constitution saving throw or be stunned until the end of the monk's next turn.

Elemental Spellcasting. The monk can cast spells through its mystical ki powers. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The monk can use its ki points to cast the following spells, requiring no material components:

1 ki point: control flames, gust, mold earth, shape water, thunderclap
2 ki points: burning hands, gust of wind, thunderwave, water breathing (self only)
3 ki points: shatter
4 ki points: fireball, fly
ACTIONSMultiattack. The monk can make 2 attacks with the attack action; if it does so, it can also make 1 unarmed strike as a bonus action, or 2 unarmed strikes if it spends 1 ki point.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) magical bludgeoning damage.

Stillness of Mind. As an action, the monk ends one effect on itself that is causing it to be charmed or frightened.

BONUS ACTIONSPatient Defense. The monk spends 1 ki point to take the Dodge action as a bonus action.

Step of the Wind. The monk spends 1 ki point to take the Dash or Disengage action as a bonus action, and its jump distance is doubled for the turn.

REACTIONSSlow Fall. The monk uses its reaction to reduce any falling damage it takes by 50.

Deflect Missiles. In response to being hit by a ranged weapon attack, the monk deflects the missile. The damage it takes from the attack is reduced by 20. If the damage is reduced to 0, the monk catches the missile if it's small enough to hold in one hand and the monk has a hand free. By spending 1 ki point, the monk can then throw the missile as part of the same reaction, treating it as a monk weapon and attacking with proficiency.



GULTHIAS TREE
Huge plant, neutral evilArmor Class 13 (natural armor)
Hit Points 85 (10d12+20)
Speed 10 ft.STR
DEX
CON
INT
WIS
CHA
19 (+4)
6 (-2)
15 (+2)
10 (+0)
10 (+0)
7 (-2)Damage Vulnerabilities fire, radiant
Damage Resistances bludgeoning, piercing
Senses passive Perception 10
Languages Common
Challenge 3 (700 XP)ACTIONSSlam. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 14 (3d6+4) bludgeoning damage.

Summon Swarm of Bats (Recharge 5–6). The Gulthias tree magically calls a swarm of bats, which appears in an unoccupied space within 60 feet of it. The swarm acts as an ally of the Gulthias tree, and remains until the tree is slain, at which time the bats will disperse to the surrounding area.

Entangling Plants (Recharge 5–6). Grasping roots and vines sprout in a 15-foot radius centered on the Gulthias tree, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the Gulthias tree's choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing itself or another entangled creature within reach on a success.LEGENDARY ACTIONSThe Gulthias tree can take 1 legendary action, choosing from the options below. A legendary action can only be used at the end of another creature's turn. The Gulthias tree regains spent legendary actions at the start of its turn.

Slam. The Gulthias tree makes a slam attack.
Summon Swarm of Bats. The Gulthias tree uses its Summon Swarm of Bats action, if it is available.
Entangling Plants. The Gulthias tree uses its Entangling Plants action, if it is available.
Shamble. The Gulthias tree moves up to its speed.

The Gulthias tree is called out in the Blights entry of the Monster Manual, but no entry is provided for it. I assembled this creature using the Awakened Tree and Vine Blight abilities and adding the swarm of bats to fit with the vampiric theme. When I actually used this monster, instead of giving it legendary actions, I gave it two turns per round until it reached half its HP total, at which point it reverted to one turn. I've rewritten the stat block to simply use a legendary action instead.


HEDGE WIZARD/WITCH
Medium humanoid (any race), any alignmentArmor Class 13 (mage armor)
Hit Points 10 (2d8+2)
Speed 30 ft.STR
DEX
CON
INT
WIS
CHA
10 (+0)
12 (+1)
10 (+0)
14 (+2)
14 (+2)
8 (-1)Saving Throws Int +4, Wis +4
Skills Animal Handling +4, Arcana +4, History +4, Investigation +4, Medicine +4, Nature +4, Survival +4
Tools Alchemist's Kit, Herbalism Kit
Senses passive Perception 12
Languages Common, Draconic, Sylvan
Challenge 1/8 (25 XP)Spellcasting. The hedge wizard or witch is a 1st-level spellcaster. Its spellcasting ability is Int (spell save DC 12, +4 to hit with spell attacks). The hedge wizard or witch has the following spells prepared:

Cantrips (at will): Light, Mage Hand, Mending, Minor Illusion, Prestidigitation, Produce Flame, Resistance
1st level (1 slot): Enchant Objectsee below, Healing Elixirsee below

The hedge wizard or witch can also cast the following spells, but only as a ritual:

1st level: Alarm, Comprehend Languages, Detect Poison and Disease, Find Familiar, Identify, Mage Armor, Purify Food and Drink, Speak with Animals, Unseen ServantACTIONSQuarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.

Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.

Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage.



ENCHANT OBJECT
1st-level transmutation

Casting Time: 1 minute
Range: Touch
Components: V, S, M (the materials required by the spell imbued into the object)
Duration: Instantaneous

You turn one small object into an enchanted charm, imbued with the powers of a cantrip or simple spell. It can render a trivial effect indefinitely, a very minor effect a limited number of times, or a minor effect just once.


Alarm Whistle
Wondrous item, common
This wooden whistle contains 1d4 charges of the Alarm spell. The spell is activated by blowing a very short note on the whistle, and it sounds repeated long whistles upon intrusion.

Bottle of Darkness
Wondrous item, rare
When unstopped or shattered, this glass bottle releases a cloud of Darkness, as the spell, centered on the point where the bottle was opened, for one minute. Its magic is spent after one use.

Lighthouse Figurine
Wondrous item, common
This pocket-sized, hand-carved wooden lighthouse has a fitted thimble covering the lighthouse's lamp. When the thimble is removed, the lamp sheds light as a torch for one hour. Covering it with the thimble ends the effect. The thimble must remain in place for at least a minute before the spell will function again.

Pouch of Illusions
Wondrous item, common
Once per day, as an action, you can reach into this pouch, grasp a pebble, and toss it to cast Minor Illusion. If you remove the pebble but do not toss it, it disintegrates into dust before your next turn.

Ring of Healing
Wondrous item, common
This ring contains up to 4 charges, which can be expended by pressing the ring to one's lips, as an action, to heal 1d4 HP. The ring regains 1d4 charges at dawn.

Sister Scrolls
Wondrous item, uncommon
Whatever is written on one of these two scrolls instantly appears on the other as well.

HEALING ELIXIR

Casting Time: 10 minutes
Range: 10 feet
Components: V, S, M (rare herbs worth 10 gp, which the spell consumes, and a small cauldron, which the spell does not consume)
Duration: Instantaneous

Combining rare herbs into a small cauldron, you brew a Potion of Healing.



Note: This stat block was originally conceived as a particular, named NPC witch who specialized in crafting minor magic items, such as those listed above, which were offered to the PCs in exchange for favors.


JUVENILE GREEN DRAGON
Large dragon, lawful evilArmor Class 17 (natural armor)
Hit Points 82 (11d10+22)
Speed 35 ft., fly 70 ft., swim 35 ft.STR
DEX
CON
INT
WIS
CHA
15 (+2)
12 (+1)
15 (+2)
15 (+2)
12 (+1)
14 (+2)Saving Throws Dex +4, Con +5, Wis +4, Cha +5
Skills Deception +5, Perception +4, Stealth +4
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 20 ft., darkvision 90 ft., passive Perception 14
Languages Common, Draconic
Challenge 5 (1,800 XP)Amphibious. The dragon can breathe air and water.Innate Spellcasting. The dragon's spellcasting ability is Strength (spell save DC 13). The dragon can innately cast the following spell, requiring no components, by flapping its wings.

Cantrip (at will): gustACTIONSMultiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d10+2) piercing damage plus 3 (1d6) poison damage.

Claw. Melee Weapon Attack: + 5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.

Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 20-foot cone. Each creature in the area must make a DC 13 Constitution saving throw, taking 21 (6d6) poison damage on a failed safe, or half as much damage on a successful one.



KOBOLD CHIEFTAIN
Small humanoid (kobold), lawful evilArmor Class 17 (chain shirt, shield)
Hit Points 58 (9d8+18)
Speed 30 ft.STR
DEX
CON
INT
WIS
CHA
12 (+1)
15 (+2)
14 (+2)
10 (+0)
10 (+0)
12 (+1)Skills Acrobatics +4, Intimidation +3, Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Common, Draconic
Challenge 3 (700 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.ACTIONSMultiattack. The kobold makes 3 scimitar attacks or 2 hand crossbow attacks.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.

Hand Crossbow Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.



NYMPH
Medium fey, chaotic goodArmor Class 15 (natural armor)
Hit Points 60 (11d8+11)
Speed 30 ft., Swim 40 ft.STR
DEX
CON
INT
WIS
CHA
10 (+0)
17 (+3)
12 (+1)
16 (+3)
17 (+3)
19 (+4)Skills Insight +6, Perception +6, Persuasion +7, Stealth +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 16
Languages Common, Sylvan
Challenge 5 (1,800 XP)Amphibious. The nymph can breathe air and water.

Magic Resistance. The nymph has advantage on saving throws against spells and other magical effects.

Speak with Beasts and Plants. The nymph can communicate with beasts and plants as if they shared a language.

Blinding Beauty. When a creature that can see the nymph starts its turn within 30 feet of the nymph, the nymph can force it to make a Constitution saving throw. On a failed save, the creature is blinded. The blindness lasts until the creature is freed by the lesser restoration spell or other magic. A nymph can suppress this ability at any time (no action required).

Spellcasting. The nymph is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The nymph has the following spells prepared:

Cantrips (at will): druidcraft, guidance, ray of frost, shape water
1st level (4 slots): cure wounds, detect magic, entangle
2nd level (3 slots): animal messenger, barkskin, heat metal, lesser restoration
3rd level (3 slots): call lightning, protection from energy, water breathing
4th level (1 slot): control waterACTIONSDagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.



POISONOUS TANGLEWEED
Mechanical trap (plant)Challenge 1/8 (25 XP)Poisonous tangleweed is a low-lying shrub which reacts, when disturbed, by grasping with its tendrils and releasing a puff of poisonous gas from its bright blue bulbs.

Those who live in the same area are aware of the tangleweed and can normally notice it without trouble. Otherwise, it requires a DC 18 Nature check to recognize it as a dangerous plant.

In difficult conditions, such as combat, the DC to notice the tangleweed is 13 (the Nature DC to recognize its danger remains 18). When a creature enters its space, the tangleweed reacts. The creature takes 1 poison damage. A creature that fails a DC 13 Dexterity saving throw is restrained. A creature that fails a DC 13 Constitution saving throw is poisoned for 1 hour.

A creature can use its action to make a DC 13 Dexterity (Acrobatics) or Strength (Athletics) check, freeing itself on a success. Such an attempt, or any other substantial movement, will trigger another puff of poisonous gas, causing the creature to take 1 poison damage. Once again, a creature that fails a DC 13 Constitution saving throw is poisoned for 1 hour.

A different creature can free a restrained creature by spending one minute carefully cutting each of the restraining tendrils individually with a knife or dagger. This will remove the restrained condition, but upon leaving the plant’s space, the previously restrained creature takes 1 more point of poison damage, and is poisoned for 1 hour upon failing a DC 13 Constitution saving throw..

If the poisonous bulbs are attacked, they release a poisonous burst, dealing 6 (1d12) poison damage to anyone within five feet, and anyone within five feet who fails a DC 13 Constitution saving throw is poisoned for 1 hour.


RIVER GREMLIN
Tiny fey (gremlin), chaotic neutralArmor Class 12* (unarmored; spell attacks of 12–13 subject to Arcane Reflectivity)
Hit Points 4 (1d4 + 1)
Speed 20 ft., swim 20 ft., fly 40 ft.STR
DEX
CON
INT
WIS
CHA
6 (-2)
14 (+2)
12 (+1)
9 (-1)
11 (+0)
7 (-2)Skills Acrobatics +4, Sleight of Hand +6, Stealth +4
Damage Vulnerabilities cold
Damage Resistances fire
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 10
Languages Sylvan
Challenge 1/8 (25 XP)Amphibious. The gremlin can breathe air and water.

Magic Resistance. The gremlin has advantage on saving throws against spells and other magical effects.

Arcane Reflectivity. When the gremlin succeeds on a saving throw against a ranged, single target spell of 3rd level or lower (or an equivalent magical effect), or such a spell or effect with an attack roll hits AC 12 but would miss AC 14, the magic reflects off of the gremlin. Roll 1d6. On a 1–2, it reflects 45 degrees to the left of the caster; on a 3–4, it reflects directly back at the caster; on a 5–6, it reflects 45 degrees to the right of the caster, with the same range as the spell. Anyone in the path of the reflection must make a DC 11 saving throw of the same kind required by the spell (or a Dexterity saving throw if the spell requires an attack roll) or suffer the effects of the spell.

Scurry. The gremlin can take the Dash or Disengage action as a bonus action on each of its turns.[Credit: The Angry GM]ACTIONSBite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Trip. If another gremlin aids it with the Help action, the gremlin can attempt to trip one Large or smaller creature within 5 feet of it, using a rope or whatever objects are at hand. The creature must succeed on a DC 16 Dexterity saving throw or be knocked prone.REACTIONSGremlin Hands. As a reaction, a gremlin can catch a small object and throw it, or take the Help action to aid another gremlin.



SKELETAL HILL GIANT
Huge Undead, lawful evilArmor Class 13
Hit Points 157 (15d12+60)
Speed 40 ft.STR
DEX
CON
INT
WIS
CHA
21 (+5)
10 (+0)
19 (+4)
4 (-3)
9 (-1)
5 (-3)Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 12
Challenge 5 (1,800 XP)ACTIONSMultiattack. The skeletal giant makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8+5) bludgeoning damage.

Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10+5) bludgeoning damage.



SKELETAL SABER-TOOTHED TIGER
Large Undead, lawful evilArmor Class 12
Hit Points 59 (7d10+21)
Speed 40 ft.STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
17 (+3)
3 (-4)
8 (-1)
5 (-3)Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Challenge 2 (450 XP)Pounce. If the skeletal tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.ACTIONSBite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage.



SNEAK
Medium humanoid (any race), any alignmentArmor Class 13 (studded leather armor)
Hit Points 22 (4d8+4)
Speed 30 ft.STR
DEX
CON
INT
WIS
CHA
11 (+0)
12 (+1)
12 (+1)
10 (+0)
10 (+0)
10 (+0)Skills Perception +2, Stealth +3
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/4 (50 XP)Sneak Attack. The sneak deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the sneak that isn’t incapacitated and the sneak doesn’t have disadvantage on the attack roll.ACTIONSShortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8+1) piercing damage.



SQUAD MAGE
Medium humanoid (any race), any alignmentArmor Class 10 (13 with mage armor)
Hit Points 27 (6d8)
Speed 30 ft.STR
DEX
CON
INT
WIS
CHA
10 (+0)
10 (+0)
10 (+0)
14 (+2)
10 (+0)
14 (+2)Skills Arcana +4
Senses passive Perception 10
Languages Common
Challenge 1 (200 XP)Spellcasting. The squad mage is a 3rd-level spellcaster. Its spellcasting ability is Int (spell save DC 12, +4 to hit with spell attacks). The squad mage has the following wizard spells prepared:

Cantrips (at will): fire bolt, minor illusion, prestidigitation, shocking grasp
1st level (4 slots): alarm, detect magic, mage armor, ray of sickness, shield
2nd level (2 slots): hold person, scorching rayACTIONSQuarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.



SWARM OF JELLYFISH
Medium swarm of Tiny beasts, unalignedArmor Class 12
Hit Points 19 (3d8+6)
Speed 0 ft., swim 15 ft.STR
DEX
CON
INT
WIS
CHA
11 (+0)
13 (+1)
15 (+2)
2 (-4)
10 (+0)
2 (-4)Skills Stealth +3
Damage Resistances Bludgeoning, piercing, and slashing
Condition Immunities Charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses 60 ft., passive Perception 10
Languages —
Challenge 1 (200 XP)Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny jellyfish. The swarm can't regain hit points or gain temporary hit points.

Water Breathing. The swarm can breathe only underwater.ACTIONSTentacles. Melee Weapon Attack: +3 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (1d8+1) poison damage, and the target must make a DC 12 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Vegan Squirrel
2019-10-10, 09:16 AM
Page Two — the collection has grown!


This is a growth progression for a tar demon that feeds on living sacrifices, and its related minion, the abyssal tar slug. The demon spawns in a pool of tarry demonic ichor, to which it is bound until it reaches full size and shambles free of the pool. The related abyssal tar slug is a lesser form, spawned by scattered tar, which moves freely.


ABYSSAL TAR SLUG
Tiny Fiend, chaotic evilArmor Class 8
Hit Points 7 (4d4-4)
Speed 5 ft.STR
DEX
CON
INT
WIS
CHA
8 (-1)
6 (-2)
8 (-1)
3 (-4)
4 (-3)
5 (-3)Damage Immunities acid, poison
Condition Immunities poisoned
Senses darkvision 30 ft., passive Perception 7
Languages —
Challenge 1/8 (25 XP)Sticky Form. The tar slug's tarry surface adheres to any weapons used to attack it. The attacker must succeed on a DC 10 Strength saving throw or the weapon is stuck to the tar slug. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by making a DC 10 Str check, as an action or in place of one attack, and succeeding.

Death Burst. When damage reduces the tar slug to 0 hit points, it explodes, unless the damage is radiant. Each creature within 5 feet of it must succeed on a DC 10 Dexterity saving throw or take 2 (1d4) necrotic damage and be restrained by tar until the end of their next turn.
ACTIONSPseudopod. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage and the target is grappled (escape DC 9), and it must succeed on a DC 9 Dexterity saving throw or be knocked prone.



FLEDGLING TAR DEMON
Small fiend, chaotic evilArmor Class 11
Hit Points 27 (5d6+10)
Speed 0 ft., swim 5 ft. (in tar pool)STR
DEX
CON
INT
WIS
CHA
15 (+2)
10(+0)
15 (+2)
4 (-3)
4 (-3)
10 (+0)Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities poisoned
Senses darkvision 45 ft., passive Perception 7
Languages —
Challenge 1/2 (100 XP)ACTIONSMultiattack. The tar demon makes 1 attack with each of its 2 tentacles.

Tentacle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage and the target is grappled (escape DC 12). Until this grapple ends, the tar demon cannot use this tentacle on another target. If the target is already grappled by the tar demon, it becomes restrained by the second tentacle's attack.

Swallow. One creature restrained by the tar demon's tentacles must succeed on a DC 12 Strength saving throw or take 5 (1d6+2) piercing damage and be swallowed by the tar demon, ending the grapple. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tar demon, and it takes 10 (4d4) acid damage at the start of each of the tar demon's turns.

If the tar demon takes 5 damage or more on a single turn from a creature inside it, the tar demon must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the tar demon. If the tar demon dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Splash Abyssal Tar. The tar demon splashes about in its pool of abyssal tar. Each creature within 10 feet must make a DC 12 Dexterity saving throw or take 2 (1d4) necrotic damage and be restrained by tar. A creature can use its action to make a DC 12 Strength check, freeing itself or another creature within its reach on a success.REACTIONSAcrid Belch (Recharge 5–6). When the tar demon is damaged, it can belch a cloud of acrid gas. Each creature within 10 feet must make a DC 12 Constitution saving throw or be poisoned. At the end of each of its turns, a poisoned creature can make a new saving throw to end the effect.


INTERMEDIATE TAR DEMON
Large fiend, chaotic evilArmor Class 13
Hit Points 76 (8d10+32)
Speed 0 ft., swim 5 ft. (in tar pool)STR
DEX
CON
INT
WIS
CHA
19 (+4)
10(+0)
19 (+4)
6 (-2)
6 (-2)
14 (+2)Saving Throws Con +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages —
Challenge 4 (1,100 XP)ACTIONSMultiattack. The tar demon makes 1 attack with each of its 3 tentacles, or it uses its Swallow ability and makes 1 tentacle attack.

Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6+4) piercing damage and the target is grappled (escape DC 14). Until this grapple ends, the tar demon cannot use this tentacle on another target. If the target is already grappled by the tar demon, it becomes restrained by the second tentacle's attack.

Swallow. One creature restrained by the tar demon's tentacles must succeed on a DC 14 Strength saving throw or take 7 (1d6+4) piercing damage and be swallowed by the tar demon, ending the grapple. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tar demon, and it takes 15 (6d4) acid damage at the start of each of the tar demon's turns.

If the tar demon takes 10 damage or more on a single turn from a creature inside it, the tar demon must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tar demon. If the tar demon dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.

Splash Abyssal Tar. The tar demon splashes about in its pool of abyssal tar. Each creature within 15 feet must make a DC 14 Dexterity saving throw or take 3 (1d6) necrotic damage and be restrained by tar. A creature can use its action to make a DC 14 Strength check, freeing itself or another creature within its reach on a success.REACTIONSAcrid Belch (Recharge 5–6). When the tar demon is damaged, it can belch a cloud of acrid gas. Each creature within 15 feet must make a DC 14 Constitution saving throw or be poisoned. At the end of each of its turns, a poisoned creature can make a new saving throw to end the effect.


MATURE TAR DEMON
Large fiend, chaotic evilArmor Class 15
Hit Points 95 (10d10+40)
Speed 0 ft., swim 10 ft. (in tar pool)STR
DEX
CON
INT
WIS
CHA
19 (+4)
10(+0)
19 (+4)
6 (-2)
8 (-1)
14 (+2)Saving Throws Con +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities poisoned
Senses darkvision 90 ft., passive Perception 9
Languages —
Challenge 6 (2,300 XP)Shambling Metamorphosis. If the mature tar demon swallows and kills a creature, it automatically transforms into a Shambling Tar Demon, at full health, after one round.ACTIONSMultiattack. The tar demon makes 1 attack with each of its 4 tentacles, or it uses its Swallow ability and makes 2 tentacle attack.

Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) piercing damage and the target is grappled (escape DC 15). Until this grapple ends, the tar demon cannot use this tentacle on another target. If the target is already grappled by the tar demon, it becomes restrained by the second tentacle's attack.

Swallow. One creature restrained by the tar demon's tentacles must succeed on a DC 15 Strength saving throw or take 8 (1d8+4) piercing damage and be swallowed by the tar demon, ending the grapple. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tar demon, and it takes 17 (7d4) acid damage at the start of each of the tar demon's turns.

If the tar demon takes 10 damage or more on a single turn from a creature inside it, the tar demon must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tar demon. If the tar demon dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.

Splash Abyssal Tar. The tar demon splashes about in its pool of abyssal tar. Each creature within 15 feet must make a DC 15 Dexterity saving throw or take 4 (1d8) necrotic damage and be restrained by tar. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success.REACTIONSAcrid Belch (Recharge 5–6). When the tar demon is damaged, it can belch a cloud of acrid gas. Each creature within 15 feet must make a DC 15 Constitution saving throw or be poisoned. At the end of each of its turns, a poisoned creature can make a new saving throw to end the effect.


SHAMBLING TAR DEMON
Large fiend, chaotic evilArmor Class 16
Hit Points 126 (12d10+60)
Speed 10 ft., swim 10 ft.STR
DEX
CON
INT
WIS
CHA
19 (+4)
10(+0)
20 (+5)
7 (-2)
8 (-1)
14 (+2)Saving Throws Con +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 9
Languages —
Challenge 9 (5,000 XP)Stench. Any creature that starts its turn within 10 feet of the tar demon must succeed on a DC 17 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 tar demons for 24 hours.ACTIONSMultiattack. The tar demon makes 1 attack with each of its 4 tentacles; it may replace 2 tentacle attacks with a slam attack, its Swallow ability, or its Scatter Abyssal Tar ability.

Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d10+4) piercing damage and the target is grappled (escape DC 16). Until this grapple ends, the tar demon cannot use this tentacle on another target. If the target is already grappled by the tar demon, it becomes restrained by the second tentacle's attack.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (3d10+4) bludgeoning damage.

Swallow. One creature restrained by the tar demon's tentacles must succeed on a DC 16 Strength saving throw or take 9 (1d10+4) piercing damage and be swallowed by the tar demon, ending the grapple. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tar demon, and it takes 20 (8d4) acid damage at the start of each of the tar demon's turns.

If the tar demon takes 15 damage or more on a single turn from a creature inside it, the tar demon must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tar demon. If the tar demon dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.

Scatter Abyssal Tar (Recharge 5–6). The tar demon shakes itself vigorously, scattering a spray of abyssal tar. Each creature within 10 feet must make a DC 16 Dexterity saving throw or take 5 (1d10) necrotic damage and be restrained by tar. A creature can use its action to make a DC 16 Strength check, freeing itself or another creature within its reach on a success.BONUS ACTIONSSticky Step (1/Day). The tar demon teleports through the ground to an unoccupied space it can see within 30 feet.LEGENDARY ACTIONSThe tar demon can take 1 legendary action, choosing from the options below. A legendary action can be used only at the end of another creature's turn. The tar demon regains spent legendary actions at the start of its turn.

Tentacles. The tar demon makes 2 tentacle attacks.

Slam. The tar demon makes 1 slam attack.

Scatter Tar. The tar demon uses its Scatter Abyssal Tar ability, if it is available.

Regenerate. The tar demon regains 7 (2d6) hit points. If the tar demon takes radiant damage, this ability doesn't function for 1 round.





WEREZOMBIE (WERERAT)
Medium undead, neutral evilArmor Class 12
Hit Points 46 (7d8+15)
Speed 30 ft.STR
DEX
CON
INT
WIS
CHA
10 (+0)
15 (+2)
15 (+2)
3 (-4)
6 (-2)
5 (-3)Saving Throws Wis +0
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands Common but can't speak
Challenge 3 (700 XP)Undead Fortitude. If damage reduces the werezombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant, from a silvered weapon, or from a critical hit. On a success, the werezombie drops to 1 hit point instead.
ACTIONSMultiattack. The werezombie makes two attacks, one with its bite and one with its claw.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wererat lycanthropy.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.

More to come later!




NAME OF MONSTER
Size type (tag), alignmentArmor Class XX (armor)
Hit Points X (ndx+x)
Speed XX ft.STR
DEX
CON
INT
WIS
CHA
XX (+x)
XX (+x)
XX (+x)
XX (+x)
XX (+x)
XX (+x)Saving Throws xx
Skills xx
Damage Vulnerabilities xx
Damage Resistances xx
Damage Immunities xx
Condition Immunities xx
Senses xx, passive Perception XX
Languages Common
Challenge X (XX XP)Special Ability. Text.

Spellcasting. The monster is a Xth-level spellcaster. Its spellcasting ability is X (spell save DC XX, +X to hit with spell attacks). The monster has the following class spells prepared:

Cantrips (at will): spell
1st level (X slots): spell
2nd level (X slots): spell
3rd level (X slots): spell
4th level (X slots): spell
5th level (X slots): spell
6th level (1 slot): spell
7th level (1 slot): spell
8th level (1 slot): spell
9th level (1 slot): spellACTIONSWeapon. Melee or Ranged Weapon Attack: +x to hit, reach x ft. or range XX/XX ft., one target. Hit: damage.REACTIONSReaction. Text.