Dragons


Blue Wyrmling

Medium dragon, lawful evil


  • Armor Class 25 (natural armor)
  • Hit Points 30 (4d8 + 12)
  • Speed 30 ft., fly 80 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 ( 0) 17 (+3) 12 (+1) 11 ( 0) 15 (+2)

  • Saves Constitution +5, Charisma +4
  • Skills Perception +4
  • Damage Immunities Lightning
  • Senses darkvision 120 ft., passive Perception 14
  • Languages Draconic

Glow. Harmless static electricity crackles around the dragon, flashing dim light in a 60-foot radius.

Invulnerable Hide. When the dragon is subjected to an effect that allows it to make a Dexterity save to take reduced damage, it instead takes no damage if it succeeds on the save, and half damage if it fails.

Soft Underbelly. The dragon carefully guards its soft underbelly while it is on its feet. When the dragon is attacked from beneath (e.g. while it is airborne, waterborne, or prone) its AC falls to 10, and it does not benefit from Invulnerable Hide.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.. Hit: 10 (1d10 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.. Hit: 8 (1d6 + 4) slashing damage and the target is grappled (escape DC 14). Until this grapple ends, and the dragon can't use its claws on another target

Magnetic Field. The dragon projects a 10 ft radius magnetic field, which either attacts metal objects to its centre or repels metal objects to its edge. The field persists until the dragon chooses to dismiss it (no action required) or begins to project another.

  • A creature carrying metal must spend 3 feet of movement to move 1 foot against the field.
  • A creature carrying metal does not spend any movement when they move with the field.
  • Attacks relying on metal weapons or ammunition have disadvantage if they travel against the field

Reactions

Barrel Roll. If the dragon is hit by a ranged attack while flying, it can take evasive maneuvres. It gains a +5 bonus to AC against ranged attacks–including the triggering attack–until the start of its next turn.



Red Wyrmling

Medium dragon, chaotic evil


  • Armor Class 25 (natural armor)
  • Hit Points 30 (4d8 + 12)
  • Speed 30 ft., climb 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 ( 0) 17 (+3) 12 (+1) 11 ( 0) 15 (+2)

  • Saves Constitution +5, Charisma +4
  • Skills Perception +4, Stealth +4
  • Damage Immunities Fire
  • Senses blindsight 60 ft., passive Perception 14
  • Languages Draconic

Echolocation. The dragon can't use its blindsight while deafened.

Invulnerable Hide. When the dragon is subjected to an effect that allows it to make a Dexterity save to take reduced damage, it instead takes no damage if it succeeds on the save, and half damage if it fails.

Soft Underbelly. The dragon carefully guards its soft underbelly while it is on its feet. When the dragon is attacked from beneath (e.g. while it is airborne, waterborne, or prone) its AC falls to 10, and it does not benefit from Invulnerable Hide.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.. Hit: 10 (1d10 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.. Hit: 8 (1d6 + 4) slashing damage and the target is grappled (escape DC 14). Until this grapple ends, and the dragon can't use its claws on another target

Fuming Breath. The dragon exhales a 20-foot-radius cloud of smoke. The area is heavily obscured for 1 minute, although a significant wind can disperse the smoke. After exhaling the smoke, the dragon can use the Hide action as a bonus action.

Reactions

Barrel Roll. If the dragon is hit by a ranged attack while flying, it can take evasive maneuvres. It gains a +5 bonus to AC against ranged attacks–including the triggering attack–until the start of its next turn.

Ghosts


Poltergeist

Medium undead (humanoid), any alignment


  • Armor Class
  • Hit Points 4 (1d6)
  • Speed 0 ft. (can hover)

STR DEX CON INT WIS CHA
– ( –) – ( –) – ( –) 10 ( 0) 10 ( 0) 16 (+3)

  • Saving Throws Charisma +5
  • Skills Arcana +2, Intimidation +5
  • Damage Immunities All except force, necrotic, psychic and radiant
  • Senses passive Perception 10
  • Languages Any languages it spoke in life

Deathless. The ghost is the spirit of a humanoid, anchored to the material plane by a sorcerous spell it cast in the desperate throes of death. A ghost's magic is fueled by its "unresolved business".

When the ghost is reduced to 0 hit points, it does not die, but is incapaciated for a week. The ghost dies if it is banished, if its business is resolved, or if it becomes hopeless to resolve its business.

Restless. The ghost does not sleep, but instead gains the benefits of a long rest when it spends at least 24 hours inactive.

Shapeless. The ghost has no physical form. It is invisible and intangible. It can neither percieve nor interact with the physical world except using spells.

The ghost is immune to any affect which involves an attack roll, a Strength, Dexterity or Constitution check, or a Strength, Dexterity or Constitution save.

Spellcasting. The ghost is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The ghost has the following sorcerer spells prepared:

  • Cantrips (at will): Gust, Mage Hand, Message, Phantom Lights
  • 1st (2 slots): Catapult, Disguise Self


Phantom

Medium undead (humanoid), any alignment


  • Armor Class
  • Hit Points 32 (9d6)
  • Speed 0 ft. (can hover)

STR DEX CON INT WIS CHA
– ( –) – ( –) – ( –) 10 ( 0) 10 ( 0) 20 (+5)

  • Saving Throws Charisma +9
  • Skills Arcana +4, Intimidation +9
  • Damage Immunities All except force, necrotic, psychic and radiant
  • Senses passive Perception 10
  • Languages Any languages it spoke in life

Deathless. The ghost is the spirit of a humanoid, anchored to the material plane by a sorcerous spell it cast in the desperate throes of death. A ghost's magic is fueled by its "unresolved business".

When the ghost is reduced to 0 hit points, it does not die, but is incapaciated for a week. The ghost dies if it is banished, if its business is resolved, or if it becomes hopeless to resolve its business.

Restless. The ghost does not sleep, but instead gains the benefits of a long rest when it spends at least 24 hours inactive.

Shapeless. The ghost has no physical form. It is invisible and intangible. It can neither percieve nor interact with the physical world except using spells.

The ghost is immune to any affect which involves an attack roll, a Strength, Dexterity or Constitution check, or a Strength, Dexterity or Constitution save.

Spellcasting. The ghost is a 9st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The ghost has the following sorcerer spells prepared:

  • Cantrips (at will): Gust, Mage Hand, Message, Phantom Lights, Prestidigitation
  • 1st (4 slots): Catapult, Disguise Self
  • 2nd (3 slots): Detect Thoughts, Levitate
  • 3rd (3 slots): Clairvoyance, Counterspell, Fly
  • 4th (3 slots): Dominate Beast
  • 5th (1 slot): Animate Objects, Dominate Person

Giants


Hill Giant

Huge giant, any alignment


  • Armor Class 13 (natural armor)
  • Hit Points 42 (4d12 + 16)
  • Speed 40ft.

STR DEX CON INT WIS CHA
25 (+7) 8 (-1) 19 (+4) 5 (-3) 9 (-1) 9 (-1)

  • Saving Throws Strength +9, Constitution +6
  • Skills Perception +1
  • Senses passive Perception 11
  • Languages Giant

Colossal Blows. When the giant hits a creature with a weapon attack, that creature must succeed on a DC 17 Strength save. On a failed save, the creature is pushed 10 feet and knocked prone.

Swat Missiles. The giant treats it own hands as 3/4 cover against ranged attacks and area effects that it can see, unless it is restrained or incapacitated.

Elevated Weak Point. The giant is 25 ft tall, and its vitals are 15 ft high. Effects that don't reach this high deal damage equal to the number of dice rolled, instead of the sum of the damage roll.

The Bigger They Are... For the giant, being knocked prone is the same as falling 25 ft from the air.

Actions

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft.. Hit: 12 (2d4 + 7) bludgeoning damage.

Greatclub. The giant chooses a target and raises the greatclub, but doesn't swing until sometime during its next turn. Melee Weapon Attack: +9 to hit, reach 10 ft.. Hit: 20 (3d8 + 7) bludgeoning damage.

Rock. The giant chooses a target and hefts the rock, but does not pitch it until sometime during its next turn. Ranged Weapon Attack: +9 to hit, range 60/ 240 ft. Hit: 23 (3d10 + 7) bludgeoning damage.



Stone Giant

Gargantuan giant, any alignment


  • Armor Class 17 (natural armor)
  • Hit Points 92 (8d12 + 40)
  • Speed 40ft.

STR DEX CON INT WIS CHA
29 (+9) 15 (+2) 20 (+5) 10 ( 0) 12 (+1) 10 ( 0)

  • Saving Throws Strength +12, Constitution +8
  • Skills Perception +4
  • Senses passive Perception 14
  • Languages Giant

Colossal Blows. When the giant hits a creature with a weapon attack, that creature must succeed on a DC 20 Strength save. On a failed save, the creature is pushed 10 feet and knocked prone.

Swat Missiles. The giant treats it own hands as 3/4 cover against ranged attacks and area effects that it can see, unless it is restrained or incapacitated.

Elevated Weak Point. The giant is 50 feet tall, and its vitals are 30 feet high. Effects that don't reach this high deal damage equal to the number of dice rolled, instead of the sum of the damage roll.

The Bigger They Are... For the giant, being knocked prone is the same as falling 50 ft from the air.

Actions

Lumbering Multiattack. The giant makes an unarmed strike, then eithers prepares a greatclub attack or a rock attack.

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 10 ft. Hit: 16 (3d4 + 9) bludgeoning damage.

Greatclub. The giant chooses a target and raises the greatclub, but doesn't swing until sometime during its next turn. Melee Weapon Attack: +12 hit, reach 15 ft.. Hit: 27 (4d8 + 9) bludgeoning damage.

Rock. The giant chooses a target and hefts the rock, but does not pitch it until sometime during its next turn. Ranged Weapon Attack: +12 to hit, range 60/ 240 ft.. Hit: 31 (4d10 + 9) bludgeoning damage.

Oozes


Common Slime

Medium ooze, unaligned


  • Armor Class 10 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 20ft.

STR DEX CON INT WIS CHA
16 (+3) 10 ( 0) 15 (+2) 1 (-5) 10 ( 0) 2 (-4)

  • Damage Immunities piercing, psychic
  • Skills
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10

Amorphous. The slime can move through a space as narrow as 1 inch wide without squeezing.

Engulf. When the slime moves through the space of a creature of its size or smaller, that creature must succeed on a DC 13 Dexterity saving throw or be grappled by the slime.

The slime can grapple any number of creatures in this way, as long as they all fit in its space.

Any creature grappled by the slime can't breathe, is restrained, and takes 7 (2d6) acid damage at the start of each of the slime's turns.

Regeneration. Unless the slime is incapacitated, it regains hit points equal to its hit point maximum at the end of each creature's turn.

Actions

Splash. A target within 5 feet of the must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) acid damage.

Reactions

Split. When the slime is reduced to 0 hit points by slashing damage, it splits into two slimes. Each of these slimes is one size category smaller than the original, with half the original's maximum hit points and half the original's damage dice.

Tiny slimes cannot use Split, and deal 1 point of damage with their harmful effects.


Mimic

Medium ooze (shapechanger), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 20ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 15 (+2) 5 (-3) 10 ( 0) 8 (-1)

  • Damage Immunities piercing
  • Skills Deception +3, Stealth +7
  • Condition Immunities blinded, deafened, exhausted, prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10

Amorphous. The mimic can move through a space as narrow as 1 inch wide without squeezing.

Engulf. When the mimic moves through the space of a creature of its size or smaller, that creature must succeed on a DC 13 Dexterity saving throw or be grappled by the mimic.

The mimic can grapple any number of creatures in this way, as long as they all fit in its space.

Any creature grappled by the slime can't breathe, is restrained, and takes 14 (2d6) bludgeoning damage at the start of each of the slime's turns.

Regeneration. Unless the mimic is incapacitated, it regains hit points equal to its hit point maximum at the end of each creature's turn.

Shapechanger. The mimic can use its action to take the shape of a creature or an object of its size, or to return to its true form. Any equipment the mimic is wearing or carrying is not transformed. The mimic reverts to its true form if it dies.

Actions

Pseudopod. Melee Weapon Attack: +5 to hit. The mimic transforms one of its appendages to serve as a melee weapon, such as a spear or a set of jaws. The properties the pseudopod depend on its form.

Reactions

Split. When the mimic is reduced to 0 hit points by slashing damage, it splits into two mimics. Each of these mimics is one size category smaller than the original, with half the original's maximum hit points and half the original's damage dice.

Tiny mimics cannot use Split, and deal 1 point of damage with their harmful effects.


Skeleton

Medium undead, unaligned


  • Armor Class 12
  • Hit Points 4 (1d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 10 ( 0) 1 (-2) 3 (-4) 1 (-5)

  • Damage Immunities Cold, poison
  • Condition Immunities blinded, deafened, exhausted, petrified, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius) passive Perception 6

Antimagic Susceptibility. The skeleton is incapacitat-ed while in the area of an antimagic field. If it is targeted by dispel magic, it must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Blank Slate. The skeleton shares its creator's skill, tool, language, weapon, and armor proficiencies, and uses its creator's proficiency bonus.

Break Apart. When the skeleton is hit by an attack, it takes just 1 point of damage and rolls 1d4. Based on the result, one of four parts is detached from its body and dropped within 5 feet of it: (1) head, (2) right arm, (3) left arm, or (4) legs.

The detached part is a creature with its own statistics and that acts on the skeleton's turn, while the skeleton retains its normal statistics and takes one of the following penalties:

  • Missing Head. The skeleton sees and hears from the perspective of its detached head. If the head is placed in a bag, for example, the skeleton is effectively blinded.
  • Missing Arm. The skeleton has one less arm with which to wield weapons, carry a shield, grapple, or use objects. If it loses both arms, it can do none of these things and cannot climb.
  • Missing Legs. The skeleton falls prone and cannot stand up.

When the skeleton takes bludgeoning damage, the parts are instead flung 15 feet.

Come Together. The skeleton can spend movement to magically pull its scattered parts together. It can do so even if it is reduced to 0 hit points.

If a scattered part is unable to move (e.g. a skeletal arm gripping a ladder, or a skull burried in the ground), the skeleton can instead magically pull itself towards that part.

In any case, when the skeleton and part are reunited in the same space, they are reattached to one another, restoring 1 hit point to the skeleton.



Skull

Tiny piece of medium undead, unaligned


  • Hit Points 2 (1d4)
  • Speed 0

  • Senses blindsight 60 ft. (blind beyond this radius) passive Perception 6

Limb. The skull shares the skeleton's statistics except when otherwise stated, including Antimagic Susceptibility and Blank Slate.

Prone. The head is always prone.

Remote Control. The skull is unwaveringly loyal to the skeleton it comes from.


Skeletal Arm

Tiny piece of medium undead, unaligned


  • Hit Points 2 (1d4)
  • Speed 30 ft.

  • Senses none except touch, passive Perception 6

Limb. The arm shares the skeleton's statistics except when otherwise stated, including Antimagic Susceptibility and Blank Slate.

Prone. The arm is always prone.

Remote Control. The arm is unwaveringly loyal to the skeleton it comes from, and sees and hears from the perspective of that skeleton's skull.


Skeletal Legs

Tiny piece of medium undead, unaligned


  • Hit Points 2 (1d4)
  • Speed 30 ft.

  • Senses none except touch, passive Perception 6

Limb. The legs share the skeleton's statistics except when otherwise stated, including Antimagic Susceptibility and Blank Slate.

Remote Control. The legs unwaveringly loyal to the skeleton they come from, and see and hear from the perspective of that skeleton's skull.


Animated Armor

Small or Medium construct, unaligned


  • Armor Class 28 (natural armor)
  • Hit Points 22 (4d8 + 8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 11 ( 0) 15 (+2) 1 (-2) 3 (-4) 1 (-5)

  • Damage Immunities Cold, poison
  • Condition Immunities blinded, deafened, exhausted, petrified, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius) passive Perception 6
  • Challenge 2 (450 XP)

Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If the armor is targeted by dispel magic, ir must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Blank Slate. The armor is proficient with every skill, tool, language, weapon and armor that its creator was proficient with. For these purposes, it uses its creator's proficiency bonus.

Nigh-Invulnerability. When the armor is subjected to an effect that allows it to make a Dexterity saving throw to take reduced damage, it instead takes no damage if it succeeds, and half damage if it fails.

False Appearance. While the armor is motionless, it is indistinguishable from a normal suit of armor.

Actions

Don. One humanoid within the armor's reach who is not wearing medium or heavy armor and whose speed is reduced to 0 (e.g. that is grappled or unconscious) must succeed on a DC 14 Dexterity saving throw or don the armor.

Until the armor is removed, it can neither move nor take reactions, and he only actions it can take are to Search or remove itself.

At the start of each of its turns until the armor is removed, the humanoid must make on a DC 19 Strength saving throw. The result depends on the precise result of this save:

  • 13 or lower. The armor controls the humanoid's movement, actions and reactions until the start of its next turn. The armor uses its own statistics while in control, and can't access the humanoid's knowledge, class features, or proficiencies.
  • 14 to 18 The humanoid stays in control until the start of its next turn, but its speed is halved, and it has disadvantage on attack rolls, as well as Strength and Dexterity checks.
  • 19 or higher. The humanoid stays in control until the start of its next turn, and suffers no penalties.