Demon Dogs!

Roleplaying in the world of 1980s Saturday Morning cartoons

Abominable Snowman

Large Monstrosity, Choatic Evil


  • Armor Class 13 (natural armor)
  • Hit Points 56 (7d10 + 21)
  • Speed 40ft., climb 40ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 8 (-1) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +3
  • Damage Immunities Cold
  • Senses Darkvision 60ft.,passive Perception 13
  • Languages Yeti
  • Challenge 4 (900 XP)

Snowy White. The Abominable Snowman has advantage on Stealth checks in snow covered terrain.

Actions

Multiattack The Abominable Snowman makes two fist and one bite attacks.

Icy Fists. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 8 (1d6 + 4) bludgeoning damage plus 3 (1d6) cold damage. Medium or smaller targets are grappled, DC 14 Strength check to escape.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 8 (1d6 + 4)



Aquatrons

Medium humanoid, neutral evil


  • Armor Class 16
  • Hit Points 138(1d4 + 5)
  • Speed 12ft.

STR DEX CON INT WIS CHA
12 (+1) 7 (-1) 2 (-4) 8 (-1) 1 (-4) 11 (+1)

  • Vulnerabilities In the water, none. Out of water, bludgeoning.
  • Senses passive Perception 16
  • Languages Gibberish
  • Challenge 1 (7219 XP)

Artificially Amphibious. Aquatrons require a fishbowl-shaped helmet if they are to function out of water. Pack Tactics. These guys work together. Like super well, you don't even know.

Actions

Somersault Stump Fists. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Open Chin Choke. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

`


Avenger

Medium beast, lawful good


  • Armor Class 14
  • Hit Points 49(7d8 + 14)
  • Speed 10ft, fly 80ft

STR DEX CON INT WIS CHA
18 (+4) 17 (+4) 14 (+2) 9 (-1) 14 (+2) 12 (+1)

  • Skills Perception +4
  • Senses passive Perception 14
  • Challenge 2 (450 XP)

Keen Sight. Avenger has advantage on Wisdom (Perception) checks that rely on sight..

Actions

Multiattack Avenger makes two attacks: one with its beak and one with its talons.

Beak Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) piercing damage.

Talons Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)


Bodysnatcher Witch

Medium fiend, chaotic evil


  • Armor Class 14
  • Hit Points 97(15d8 + 30)
  • Speed 25ft.

STR DEX CON INT WIS CHA
8 (-1) 10 (+1) 14 (+2) 16 (+3) 16 (+3) 16 (+3)

  • Damage Resistance Necrotic, Poison, Acid; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Condition Immunities charmed
  • Senses passive Perception 16
  • Languages Abyssal, Common, Aquan
  • Challenge 5 (1800 XP)

Spellcasting The witch's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: detect magic, acid splash 2/day each: Hold Person, Flesh to Stone, Witch Bolt

Petrifying Curse Ancient do-gooders bound every bodysnatcher witch to a specific location, such as a dungeon, a swamp, or an island. If her physical body ever leaves this location, she turns instantly to stone. She is free to leave in a body she has snatched (see below).

Actions

Bodysnatch the witch can force a creature it can see within 30 feet to make a DC 15 Charisma saving throw. If the saving throw fails by 5 or more, the creature instantly changes bodies with the witch. Otherwise, a creature that fails the save begins to turn to transform and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, exchanging bodies on a failure or ending the effect on a success. Casting Remove Curse on the victim, exposure to an antimagic effect, or succesful use of Dispel Magic on either party will reverse the exchange, with the bodies instantanously traveling to the spirits' location.


Bubble Men

Medium Humanoid, lawful evill


  • Armor Class 12
  • Hit Points 12(2d8 + 2)
  • Speed 30ft.

STR DEX CON INT WIS CHA
9 (-1) 12 (+1) 14 (+2) 17 (+3) 11 (+0) 8 (-1)

  • Senses passive Perception 5
  • Languages Common, Aquan
  • Challenge 1/4 (50 XP)

Actions

Laser rifle Ranged Weapon Attack: +4 to hit, range 80/320ft, one target. Hit 8 (1d12 + 1) radiant damage

Bubble Gun Ranged Weapon Attack: +4 to hit, range 80/320ft, one target. Hit Target must make a Dex save DC11. On a failed save, the target is restrained and can't make attacks against other ceatures. It can attack the bubble restraining it, however, and can escape if it inflicts 7 points of damage in a single attack.

The bubble men are a strange culture. They are air-breathing, technologically advanced people who have adapted to living at the bottom of the sea inside rigid bubbles. When they interact with land dwelling species, it is often to use them as guinea pigs in their scientific experiments.



Bubble Craft

Large Construct, neutral


  • Armor Class 20
  • Hit Points 45(5d10 + 15)
  • Speed Swim 50ft, fly 50ft

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 6 (-2) 6 (-2) 8 (-1)

  • Damage Resistance lightning, poison, force, cold, fire, radiant
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Challenge 3 (700 XP)

Defensive Spikes when a creature enters a square adjacent to the craft, it must make a Dex save DC12 or take 1d6+3 points of piercing damage.

Deflect Missiles when hit by a ranged weapon attack, the damage from the attack is reduced by 1d10 + 7

Actions

Beam Ranged Weapon Attack: +5 to hit, range 80/320ft, one target. Hit 8 (1d12 + 1) force damage and the target is pushed 10 feet away from the craft

Bubble Gun Ranged Weapon Attack: +5 to hit, range 80/320ft, one target. Hit Target must make a Dex save DC12. On a failed save, the target is restrained and can't make attacks against other ceatures. It can attack the bubble restraining it, however, and can escape if it inflicts 10 points of damage in a single attack.

Bubble craft are the vehicles in which bubble men wage war. If a bubble craft is destroyed in battle, 1d2 poorly-prepared bubble men will usually spill out.


Computron

Stupidly vast beast, lawful bogus


  • Armor Class 15
  • Hit Points 120(1d4 + 5)
  • Speed 44ft.

STR DEX CON INT WIS CHA
11 (+1) 17 (+4) 2 (-4) 15 (+3) 4 (-3) 18 (+4)

  • Skills Persuasion
  • Senses passive Perception 5
  • Languages Pottymouth, Jive
  • Challenge 12 (5946 XP)

Control Machines All constructs are friendly to Computron. As a bonus action, Computron can command a construct within 60' to move or attack. Constructs that have their own will can free themselves from Computron's domination by winning a contest of Charisma against him. Artificers and other characters who are controlling constructs can retain control of them by winning a similar contest, but the character rolls with disadvantage.

Vice Ray Something something restrained

Actions

Tilt-a-whirl Chin Sleeper. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

`


Constrictor

Large annoyance, silly neutral


  • Armor Class 12
  • Hit Points 44(1d4 + 5)
  • Speed 41ft.

STR DEX CON INT WIS CHA
13 (+2) 11 (+1) 16 (+3) 11 (+1) 19 (+5) 10 (+0)

  • Condition Immunities drunk, melancholy, groovy
  • Senses passive Perception 18
  • Languages Jive, Gibberish
  • Challenge 1 (2242 XP)

Pack Tactics. These guys work together. Like super well, you don't even know.

Onion Stench. Any creatures within 5 feet of this thing develops an irrational craving for onion rings.

Fowl Appearance. While the creature remains motionless, it is indistinguishable from a normal chicken.

Actions

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

`


Devil rat

Medium beast, neutral


  • Armor Class 13
  • Hit Points 99(1d4 + 5)
  • Speed 39ft.

STR DEX CON INT WIS CHA
14 (+2) 19 (+5) 17 (+4) 18 (+4) 16 (+3) 12 (+1)

  • Condition Immunities buzzed
  • Senses passive Perception 8
  • Languages None
  • Challenge 7 (5694 XP)

Fowl Appearance. While the creature remains motionless, it is indistinguishable from a normal chicken.

Sassiness. When questioned, this creature will talk back instead of answering.

Fowl Appearance. While the creature remains motionless, it is indistinguishable from a normal chicken.

Actions

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

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


Electrode Men

Medium Construct, Lawful Evil


  • Armor Class 15
  • Hit Points 52(8d8 + 16)
  • Speed 30ft, fly 30ft

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 12 (+1) 12 (+1) 10 (0)

  • Condition Immunities charmed, frightened, petrified, poisoned
  • Senses passive Perception 11
  • Languages Common
  • Challenge 4 (1100 XP)

Ray Repeller Field. As a reaction, an Electrode Man can create a field which takes the shape of a line 15 feet long. Any effect that deals fire, cold, lightning, thunder, necrotic, radiant, or force damage is nullified at the point where it crosses over this line. The field remains in place until the beginning of the electrode man's turn.

Actions

Shocking Gaze Ranged Weapon Attack +4 to hit, Range 60 ft, one target. Hit 1d10+2 lightning damage.

Reduce to Pure Energy (Recharge 6) The electrode man can force a creature within 30 ft to make a DC 13 Constitution saving throw if it isn't Incapacitated and has an unobstrcuted line of sight to the target with no cover or concealment. A creature that fails the save begins to transform, taking 3d6 radiant damage on the first turn and must repeat the saving throw at the end of its next turn, becoming pure energy on a failure or Ending the Effect on a success. If the electrode man who reduced the target to pure energy is destroyed within 1 minute, or Greater Restoration is used on the target wthin 1 minute, the target will re-solidify. Otherwise the only way to restore the victim of this fate is a wish or divine intervention.

This effect can also target and automatically disintegrate a Large or smaller nonmagical object.

When the Electrode Man employs this power, it regains 10 hit points.



Gladiator of Kyanite

Medum Humanoid, Neutral Evil


  • Armor Class 16
  • Hit Points 39(6d8+12)
  • Speed 30ft, fly 40ft (on chariot).

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 11 (0) 10 (0) 8 (-2)

  • Skills Athletics +5
  • Senses passive Perception 5
  • Languages Common, Kyanite
  • Challenge 2 (450 XP)

Hover Chariot A Gladiator of Kyanite prefers to enter combat on a hover chariot. If he can be removed from his chariot (a simple Shove attack can work) he loses access to his fly speed and tranquil-beam.

Actions

Laser Spear Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit (1d6 + 3) piercing damage OR Ranged Weapon Attack Range 60 ft, one target. Hit 1d6+2 radiant damage

Energy Net Recharge 5-6 The Gladiator targets a 10ft diameter square within 30 ft. Creatures in that square must make a DC12 Dexterity save or take 1d8 lightning damage and be restrained. On subsequent turns they may escape from the net on a DC12 Strength check. Those who save against the net may position themselves in a square of their choice adjacent to the affected area.

Tranquil-Beam (while mounted on hover chariot) sends creatures into a magical slumber. Roll 5d8; the total is how many Hit Points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current h⁠it points (ignoring Unconscious creatures).

Starting with the creature that has the lowest current h⁠it points, each creature affected by this spell falls Unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s Hit Points from the total before Moving On to the creature with the next lowest Hit Points. A creature’s h⁠⁠it points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being Charmed aren’t affected by this spell.


The Gladiators of Kyanite delight in capturing remarkable beings and then bringing them back to the arenas of their cities. There the gladiators fight their captives for acclaim and social status.

The Tranquil-Beam is ued to capture foes for the arena, not in the arena.


Gleep

Small ooze, neutral good


  • Armor Class 12
  • Hit Points 45(9d6 + 9)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 8 (-1) 8 (-1) 14 (+2)

  • Condition Immunities blinded charmed deafened exhaustion
  • Damage Resistance slashing, piercing, bludgeoning
  • Senses passive Perception 9
  • Languages Gibberish
  • Challenge 3 (700)

Amorphous A Gleep may move through a space as narrow as 1 inch wide without squeezing.

Useful A Gleep may take the form of a number of useful Small items such as a wheel, a slingshot, or a ball. The effects of these items are left to the DM

Spring. By forming its body into the shape of a spring, a Gleep can make a leap up to 20ft high and 30ft in lenth.

Actions

Pseudopod Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit (2d8 + 3) bludgeoning damage and the target is grappled.



Gloop

Large ooze, neutral good


  • Armor Class 10
  • Hit Points 81 (9d10 + 27)
  • Speed 30ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 16 (+3) 8 (-1) 10 (0) 12 (+1)

  • Condition Immunities blinded charmed deafened exhaustion
  • Damage Resistance slashing, piercing, bludgeoning
  • Senses passive Perception 10
  • Languages Gibberish
  • Challenge 5 (1,800)

Amorphous A Gloop may move through a space as narrow as 1 inch wide without squeezing.

Useful A Gloop may take the form of a number of useful Large items such as a platform, a trampoline, or a wall. The effects of these items are left to the DM.

Spring. By forming its body into the shape of a spring, a Gloop can make a leap up to 20ft high and 30ft in lenth.

Actions

Pseudopod Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit (4d8 + 5) bludgeoning damage and the target is grappled.


Grizzly Snake

Large Monstrosity, Chaotic Neutral


  • Armor Class 14 (natural armor)
  • Hit Points 52(6d12 + 10)
  • Speed 30ft., burrow 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 4 (-3) 6 (-2) 4 (-3)

  • Senses passive Perception 13, tremorsense 120ft.
  • Languages None
  • Challenge 4 (3750 XP)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit 10 (1d12 + 3) piercing damage.

Grab. Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit 9 (1d10 + 3) bludgeoning damage. A Medium or smaller target hit by this attack is grappled (escape DC 13).

Constrict. Melee Weapon Attack: +8 to hit, reach 5ft., one target grappled by the Grizzly Snake. Hit 13 (2d10 + 3) bludgeoning



Human Fly

Small humanoid, lawful evil


  • Armor Class 12
  • Hit Points 20(4d6 + 4)
  • Speed 30ft, fly 30ft, climb 30ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 10 (0) 11 (+0) 13 (+1)

  • Skills Stealth +5, Sleight of Hand +5
  • Senses passive Perception 20
  • Languages Common, Fly
  • Challenge 1 (200 XP)

Keen Eyes. This creature gains advantage on any check involving putting things in its nose.

Actions

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

Snatch The Human Fly initiates a contest of its Sleight of Hands versus its target's Perception. If the Fly wins, it takes possession of any one object not worn by the target or carried in one hand. It may then Disengage as a free action.


Ice Wolf

Medium beast, neutral


  • Armor Class 20
  • Hit Points 139(1d4 + 5)
  • Speed 38ft.

STR DEX CON INT WIS CHA
4 (-3) 14 (+2) 14 (+2) 14 (+2) 3 (-3) 8 (-1)

  • Condition Immunities groovy, melancholy
  • Senses passive Perception 16
  • Languages None
  • Challenge 11 (8861 XP)

Sassiness. When questioned, this creature will talk back instead of answering.

Fowl Appearance. While the creature remains motionless, it is indistinguishable from a normal chicken.

Actions

Open Chin Choke. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)



Igoo

Large monstrosity, neutral good


  • Armor Class 17 (natural armor)
  • Hit Points 143(13d12 + 52)
  • Speed 30ft.

STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 18 (+4) 8 (-1) 12 (+1) 8 (-1)

  • Saving Throws Con +2
  • Skills Athletics +4
  • Damage Resistances cold, lightning; bludgeoning, piercing, slashing from nonmagical attacks
  • Damage Immunities fire, poison, necrotic
  • Condition Immunities petrified, poisoned
  • Senses passive Perception 12
  • Languages ---
  • Challenge 9 (4,500 XP)

Smash. Igoo has advantage on Strength checks to lift, bend, or break objects and structures, and does double damage to objects and structures.

Actions

Multiattack. Igoo makes two attacks with his stone fists.

Stone Fist. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +7 to hit, range 50/100ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.


Infernus

Medium humanoid, chaotic neutral


  • Armor Class 15
  • Hit Points 54 (9d8 + 9)
  • Speed 6ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 18 (+4) 12(+1) 12 (+1)

  • Skills History +6, Arcana +6
  • Senses passive Perception 11
  • Languages Common
  • Challenge 4 (1,100 XP)

Spellcasting Infernus is a 7th level spellcaster. His spellcasting ability is Intelligence (spell save DC14, +6 to attack rolls). Infernus has the following spells prepared.

at will: shield

1/day: animate object

Powerless without his wand If Infernus cannot have access to his wand, he loses access to Spellcasting, Heat Rays, and Enchanted Shackles

Actions

Heat Rays Ranged Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Enchanted Shackles One target within 60ft must make a Dex save DC14 or be restrained and unable to attack or cast spells with somatc components. The target may make a Strength or Dex save to escape them at the end of each of their turns.



Jobo

Large Humanoid, lawful evill


  • Armor Class 13
  • Hit Points 54(1d4 + 5)
  • Speed 7ft.

STR DEX CON INT WIS CHA
19 (+5) 15 (+3) 2 (-4) 6 (-2) 8 (-1) 10 (0)

  • Condition Immunities groovy, groggy
  • Senses passive Perception 15
  • Languages None
  • Challenge 1 (7441 XP)

Fowl Appearance. While the creature remains motionless, it is indistinguishable from a normal chicken.

Enormous Nose. This creature gains advantage on any check involving putting things in its nose.

Pack Tactics. These guys work together. Like super well, you don't even know.

Actions

Tilt-a-whirl Chin Sleeper. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)


Lava Worm

Huge Elemental, Chaotic Neutral


  • Armor Class 19
  • Hit Points 32(1d4 + 5)
  • Speed 30ft., Burrowing 60 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 20 (+5) 13 (+2) 13 (+2) 6 (-2)

  • Damage Immunities Fire
  • Damage Vulnerabilities Cold
  • Senses passive Perception 19
  • Languages None
  • Challenge 1 (712 XP)

Magic Immunity. The Lava Worm automatically passes saving throws against spells and other magical effects unless they do cold damage.

Aversion to Water. The Lava Worm can be destroyed by water.

Actions

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


Little

Tiny Fey, Lawful Good


  • Armor Class 15
  • Hit Points 7 (2d4+2)
  • Speed 20ft.

STR DEX CON INT WIS CHA
6 (-2) 18 (+4) 12 (+1) 14 (+2) 14 (+2) 14 (+2)

  • Proficiencies Perception +4, Stealth +8
  • Senses passive Perception 12
  • Languages Common, Gnome
  • Challenge 1/8 (25 XP)

Nimbleness. Littles can occupy or move through the space of any creature that is of a size larger than theirs.

Elusiveness When a little is targeted for an attack while a creature within 5 feet of them is granting cover to them, they can use a reaction to have the attack target that creature instead of themselves.

Actions

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

_


Swarm of Littles

Medium swarm of Tiny Fey, Lawful Good


  • Armor Class 13
  • Hit Points 24 (6d4 + 6)
  • Speed 20ft.

STR DEX CON INT WIS CHA
9 (-1) 19 (+4) 12 (+1) 14 (+2) 14 (+2) 14 (+2)

  • Damage Resistance Any attack that does not cover an area of effect
  • Senses passive Perception 12
  • Languages Common, Gnome
  • Challenge 1/2 (100 XP)

Swarm. The swarm can occupy another creature's space and vice versa. The swarm can move through any opening large enough for a Tiny Little. The swarm can't regain hit points or gain temporary hit points

Actions

Spears Melee Weapon Attack +4 to hit, reach 5 feet, one target Hit 1d6+1 damage.

Bind Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit Target must make a DC12 Strength Save or be restrained as the Littles begin to bind their limbs. It must repeat the save at the end of its next turn. On a success, the effect ends. On a failure, the creature the creature is prone and paralyzed, except that it can speak, until it is released or succeeds in a DC14 Sleight of Hand or Acrobatics skill check.


Mekkano the Machine Master

Medium Construct, neutral evil


  • Armor Class 18
  • Hit Points 91(1d4 + 5)
  • Speed 34ft.

STR DEX CON INT WIS CHA
3 (-3) 11 (+1) 10 (+0) 16 (+3) 14 (+2) 9 (+0)

  • Condition Immunities buzzed
  • Senses passive Perception 6
  • Languages Common, Latin
  • Challenge 5 (1507 XP)

Sassiness. When questioned, this creature will talk back instead of answering.

Pack Tactics. These guys work together. Like super well, you don't even know.

Actions

Suffering Wringer. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) __


Mekkano Tracker

Large Construct, neutral evil


  • Armor Class 11
  • Hit Points 116(1d4 + 5)
  • Speed 37ft.

STR DEX CON INT WIS CHA
8 (-1) 2 (-4) 1 (-4) 1 (-4) 5 (-2) 15 (+3)

  • Condition Immunities weak-kneed, groggy
  • Senses passive Perception 7
  • Languages Common
  • Challenge 10 (7760 XP)

Fowl Appearance. While the creature remains motionless, it is indistinguishable from a normal chicken.

Enormous Nose. This creature gains advantage on any check involving putting things in its nose.

Onion Stench. Any creatures within 5 feet of this thing develops an irrational craving for onion rings.

Actions

Atomic Death Throw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

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


Mekkano Saucer

Large Construct, neutral evil


  • Armor Class 16
  • Hit Points 1(1d4 + 5)
  • Speed 18ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 5 (-2) 3 (-3) 7 (-1) 16 (+3)

  • Condition Immunities None
  • Senses passive Perception 11
  • Languages Gibberish, Pottymouth
  • Challenge 9 (3217 XP)

Fowl Appearance. While the creature remains motionless, it is indistinguishable from a normal chicken.

Pack Tactics. These guys work together. Like super well, you don't even know.

Big Jerk. Thinks he is just waaaay better than you.

Actions

Tilt-a-whirl Eye Takedown. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Super Hip Submission. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)


Mindok is a disembodied brain that survived a great cataclysm thousands of years ago and now resides within a robotic body.



Mindok the Mind Menace

Medium construct, Neutral Evil


  • Armor Class 17
  • Hit Points 80(10d8 + 30)
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 12(+1) 17 (+3) 20 (+5) 16 (+3) 15 (+2)

  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses passive Perception 13
  • Languages Common
  • Challenge 7 (2900 XP)

Floats Although the cloak of Mindok the Mind Menace appears to reach the ground, in fact, he hovers. He does not set off pressure plates,nor can he be affected by slick or sticky surfaces.

Disembodied Brain If Mindok's robotic body is destroyed, his brain could be transported into another vessel. Such an operation would require a DC15 Medicine check.

Spellcasting Mindok's spellcasting ability is Intelligence (Spell Save DC 16). Mindok can cast the following spells:

3/Day: Suggestion, Clairvoyance, Enlarge/Reduce

Actions

Multiattack Mindok makes 4 pincer attacks

Pincer Melee Weapon Attack +3 to hit, reach 5 feet, one target Hit (1d4+2) piercing damage

Energy Beam. Ranged Weapon Attack: +8 to hit, reach 50ft., one target. Hit (4d6 + 5) radiant damage.

Imprisonment Bubble (recharge on 5-6) Target must make a DC16 Dexterity save or be Restrained. They may make a new save at the end of each of their turns to end this condition.


Mutoid

Medium humanoid, neutral evil


  • Armor Class 15
  • Hit Points 42(1d4 + 5)
  • Speed 15ft.

STR DEX CON INT WIS CHA
15 (+3) 16 (+3) 3 (-3) 9 (+0) 19 (+5) 15 (+3)

  • Condition Immunities weak-kneed, buzzed, groggy
  • Senses passive Perception 11
  • Languages Gibberish
  • Challenge 6 (8870 XP)

Enormous Nose. This creature gains advantage on any check involving putting things in its nose.

Pack Tactics. These guys work together. Like super well, you don't even know.

Big Jerk. Thinks he is just waaaay better than you.

Actions

Super Hip Submission. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

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



Nitron the Human Bomb

Small guy, depressed neutral


  • Armor Class 12
  • Hit Points 146(1d4 + 5)
  • Speed 44ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 6 (-2) 12 (+1) 14 (+2) 15 (+3)

  • Condition Immunities buzzed, weak-kneed
  • Senses passive Perception 16
  • Languages Jive
  • Challenge 6 (5151 XP)

Big Jerk. Thinks he is just waaaay better than you.

Sassiness. When questioned, this creature will talk back instead of answering.

Sassiness. When questioned, this creature will talk back instead of answering.

Actions

Dual Cobra Wristlock. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

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


Orange Thing

Large Aberration, neutral evil


  • Armor Class 14 (natural armor)
  • Hit Points 56(7d10 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 4 (-3) 8 (-1) 4 (-3)

  • Senses passive Perception 14
  • Languages None
  • Challenge 4 (1340 XP)

Actions

Multiattack The Orange Thing attacks with both its Bite and Tail.

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (1d8 + 2)

Tail. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (1d8 + 2)

Eye Beams. Ranged Weapon Attack: +4 to hit, range 50ft., one target. Hit 12 (2d8 + 2)



Orbus IV Robot

Small annoyance, unoriginal neutral


  • Armor Class 11
  • Hit Points 64(1d4 + 5)
  • Speed 19ft.

STR DEX CON INT WIS CHA
15 (+3) 12 (+1) 3 (-3) 19 (+5) 19 (+5) 11 (+1)

  • Condition Immunities drunk, groovy
  • Senses passive Perception 16
  • Languages None
  • Challenge 1 (1746 XP)

Sassiness. When questioned, this creature will talk back instead of answering.

Onion Stench. Any creatures within 5 feet of this thing develops an irrational craving for onion rings.

Enormous Nose. This creature gains advantage on any check involving putting things in its nose.

Actions

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

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


Purple Moss

Large fiend, weird neutral


  • Armor Class 20
  • Hit Points 117(1d4 + 5)
  • Speed 22ft.

STR DEX CON INT WIS CHA
9 (+0) 10 (+0) 2 (-4) 4 (-3) 19 (+5) 19 (+5)

  • Condition Immunities melancholy
  • Senses passive Perception 13
  • Languages None
  • Challenge 7 (4191 XP)

Pack Tactics. These guys work together. Like super well, you don't even know.

Onion Stench. Any creatures within 5 feet of this thing develops an irrational craving for onion rings.

Sassiness. When questioned, this creature will talk back instead of answering.

Actions

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


Queen Skorra

Medium Humanoid, lawful Evil


  • Armor Class 16
  • Hit Points 14(1d4 + 5)
  • Speed 32ft.

STR DEX CON INT WIS CHA
19 (+5) 16 (+3) 14 (+2) 1 (-4) 14 (+2) 19 (+5)

  • Condition Immunities drunk, melancholy, swagged
  • Senses passive Perception 4
  • Languages Jive
  • Challenge 12 (3210 XP)

Onion Stench. Any creatures within 5 feet of this thing develops an irrational craving for onion rings.

Sassiness. When questioned, this creature will talk back instead of answering.

Big Jerk. Thinks he is just waaaay better than you.

Actions

Neutra-ray Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Megashield (Recharge 6)


Raider Ape

Medium humanoid, neutral evil


  • Armor Class 15
  • Hit Points 18(3d8 + 3)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 12 (+1) 10 (+4) 8 (-1) 8 (-1)

  • Senses passive Perception 13
  • Languages Common, Simian
  • Challenge 1/2 (100 XP)

Greed. Raider Apes have an irrational lust for gold. Player characters roll Persuasion and Deception checks at advantage against raider apes if the apes believe they will acquire gold, and apes have disadvantage to save against any Charm effect that involves the lure of gold.

Actions

Battle Axe. Melee Weapon Attack: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) slashing damage.

Flaming Quarrels (Recharge 4-6) Ranged Weapon Attack +4 to hit, reach 80/320 ft., one target. Hit: (1d10 + 2) piercing damage and (1d8) fire damage.


Ruthless Ringmaster

Medium humanoid, lawful evil


  • Armor Class 10
  • Hit Points 106(1d4 + 5)
  • Speed 5ft.

STR DEX CON INT WIS CHA
13 (+2) 16 (+3) 13 (+2) 12 (+1) 14 (+2) 2 (-4)

  • Condition Immunities None
  • Senses passive Perception 12
  • Languages Common
  • Challenge 3 (700 XP)

Ultra Serum (1/day) The Ringmaster uses a bonus action to replace his body with that of a hill giant. This transformation works exactly like a druid's wild shape ability, except that it expires after 1d6 rounds.

Spellcasting. This creature gains advantage on any check involving putting things in its nose.

Actions

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

Gory Body Sweep. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)



Space Termite

Large aberration, chaotic neutral


  • Armor Class 13
  • Hit Points 60(1d4 + 5)
  • Speed 12ft.

STR DEX CON INT WIS CHA
3 (-3) 16 (+3) 7 (-1) 19 (+5) 1 (-4) 16 (+3)

  • Condition Immunities melancholy, groggy
  • Senses passive Perception 18
  • Languages None
  • Challenge 12 (7040 XP)

Dendrovore As a minor action, a space termite can devour a 5 foot square area of wood or wooden objects.

Fowl Appearance. While the creature remains motionless, it is indistinguishable from a normal chicken.

Actions

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

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


Stalker from the Stars

Large Aberration, neutral evil


  • Armor Class 17
  • Hit Points 108(12d12 + 24)
  • Speed 30ft., burrow 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 15 (+2) 18 (+4) 12 (+1) 10 (0)

  • Skills Stealth +3
  • Damage Vulnerabilities poison
  • Senses passive Perception 14
  • Languages None
  • Challenge 13 (9751 XP)

Telekinetic Eye Beams. The Stalker can blast objects with it's eye beams and force them to do his bidding once per day, as per the Animate Objects spell.

Actions

Multiattack The Stalker can attack with its Eye Beams and make two additional attacks: two with it's Claws, two with it's Webs, or one with each.

Claws Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 13 (2d8 + 3)

Webs Missle Weapon Attack: +10 to hit, range 30 ft., one target. Hit A target hit by the Stalker's Webs is Grappled and Restrained. A creature can free itself or another from the webs with a DC 16 Str check. Also, a creature beginning it's turn Restrained by the webs must pass a DC 14 Con save or become Paralyzed until it is no longer Restrained by the webs.

Eye Beams (Recharge 5-6). Ranged Weapon Attack: +10 to hit, range 40ft., one target. Hit 22 (3d10 + 4)

The Stalker from the Stars is a vampire from outer space. It travels from planet to planet, building up a stockpile of victims to feed on. The Stalker prefers to sneak up on its victims and paralyze them with the webs it shoots from its clawed fingers one by one, rather than engaging in a direct fight.


The Mighty One

Gargantuan construct, neutral


  • Armor Class 17 (natural armor)
  • Hit Points 371 (24d20+120)
  • Speed 40ft.

STR DEX CON INT WIS CHA
28 (+9) 10 (-1) 20 (+5) 10 (0) 10 (0) 8(-1)

  • Damage Immunities Poison, Psychic
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses passive Perception 12
  • Challenge 17 (18,000 XP)

Immutable Form The Mighty One is immune to any spell or effect that would alter its form.

Siege Monster Talos inflicts double damage to objects and structures.

Actions

Multiattack The Mighty One makes two Melee Attacks.

Sword Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: (6d10 + 9) slashing damage.

Thrown Rock Ranged Weapon Attack: +16 to hit, range 120/480 ft., all targets in a 10 foot square. Hit: (10d10 + 9) bludgeoning damage.

The Mighty One is an enormous robotic ape, created by ancient engineers in something called a "movie studio" for an unknown purpose.



The Thing from the Swamps

Large Abberation, chaotic evil


  • Armor Class 15 (natural armor)
  • Hit Points 90(10d10 + 30)
  • Speed 30ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 16 (+3) 8 (-1) 10 (0) 3 (-4)

  • Damage Immunities necrotic
  • Damage Resistance fire, lightning, radiant
  • Senses passive Perception 13
  • Languages none
  • Challenge 6 (1350 XP)

Radioactive. Other creatures that end their turn within 5 feet of the Thing from the Swamps take 7 (1d8 + 2) necrotic damage.

Absorbs Energy. The Thing from the Swamps can regenerate 20 hit points at the beginning of it's turn if it's taken any fire, lightning, or radiant damage since its last turn.

Actions

Multiattack. The Thing from the Swamps can make two claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 8 (1d8 + 3) piercing damage plus 7 (1d8 + 2) necrotic damage.

Throw Rocks. Ranged Weapon Attack: +7 to hit, range 45ft., one target. Hit 11 (2d6 + 3)


Titan, the Titanium Man

Tiny annoyance, wordy evil


  • Armor Class 10
  • Hit Points 119(1d4 + 5)
  • Speed 21ft.

STR DEX CON INT WIS CHA
7 (-1) 6 (-2) 8 (-1) 13 (+2) 2 (-4) 16 (+3)

  • Condition Immunities groovy, groggy, buzzed
  • Senses passive Perception 14
  • Languages Common, Jive
  • Challenge 12 (9626 XP)

Pack Tactics. These guys work together. Like super well, you don't even know.

Fowl Appearance. While the creature remains motionless, it is indistinguishable from a normal chicken.

Sassiness. When questioned, this creature will talk back instead of answering.

Actions

Gory Body Sweep. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

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


Tigermen

Stupidly vast cutie, neutral ignorant


  • Armor Class 17
  • Hit Points 29(1d4 + 5)
  • Speed 12ft.

STR DEX CON INT WIS CHA
11 (+1) 17 (+4) 7 (-1) 3 (-3) 20 (+5) 15 (+3)

  • Condition Immunities groovy, buzzed
  • Senses passive Perception 10
  • Languages None
  • Challenge 3 (5351 XP)

Big Jerk. Thinks he is just waaaay better than you.

Fowl Appearance. While the creature remains motionless, it is indistinguishable from a normal chicken.

Sassiness. When questioned, this creature will talk back instead of answering.

Actions

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


Trax

Huge elemental, chaotic neutral


  • Armor Class 19
  • Hit Points 138(12d12+60)
  • Speed 40ft.

STR DEX CON INT WIS CHA
24 (+7) 12 (+1) 20(+5) 6 (-2) 14 (+2) 20 (+5)

  • Condition Immunities stunned, paralyzed, petrified, poison
  • Senses Tremorsense 60'
  • Languages None
  • Challenge 9 (5000 XP)

God Complex. Some superstitious humanoids worship Trax as gods, and Trax revel in their adoration. If a Trax is within 60 ft of and visible to at least 1 worshiper, it has +10 temporary hit points and a +1 to damage rolls. If it has at least 5 worshipers present, it has +20 temporary hit points and +2 to damage rolls. In front of 25 or more of its worshipers, a Trax enjoys 30 temporary hit points +3 to damage rolls, and advantage on all saves.

Actions

Multiattack The Trax makes two Claw or Rock attacks.

Claw. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit (3d10 + 6)

Rock Ranged Weapon Attack: Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: (2d10 + 6) bludgeoning damage.



Tundro

Large monstrosity, neutral good


  • Armor Class 20
  • Hit Points 110 (10d12+40)
  • Speed 40ft.

STR DEX CON INT WIS CHA
22 (+6) 15 (+3) 18 (+4) 6 (-2) 12 (+1) 12 (+1)

  • Condition Immunities None
  • Senses passive Perception 11
  • Languages nne
  • Challenge 8 (3,900 XP)

Sure Footed. The tundro has advantage on Strength and Dexterity Saving Throws made against effects that would knock it prone.

Charge. If the tundro moves at least 20 ft. straight toward a target and then hits it with a ram Attack on the same turn, the target takes an extra 4d6 bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Actions

Horn. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 4d6+6 damage

Explosive Rocks Ranged Weapon Attack +6 to hit, range 60. Hit 3d6+3 bludgeoning damage


X the Eliminator

Medium Humanoid, Lawful Evil


  • Armor Class 16
  • Hit Points 95(10d8+45)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 18 (+4) 15 (+2) 15 (+2) 10 (0)

  • Damage Resistance fire, cold, lightning
  • Senses passive Perception 12
  • Languages Common
  • Challenge 6 (2300 XP)

Actions

Multiattack X attacks twice with his fists.

Fist Melee Weapon Attack +7 to hit, reach 5 ft, 1 target. Hit 1d8+4 bludgeoning damage

Vice Ray All creatures in a 10' diameter square within 60 feet of the Eliminator must make a DC14 Dex save or take 4d6 bludgeoning damage and be restrained. On each of the following rounds, targets can use an action to escape with a successful Strength or Dex save. If they do not they remain restrained and take more bludgeoning damage at the end of the round.

X uses this effect to capture bounties and he can choose to make this damage nonlethal.

Area Blast All creatures in a 20' diameter square within 60 feet of the Eliminator must make a DC14 Dexterity save or take 4d6 fire and 4d6 force damage on a failed save, or half as much on a successful one.


Windup Tin Soldiers

Medium construct, neutral


  • Armor Class 16
  • Hit Points 22(1d4 + 5)
  • Speed 0ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+2) 20 (+5) 17 (+4) 7 (-1) 8 (-1)

  • Condition Immunities swagged, melancholy, groggy
  • Senses passive Perception 6
  • Languages Pottymouth
  • Challenge 7 (3146 XP)

Fowl Appearance. While the creature remains motionless, it is indistinguishable from a normal chicken.

Enormous Nose. This creature gains advantage on any check involving putting things in its nose.

Sassiness. When questioned, this creature will talk back instead of answering.

Actions

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


Yeek

Huge Monstrosity, neutral good


  • Armor Class 15
  • Hit Points 95(1d4 + 5)
  • Speed 9ft.

STR DEX CON INT WIS CHA
15 (+3) 6 (-2) 7 (-1) 18 (+4) 7 (-1) 7 (-1)

  • Condition Immunities drunk, groggy, buzzed
  • Senses passive Perception 5
  • Languages Understands a small amount of Common
  • Challenge 14 (8606 XP)

Sassiness. When questioned, this creature will talk back instead of answering.

Enormous Nose. This creature gains advantage on any check involving putting things in its nose.

Actions

Gory Body Sweep. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

You can ride a Yeek, if you're nice to it.



Zok

Large Dragon, neutral good


  • Armor Class 17 (natural armor)
  • Hit Points 100 (10d10 + 40)
  • Speed 40ft., fly 80ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 10 (0) 13 (+1) 13 (+2)

  • Saving Throws Dex +4
  • Senses passive Perception 15
  • Languages Draconic
  • Challenge 8 (4,200 XP)

Star Dragon. Zok can survive in space and is capable of interstellar travel.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 15 (2d8 + 5) piercing damage.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit 17 (2d10 + 5) bludgeoning damage.

Eye Lazer Beams (Recharge 2-6). Zok emits lazer beams from his eyes in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dex saving throw, taking 24 (4d10) radiant damage on a failed save, or half as much damage on a successful one.

Eye and Tail Lazer Beams (Recharge 4-6). Zok emits lazer beams from both his eys and tail, in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 17 Dex saving throw, taking 36 (6d10) radiant damage on a failed save, or half as much damage on a successful one.