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01 4CR

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25 views24 pages

01 4CR

Uploaded by

asauult45645
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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D&D 5 Monsters

www.aidedd.org - 2024-10-20
Aarakocra Acolyte
Medium humanoid (Aarakocra), neutral good Medium humanoid (any race), any alignment

Armor Class 12 Armor Class 10


Hit Points 13 (3d8) Hit Points 9 (2d8)
Speed 20 ft., fly 50 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 11 (+0) 12 (+1) 11 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0)

Skills Perception +5 Skills Medicine +4, Religion +2


Senses passive Perception 15 Senses passive Perception 12
Languages Auran, Aarakocra Languages any one language (usually Common)
Challenge 1/4 (50 XP) Challenge 1/4 (50 XP)

Dive Attack. If the aarakocra is flying and dives at least 30 feet straight toward a Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is
target and then hits it with a melee weapon attack, the attack deals an extra 3 Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has the
(1d6) damage to the target. following cleric spells prepared:

Actions Cantrips (at will): light, sacred flame, thaumaturgy


1st level (3 slots): bless, cure wounds, sanctuary
Talon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2)
slashing damage. Actions

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4)
ft., one target. Hit: 5 (1d6 + 2) piercing damage. bludgeoning damage.

Acolytes are junior members of a clergy, usually answerable to a priest. They perform
Monster Manual (BR+)
a variety of functions in a temple and are granted minor spellcasting power by their
deities.

Monster Manual (SRD)

Apprentice Wizard
Medium Humanoid, any alignment

Armor Class 10 (13 with mage armor)


Hit Points 13 (3d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 11 (+0)

Skills Arcana +4, History +4


Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/4 (50 XP) Proficiency Bonus +2

Actions
Arcane Burst. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 120
ft., one target. Hit: 7 (1d10 + 2) force damage.

Spellcasting. The apprentice casts one of the following spells, using Intelligence
as the spellcasting ability (spell save DC 12):

At will: mage hand, prestidigitation


1/day each: burning hands, disguise self, mage armor

Monsters of the Multiverse


Axe Beak Blink Dog
Large beast, unaligned Medium fey, lawful good

Armor Class 11 Armor Class 13


Hit Points 19 (3d10 + 3) Hit Points 22 (4d8 + 4)
Speed 50 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 2 (-4) 10 (+0) 5 (-3) 12 (+1) 17 (+3) 12 (+1) 10 (+0) 13 (+1) 11 (+0)

Senses passive Perception 10 Skills Perception +3, Stealth +5


Languages — Senses passive Perception 13
Challenge 1/4 (50 XP) Languages Blink Dog, understands Sylvan but can't speak it
Challenge 1/4 (50 XP)

Actions
Keen Hearing and Smell. The dog has advantage on Wisdom (Perception)
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2)
checks that rely on hearing or smell.
slashing damage.
Actions
An axe beak is a tall flightless bird with strong legs, a wedge-shaped beak, and a
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1)
nasty disposition.
piercing damage.
Monster Manual (SRD) Teleport (Recharge 4-6). The dog magically teleports, along with any equipment
it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before
or after teleporting, the dog can make one bite attack.

A blink dog takes its name from its ability to blink in and out of existence, a talent it
uses to aid its attacks and to avoid harm.

Monster Manual (SRD)


Boar Bullywug
Medium beast, unaligned Medium humanoid (Bullywug), neutral evil

Armor Class 11 (natural armor) Armor Class 15 (hide armor, shield)


Hit Points 11 (2d8 + 2) Hit Points 11 (2d8 + 2)
Speed 40 ft. Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3) 12 (+1) 12 (+1) 13 (+1) 7 (-2) 10 (+0) 7 (-2)

Senses passive Perception 9 Skills Stealth +3


Languages — Senses passive Perception 10
Challenge 1/4 (50 XP) Languages Bullywug
Challenge 1/4 (50 XP)

Charge. If the boar moves at least 20 feet straight toward a target and then hits
it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing Amphibious. The bullywug can breathe air and water.
damage. If the target is a creature, it must succeed on a DC 11 Strength saving
Speak with Frogs and Toads. The bullywug can communicate simple concepts
throw or be knocked prone.
to frogs and toads when it speaks in Bullywug.
Relentless (Recharges after a Short or Long Rest). If the boar takes 7
Swamp Camouflage. The bullywug has advantage on Dexterity (Stealth) checks
damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point
made to hide in swampy terrain.
instead.
Standing Leap. The bullywug's long jump is up to 20 feet and its high jump is up
Actions to 10 feet, with or without a running start.

Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) Actions
slashing damage.
Multiattack. The bullywug makes two melee attacks: one with its bite and one
with its spear.
Monster Manual (SRD)
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1)
bludgeoning damage.

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft.,
one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if
used with two hands to make a melee attack.

Monster Manual (BR+)


Constrictor Snake Derro
Large beast, unaligned Small Aberration, typically Chaotic Evil

Armor Class 12 Armor Class 13 (leather armor)


Hit Points 13 (2d10 + 2) Hit Points 13 (3d6 + 3)
Speed 30 ft., swim 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4) 10 (+0) 14 (+2) 12 (+1) 11 (+0) 5 (-3) 9 (-1)

Senses blindsight 10 ft., passive Perception 10 Skills Stealth +4


Languages — Senses darkvision 120 ft., passive Perception 7
Challenge 1/4 (50 XP) Languages Dwarvish, Undercommon
Challenge 1/4 (50 XP) Proficiency Bonus +2

Actions
Magic Resistance.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) Sunlight Sensitivity.
piercing damage.
Actions
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8
Hooked Spear.
+ 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this
Light Crossbow.
grapple ends, the creature is restrained, and the snake can't constrict another
target. This full creature's stat block is not available (not OGL).

Monster Manual (SRD) Monsters of the Multiverse

Deep Rothé
Medium Beast (Cattle), unaligned

Armor Class 10
Hit Points 13 (2d8 + 4)
Speed 30 ft.

STR DEX CON INT WIS CHA


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

Senses darkvision 60 ft., passive Perception 10


Languages —
Challenge 1/4 (50 XP) Proficiency Bonus +2

Beast of Burden.

Actions
Gore.
Dancing Lights.

This full creature's stat block is not available (not OGL).

Monsters of the Multiverse


Draft Horse Dretch
Large beast, unaligned Small fiend (Demon), chaotic evil

Armor Class 10 Armor Class 11 (natural armor)


Hit Points 19 (3d10 + 3) Hit Points 18 (4d6 + 4)
Speed 40 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2) 11 (+0) 11 (+0) 12 (+1) 5 (-3) 8 (-1) 3 (-4)

Senses passive Perception 10 Damage Resistances cold, fire, lightning


Languages — Damage Immunities poison
Challenge 1/4 (50 XP) Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Languages Abyssal, telepathy 60 ft. (works only with creatures that understand
Actions
Abyssal)
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) Challenge 1/4 (50 XP)
bludgeoning damage.

Actions
Monster Manual (SRD) Multiattack. The dretch makes two attacks: one with its bite and one with its
claws.

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

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

Fetid Cloud (1/Day). A 10-foot radius of disgusting green gas extends out from
the dretch. The gas spreads around corners, and its area is lightly obscured. It
lasts for 1 minute or until a strong wind disperses it. Any creature that starts its
turn in that area must succeed on a DC 11 Constitution saving throw or be
poisoned until the start of its next turn. While poisoned in this way, the target can
take either an action or a bonus action on its turn, not both, and can't take
reactions.

Monster Manual (SRD)


Drow Duodrone
Medium humanoid (Elf), neutral evil Medium construct, lawful neutral

Armor Class 15 (chain shirt) Armor Class 15 (natural armor)


Hit Points 13 (3d8) Hit Points 11 (2d8 + 2)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 12 (+1) 11 (+0) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 7 (-2)

Skills Perception +2, Stealth +4 Senses truesight 120 ft., passive Perception 10
Senses darkvision 120 ft., passive Perception 12 Languages Modron
Languages Elvish, Undercommon Challenge 1/4 (50 XP)
Challenge 1/4 (50 XP)
Axiomatic Mind.
Disintegration.
Fey Ancestry. The drow has advantage on saving throws against being
charmed, and magic can't put the drow to sleep. Actions
Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC Multiattack.
11). It can innately cast the following spells, requiring no material components: Fist.
Javelin.
At will: dancing lights
1/day each: darkness, faerie fire This full creature's stat block is not available (not OGL).
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack
rolls, as well as on Wisdom (Perception) checks that rely on sight.
Monster Manual
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6
+ 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target.
Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13
Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5
or more, the target is also unconscious while poisoned in this way. The target
wakes up if it takes damage or if another creature takes an action to shake it
awake.

Monster Manual (SRD)


Elk Flying Sword
Large beast, unaligned Small construct, unaligned

Armor Class 10 Armor Class 17 (natural armor)


Hit Points 13 (2d10 + 2) Hit Points 17 (5d6)
Speed 50 ft. Speed 0 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 6 (-2) 12 (+1) 15 (+2) 11 (+0) 1 (-5) 5 (-3) 1 (-5)

Senses passive Perception 10 Saving Throws Dex +4


Languages — Damage Immunities poison, psychic
Challenge 1/4 (50 XP) Condition Immunities blinded, charmed, deafened, frightened, paralyzed,
petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7
Charge. If the elk moves at least 20 feet straight toward a target and then hits it
Languages —
with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If
Challenge 1/4 (50 XP)
the target is a creature, it must succeed on a DC 13 Strength saving throw or be
knocked prone.
Antimagic Susceptibility. The sword is incapacitated while in the area of an
Actions antimagic field. If targeted by dispel magic, the sword must succeed on a
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) Constitution saving throw against the caster's spell save DC or fall unconscious
bludgeoning damage. for 1 minute.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 False Appearance. While the sword remains motionless and isn't flying, it is
(2d4 + 3) bludgeoning damage. indistinguishable from a normal sword.

Actions
Monster Manual (SRD) Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8
+ 1) slashing damage.

A magically animated flying sword dances through the air, fighting like a warrior that
can't be injured.

Monster Manual (SRD)


Giant Badger Giant Centipede
Medium beast, unaligned Small beast, unaligned

Armor Class 10 Armor Class 13 (natural armor)


Hit Points 13 (2d8 + 4) Hit Points 4 (1d6 + 1)
Speed 30 ft., burrow 10 ft. Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 15 (+2) 2 (-4) 12 (+1) 5 (-3) 5 (-3) 14 (+2) 12 (+1) 1 (-5) 7 (-2) 3 (-4)

Senses darkvision 30 ft., passive Perception 11 Senses blindsight 30 ft., passive Perception 8
Languages — Languages —
Challenge 1/4 (50 XP) Challenge 1/4 (50 XP)

Keen Smell. The badger has advantage on Wisdom (Perception) checks that Actions
rely on smell.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2)
Actions piercing damage, and the target must succeed on a DC 11 Constitution saving
throw or take 10 (3d6) poison damage. If the poison damage reduces the target
Multiattack. The badger makes two attacks: one with its bite and one with its
to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining
claws.
hit points, and is paralyzed while poisoned in this way.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1)
piercing damage.
Monster Manual (SRD)
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1)
slashing damage.

Giant Frog
Medium beast, unaligned
Monster Manual (SRD)

Armor Class 11
Hit Points 18 (4d8)
Giant Bat
Speed 30 ft., swim 30 ft.
Large beast, unaligned

STR DEX CON INT WIS CHA


Armor Class 13
12 (+1) 13 (+1) 11 (+0) 2 (-4) 10 (+0) 3 (-4)
Hit Points 22 (4d10)
Speed 10 ft., fly 60 ft.
Skills Perception +2, Stealth +3
Senses darkvision 30 ft., passive Perception 12
STR DEX CON INT WIS CHA
Languages —
15 (+2) 16 (+3) 11 (+0) 2 (-4) 12 (+1) 6 (-2)
Challenge 1/4 (50 XP)

Senses blindsight 60 ft., passive Perception 11


Languages — Amphibious. The frog can breathe air and water.
Challenge 1/4 (50 XP)
Standing Leap. The frog's long jump is up to 20 feet and its high jump is up to
10 feet, with or without a running start.
Echolocation. The bat can't use its blindsight while deafened.
Actions
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely
on hearing. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1)
piercing damage, and the target is grappled (escape DC 11). Until this grapple
Actions ends, the target is restrained, and the frog can't bite another target.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) Swallow. The frog makes one bite attack against a Small or smaller target it is
piercing damage. grappling. If the attack hits, the target is swallowed, and the grapple ends. The
swallowed target is blinded and restrained, it has total cover against attacks and
other effects outside the frog, and it takes 5 (2d4) acid damage at the start of
Monster Manual (SRD) each of the frog's turns. The frog can have only one target swallowed at a time. If
the frog dies, a swallowed creature is no longer restrained by it and can escape
from the corpse using 5 feet of movement, exiting prone.

Monster Manual (SRD)


Giant Lizard Giant Poisonous Snake
Large beast, unaligned Medium beast, unaligned

Armor Class 12 (natural armor) Armor Class 14


Hit Points 19 (3d10 + 3) Hit Points 11 (2d8 + 2)
Speed 30 ft., climb 30 ft. Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 13 (+1) 2 (-4) 10 (+0) 5 (-3) 10 (+0) 18 (+4) 13 (+1) 2 (-4) 10 (+0) 3 (-4)

Senses darkvision 30 ft., passive Perception 10 Skills Perception +2


Languages — Senses blindsight 10 ft., passive Perception 12
Challenge 1/4 (50 XP) Languages —
Challenge 1/4 (50 XP)

Actions
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2)
piercing damage. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4)
piercing damage, and the target must make a DC 11 Constitution saving throw,
Giant lizards are fearsome predators often used as mounts or draft animals by taking 10 (3d6) poison damage on a failed save, or half as much damage on a
reptilian humanoids and residents of the Underdark. successful one.

Monster Manual (SRD)


Monster Manual (SRD)

Giant Owl
Large beast, neutral Giant Wolf Spider
Medium beast, unaligned
Armor Class 12
Hit Points 19 (3d10 + 3) Armor Class 13
Speed 5 ft., fly 60 ft. Hit Points 11 (2d8 + 2)
Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 12 (+1) 8 (-1) 13 (+1) 10 (+0) STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3)
Skills Perception +5, Stealth +4
Senses darkvision 120 ft., passive Perception 15 Skills Perception +3, Stealth +7
Languages Giant Owl understands Common, Elvish, and Sylvan but can't speak Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
them Languages —
Challenge 1/4 (50 XP) Challenge 1/4 (50 XP)

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an Spider Climb. The spider can climb difficult surfaces, including upside down on
enemy's reach. ceilings, without needing to make an ability check.

Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) Web Sense. While in contact with a web, the spider knows the exact location of
checks that rely on hearing or sight. any other creature in contact with the same web.

Actions Web Walker. The spider ignores movement restrictions caused by webbing.

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) Actions
slashing damage.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1)
piercing damage, and the target must make a DC 11 Constitution saving throw,
Giant owls are intelligent creatures that are the guardians of their woodland realms. taking 7 (2d6) poison damage on a failed save, or half as much damage on a
successful one. If the poison damage reduces the target to 0 hit points, the
Monster Manual (SRD)
target is stable but poisoned for 1 hour, even after regaining hit points, and is
paralyzed while poisoned in this way.

Giant wolf spiders hunt prey across open ground or hide in burrows or crevices to
attack from ambush.

Monster Manual (SRD)


Gnoll Witherling Goblin
Medium Undead, typically Chaotic Evil Small humanoid (Goblinoid), neutral evil

Armor Class 12 (natural armor) Armor Class 15 (leather armor, shield)


Hit Points 11 (2d8 + 2) Hit Points 7 (2d6)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 12 (+1) 5 (-3) 5 (-3) 5 (-3) 8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)

Damage Immunities poison Skills Stealth +6


Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 9
Senses darkvision 60 ft., passive Perception 7 Languages Common, Goblin
Languages understands Gnoll but can't speak Challenge 1/4 (50 XP)
Challenge 1/4 (50 XP) Proficiency Bonus +2

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus
Unusual Nature.
action on each of its turns.
Actions
Actions
Multiattack.
Bite. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2)
Spiked Club. slashing damage.

Bonus actions Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5
(1d6 + 2) piercing damage.
Rampage.

Reactions Goblins are small, black-hearted humanoids that lair in despoiled dungeons and
Vengeful Strike. other dismal settings. Individually weak, they gather in large numbers to torment
other creatures.
This full creature's stat block is not available (not OGL).
Monster Manual (SRD)

Monsters of the Multiverse


Grimlock Grung
Medium humanoid (Grimlock), neutral evil Small Humanoid, any alignment

Armor Class 11 Armor Class 12


Hit Points 11 (2d8 + 2) Hit Points 11 (2d6 + 4)
Speed 30 ft. Speed 25 ft., climb 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 12 (+1) 9 (-1) 8 (-1) 6 (-2) 7 (-2) 14 (+2) 15 (+2) 10 (+0) 11 (+0) 10 (+0)

Skills Athletics +5, Perception +3, Stealth +3 Saving Throws Dex +4


Condition Immunities blinded Skills Athletics +2, Perception +2, Stealth +4, Survival +2
Senses blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), Damage Immunities poison
passive Perception 13 Condition Immunities poisoned
Languages Undercommon Senses passive Perception 12
Challenge 1/4 (50 XP) Languages Grung
Challenge 1/4 (50 XP) Proficiency Bonus +2

Blind Senses. The grimlock can't use its blindsight while deafened and unable
Amphibious.
to smell.
Poisonous Skin.
Keen Hearing and Smell. The grimlock has advantage on Wisdom (Perception) Standing Leap.
checks that rely on hearing or smell. Water Dependency.

Stone Camouflage. The grimlock has advantage on Dexterity (Stealth) checks Actions
made to hide in rocky terrain.
Dagger.
Actions
This full creature's stat block is not available (not OGL).
Spiked Bone Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.
Monsters of the Multiverse

Monster Manual (SRD)

Kender Skirmisher
Small Humanoid, any alignment

Armor Class 14 (leather armor)


Hit Points 14 (4d6)
Speed 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 16 (+3) 10 (+0) 12 (+1) 8 (-1) 14 (+2)

Skills Perception +3, Sleight of Hand +7, Stealth +5


Condition Immunities frightened
Senses passive Perception 13
Languages Common, Kenderspeak
Challenge 1/4 (50 XP) Proficiency Bonus +2

Actions
Hoopak.
Taunt.

Bonus actions
Elusive.

This full creature's stat block is not available (not OGL).

Adventures (Shadow of the Dragon Queen)


Kenku Kobold Inventor
Medium humanoid (Kenku), chaotic neutral Small Humanoid, any alignment

Armor Class 13 Armor Class 12


Hit Points 13 (3d8) Hit Points 13 (3d6 + 3)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 11 (+0) 10 (+0) 10 (+0) 7 (-2) 15 (+2) 12 (+1) 8 (-1) 7 (-2) 8 (-1)

Skills Deception +4, Perception +2, Stealth +5 Senses darkvision 60 ft., passive Perception 10
Senses passive Perception 12 Languages Common, Draconic
Languages understands Auran and Common but speaks only through the use of Challenge 1/4 (50 XP) Proficiency Bonus +2
its Mimicry trait
Challenge 1/4 (50 XP) Pack Tactics.
Sunlight Sensitivity.

Ambusher. In the first round of a combat, the kenku has advantage on attack Actions
rolls against any creature it surprised.
Dagger.
Mimicry. The kenku can mimic any sounds it has heard, including voices. A Sling.
creature that hears the sounds can tell they are imitations with a successful DC Weapon Invention.
14 Wisdom (Insight) check.
This full creature's stat block is not available (not OGL).
Actions
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 Monsters of the Multiverse
+ 3) piercing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6
(1d6 + 3) piercing damage.

Monster Manual (BR+)


Kuo-toa Male Steeder
Medium humanoid (Kuo-toa), neutral evil Medium Monstrosity, unaligned

Armor Class 13 (natural armor, shield) Armor Class 12 (natural armor)


Hit Points 18 (4d8) Hit Points 13 (2d8 + 4)
Speed 30 ft., swim 30 ft. Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 11 (+0) 11 (+0) 10 (+0) 8 (-1) 15 (+2) 12 (+1) 14 (+2) 2 (-4) 10 (+0) 3 (-4)

Skills Perception +4 Skills Perception +4, Stealth +5


Senses darkvision 120 ft., passive Perception 14 Senses darkvision 120 ft., passive Perception 14
Languages Undercommon Languages —
Challenge 1/4 (50 XP) Challenge 1/4 (50 XP) Proficiency Bonus +2

Extraordinary Leap.
Amphibious. The kuo-toa can breathe air and water.
Spider Climb.
Otherworldly Perception. The kuo-toa can sense the presence of any creature
within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a
Actions
creature that is moving. Bite.
Sticky Leg.
Slippery. The kuo-toa has advantage on ability checks and saving throws made
to escape a grapple. This full creature's stat block is not available (not OGL).
Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack
rolls, as well as on Wisdom (Perception) checks that rely on sight. Giant hunting spiders, most steeders are encountered in the company of duergar.
Female steeders grow larger and stronger than males, and the female often devours
Actions the male after breeding.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) Monsters of the Multiverse
piercing damage.

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft.,
one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if
used with two hands to make a melee attack.

Net. Ranged Weapon Attack: +3 to hit, range 5/15 ft., one Large or smaller
creature. Hit: The target is restrained. A creature can use its action to make a DC
10 Strength check to free itself or another creature in a net, ending the effect on
a success. Dealing 5 slashing damage to the net (AC 10) frees the target without
harming it and destroys the net.

Reactions
Sticky Shield. When a creature misses the kuo-toa with a melee weapon attack,
the kuo-toa uses its sticky shield to catch the weapon. The attacker must
succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to the
kuo-toa's shield. 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 taking an action to make a DC 11
Strength check and succeeding.

Kuo-toa are sadistic, degenerate fish-like humanoids that once inhabited the shores
and islands of the surface world.

Monster Manual (BR+)


Minor Air Elemental Mud Mephit
Tiny elemental, neutral Small elemental, neutral evil

Armor Class 13 Armor Class 11


Hit Points 16 (6d4 + 6) Hit Points 27 (6d6 + 6)
Speed 0 ft., fly 30 ft. Speed 20 ft., fly 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 12 (+1) 3 (-4) 10 (+0) 6 (-2) 8 (-1) 12 (+1) 12 (+1) 9 (-1) 11 (+0) 7 (-2)

Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing Skills Stealth +3
from nonmagical attacks Damage Immunities poison
Damage Immunities poison Condition Immunities poisoned
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, Senses darkvision 60 ft., passive Perception 10
prone, restrained, unconscious Languages Aquan, Terran
Senses darkvision 60 ft., passive Perception 10 Challenge 1/4 (50 XP)
Languages understands Auran but can't speak
Challenge 1/4 (50 XP) Proficiency Bonus +2
Death Burst. When the mephit dies, it explodes in a burst of sticky mud. Each
Medium or smaller creature within 5 feet of it must succeed on a DC 11 Dexterity
Air Form. The elemental can enter a hostile creature's space and stop there. It saving throw or be restrained until the end of the creature's next turn.
can move through a space as narrow as 1 inch wide without squeezing.
False Appearance. While the mephit remains motionless, it is indistinguishable
Actions from an ordinary mound of mud.

Slam. Melee Weapon Attack: +5 to hit, reach 0 ft., one target. Hit: 5 (1d4 + 3) Actions
bludgeoning damage. If the target was already hit by a minor air elemental's
Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1)
slam attack this turn, it must make a successful DC 11 Strength saving throw or
bludgeoning damage.
fall prone.
Mud Breath (Recharge 6). The mephit belches viscid mud onto one creature

Minor air elementals are rarely seen on the Material Plane, as they are usually within 5 feet of it. If the target is Medium or smaller, it must succeed on a DC 11

content to drift by on gentle breezes high above the earth. When conjured from the Dexterity saving throw or be restrained for 1 minute. A creature can repeat the

Plane of Air to fight, they appear as tiny silver zephyrs or whirling dust devils. saving throw at the end of each of its turns, ending the effect on itself on a
success.
Extra (D&D Beyond)

Monster Manual (BR+)


Mummified Warrior Needle Blight
Medium undead, neutral Medium plant, neutral evil

Armor Class 8 Armor Class 12 (natural armor)


Hit Points 19 (3d8 + 6) Hit Points 11 (2d8 + 2)
Speed 20 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 14 (+2) 8 (-1) 6 (-2) 8 (-1) 12 (+1) 12 (+1) 13 (+1) 4 (-3) 8 (-1) 3 (-4)

Saving Throws Wis +0 Condition Immunities blinded, deafened


Damage Immunities poison Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
Condition Immunities poisoned Languages understands Common but can't speak
Senses darkvision 60 ft., passive Perception 8 Challenge 1/4 (50 XP)
Languages understands Commun but can't speak
Challenge 1/4 (50 XP)
Actions
Claws.
Undead Fortitude. If damage reduces the mummified warrior to 0 hit points, it
Needles.
must make a Constitution saving throw with a DC of 5 + the damage taken,
unless the damage is radiant or from a critical hit. On a success, the mummified This full creature's stat block is not available (not OGL).
warrior drops to 1 hit point instead.

Actions Monster Manual

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft.,
one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if
used with two hands to make a melee attack.

The mummified warriors are the result of an experiment carried out by the
necromancer Arach.

Extra (AideDD)
Night Blade Ox
Medium humanoid (Human), chaotic evil Large Beast (Cattle), unaligned

Armor Class 12 Armor Class 10


Hit Points 11 (2d8 + 2) Hit Points 15 (2d10 + 4)
Speed 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 12 (+1) 10 (+0) 11 (+0) 14 (+2) 18 (+4) 10 (+0) 14 (+2) 2 (-4) 10 (+0) 4 (-3)

Skills Intimidation +4, Stealth +6 Senses passive Perception 10


Senses darkvision 60 ft., passive Perception 10 Languages —
Languages Common Challenge 1/4 (50 XP) Proficiency Bonus +2
Challenge 1/4 (50 XP)
Beast of Burden.
Aura of Murder.
Actions
Actions Gore.
Dagger.
This full creature's stat block is not available (not OGL).
This full creature's stat block is not available (not OGL).
An ox is mainly used for draft work rather than meat or milk.
Blessed with darkvision and superior stealth by Bhaal, the night blades are the
Monsters of the Multiverse
lowest rank among Bhaal's cultists.

Adventures (Descent into Avernus)


Panther
Medium beast, unaligned
Oblex Spawn
Tiny Ooze, typically Lawful Evil Armor Class 12
Hit Points 13 (3d8)
Armor Class 13 Speed 50 ft., climb 40 ft.
Hit Points 18 (4d4 + 8)
Speed 20 ft. STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 10 (+0) 3 (-4) 14 (+2) 7 (-2)
STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 15 (+2) 14 (+2) 11 (+0) 10 (+0) Skills Perception +4, Stealth +6
Senses passive Perception 14
Saving Throws Int +4, Cha +2 Languages —
Condition Immunities blinded, charmed, deafened, exhaustion, prone Challenge 1/4 (50 XP)
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12
Languages —
Keen Smell. The panther has advantage on Wisdom (Perception) checks that
Challenge 1/4 (50 XP) Proficiency Bonus +2
rely on smell.

Amorphous. Pounce. If the panther moves at least 20 feet straight toward a creature and
Aversion to Fire. then hits it with a claw attack on the same turn, that target must succeed on a
Unusual Nature. DC 12 Strength saving throw or be knocked prone. If the target is prone, the
panther can make one bite attack against it as a bonus action.
Actions
Pseudopod. Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2)
This full creature's stat block is not available (not OGL).
piercing damage.

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

Monster Manual (SRD)


Pixie Pseudodragon
Tiny fey, neutral good Tiny dragon, neutral good

Armor Class 15 Armor Class 13 (natural armor)


Hit Points 1 (1d4 - 1) Hit Points 7 (2d4 + 2)
Speed 10 ft., fly 30 ft. Speed 15 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (-4) 20 (+5) 8 (-1) 10 (+0) 14 (+2) 15 (+2) 6 (-2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)

Skills Perception +4, Stealth +7 Skills Perception +3, Stealth +4


Senses passive Perception 14 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
Languages Sylvan Languages understands Common and Draconic but can't speak
Challenge 1/4 (50 XP) Challenge 1/4 (50 XP)

Innate Spellcasting.
Keen Senses. The pseudodragon has advantage on Wisdom (Perception)
Magic Resistance.
checks that rely on sight, hearing, or smell.
Actions Magic Resistance. The pseudodragon has advantage on saving throws against
Superior Invisibility. spells and other magical effects.

This full creature's stat block is not available (not OGL). Limited Telepathy. The pseudodragon can magically communicate simple
ideas, emotions, and images telepathically with any creature within 100 feet of it
that can understand a language.
Monster Manual
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2)
piercing damage.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2)
piercing damage, and the target must succeed on a DC 11 Constitution saving
throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the
target falls unconscious for the same duration, or until it takes damage or
another creature uses an action to shake it awake.

Monster Manual (SRD)

Pteranodon
Medium beast, unaligned

Armor Class 13 (natural armor)


Hit Points 13 (3d8)
Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA


12 (+1) 15 (+2) 10 (+0) 2 (-4) 9 (-1) 5 (-3)

Skills Perception +1
Senses passive Perception 11
Languages —
Challenge 1/4 (50 XP)

Flyby. The pteranodon doesn't provoke an opportunity attack when it flies out of
an enemy's reach.

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1)
piercing damage.

These flying reptilian cousins to the dinosaurs have no teeth, instead using their
sharp beaks to stab prey too large to swallow with one gulp.

Monster Manual (BR)


Riding Horse Smoke Mephit
Large beast, unaligned Small elemental, neutral evil

Armor Class 10 Armor Class 12


Hit Points 13 (2d10 + 2) Hit Points 22 (5d6 + 5)
Speed 60 ft. Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2) 6 (-2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 11 (+0)

Senses passive Perception 10 Skills Perception +2, Stealth +4


Languages — Damage Immunities fire, poison
Challenge 1/4 (50 XP) Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Auran, Ignan
Actions
Challenge 1/4 (50 XP)
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3)
bludgeoning damage. Death Burst. When the mephit dies, it leaves behind a cloud of smoke that fills a
5-foot-radius sphere centered on its space. The sphere is heavily obscured.
Wind disperses the cloud, which otherwise lasts for 1 minute.
Monster Manual (SRD)
Innate Spellcasting (1/Day). The mephit can innately cast dancing lights,
requiring no material components. Its innate spellcasting ability is Charisma.
Rothé
Large beast, unaligned
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2)
Armor Class 10 slashing damage.
Hit Points 15 (2d10 + 4)
Speed 30 ft. Cinder Breath (Recharge 6). The mephit exhales a 15-foot cone of smoldering
ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw
or be blinded until the end of the mephit's next turn.
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 14 (+2) 2 (-4) 10 (+0) 4 (-3)

Monster Manual (BR+)


Senses darkvision 30 ft., passive Perception 10
Languages —
Challenge 1/4 (50 XP)
Sprite
Tiny fey, neutral good
Charge. If the rothé moves at least 20 feet straight toward a target and then hits
it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing Armor Class 15 (leather armor)
damage. Hit Points 2 (1d4)
Speed 10 ft., fly 40 ft.
Actions
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) STR DEX CON INT WIS CHA
piercing damage. 3 (-4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0)

Skills Perception +3, Stealth +8


Extra (Adventurers League) Senses passive Perception 13
Languages Common, Elvish, Sylvan
Challenge 1/4 (50 XP)
Skeleton
Medium undead, lawful evil
Actions
Armor Class 13 (armor scraps) Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1
Hit Points 13 (2d8 + 4) slashing damage.
Speed 30 ft.
Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1
piercing damage, and the target must succeed on a DC 10 Constitution saving
STR DEX CON INT WIS CHA
throw or become poisoned for 1 minute. If its saving throw result is 5 or lower,
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
the poisoned target falls unconscious for the same duration, or until it takes
damage or another creature takes an action to shake it awake.
Damage Vulnerabilities bludgeoning
Damage Immunities poison Heart Sight. The sprite touches a creature and magically knows the creature's
Condition Immunities exhaustion, poisoned current emotional state. If the target fails a DC 10 Charisma saving throw, the
Senses darkvision 60 ft., passive Perception 9 sprite also knows the creature's alignment. Celestials, fiends, and undead
Languages understands the languages it knew in life but can't speak automatically fail the saving throw.
Challenge 1/4 (50 XP)
Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or
until its concentration ends (as if concentrating on a spell). Any equipment the
Actions sprite wears or carries is invisible with it.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6
+ 2) piercing damage. Monster Manual (SRD)

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5
(1d6 + 2) piercing damage.

Monster Manual (SRD)


Star Spawn Grue Swarm of Bats
Small Aberration, typically Neutral Evil Medium swarm of Tiny beasts, unaligned

Armor Class 11 Armor Class 12


Hit Points 17 (5d6) Hit Points 22 (5d8)
Speed 30 ft. Speed 0 ft., fly 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 13 (+1) 10 (+0) 9 (-1) 11 (+0) 6 (-2) 5 (-3) 15 (+2) 10 (+0) 2 (-4) 12 (+1) 4 (-3)

Damage Immunities psychic Damage Resistances bludgeoning, piercing, slashing


Senses darkvision 60 ft., passive Perception 10 Condition Immunities charmed, frightened, grappled, paralyzed, petrified,
Languages Deep Speech prone, restrained, stunned
Challenge 1/4 (50 XP) Proficiency Bonus +2 Senses blindsight 60 ft., passive Perception 11
Languages —
Aura of Shrieks. Challenge 1/4 (50 XP)

Actions
Echolocation. The swarm can't use its blindsight while deafened.
Confounding Bite.
Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that
This full creature's stat block is not available (not OGL).
rely on hearing.

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

Steam Mephit Actions


Small elemental, neutral evil Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's
space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm
Armor Class 10 has half of its hit points or fewer.
Hit Points 21 (6d6)
Speed 30 ft., fly 30 ft.
Monster Manual (SRD)
STR DEX CON INT WIS CHA
5 (-3) 11 (+0) 10 (+0) 11 (+0) 10 (+0) 12 (+1)
Swarm of Rats
Damage Immunities fire, poison Medium swarm of Tiny beasts, unaligned
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10 Armor Class 10
Languages Aquan, Ignan Hit Points 24 (7d8 - 7)
Challenge 1/4 (50 XP) Speed 30 ft.

STR DEX CON INT WIS CHA


Death Burst. When the mephit dies, it explodes in a cloud of steam. Each
9 (-1) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 3 (-4)
creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving
throw or take 4 (1d8) fire damage.
Damage Resistances bludgeoning, piercing, slashing
Innate Spellcasting (1/Day). The mephit can innately cast blur, requiring no Condition Immunities charmed, frightened, grappled, paralyzed, petrified,
material components. Its innate spellcasting ability is Charisma. prone, restrained, stunned
Senses darkvision 30 ft., passive Perception 10
Actions
Languages —
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) Challenge 1/4 (50 XP)
slashing damage plus 2 (1d4) fire damage.

Steam Breath (Recharge 6). The mephit exhales a 15-foot cone of scalding Keen Smell. The swarm has advantage on Wisdom (Perception) checks that
steam. Each creature in that area must succeed on a DC 10 Dexterity saving rely on smell.
throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a
Swarm. The swarm can occupy another creature's space and vice versa, and
successful one.
the swarm can move through any opening large enough for a Tiny rat. The
swarm can't regain hit points or gain temporary hit points.

Monster Manual (SRD) Actions


Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's
space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm
has half of its hit points or fewer.

Monster Manual (SRD)


Swarm of Ravens Tortle
Medium swarm of Tiny beasts, unaligned Medium Humanoid, any alignment

Armor Class 12 Armor Class 17 (natural armor)


Hit Points 24 (7d8 - 7) Hit Points 22 (4d8 + 4)
Speed 10 ft., fly 50 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 8 (-1) 3 (-4) 12 (+1) 6 (-2) 15 (+2) 10 (+0) 12 (+1) 11 (+0) 13 (+1) 12 (+1)

Skills Perception +5 Skills Athletics +4, Survival +3


Damage Resistances bludgeoning, piercing, slashing Senses passive Perception 11
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, Languages Aquan, Common
prone, restrained, stunned Challenge 1/4 (50 XP) Proficiency Bonus +2
Senses passive Perception 15
Languages — Hold Breath.
Challenge 1/4 (50 XP)
Actions
Claw.
Swarm. The swarm can occupy another creature's space and vice versa, and
Spear.
the swarm can move through any opening large enough for a Tiny raven. The
Light Crossbow.
swarm can't regain hit points or gain temporary hit points.
Shell Defense.
Actions
This full creature's stat block is not available (not OGL).
Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's
space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm
Monsters of the Multiverse
has half of its hit points or fewer.

Monster Manual (SRD) Troglodyte


Medium humanoid (Troglodyte), chaotic evil

Tabaxi Minstrel Armor Class 11 (natural armor)


Medium humanoid (Tabaxi), chaotic good Hit Points 13 (2d8 + 4)
Speed 30 ft.
Armor Class 12
Hit Points 22 (5d8) STR DEX CON INT WIS CHA
Speed 30 ft., climb 20 ft. 14 (+2) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 6 (-2)

STR DEX CON INT WIS CHA Skills Stealth +2


10 (+0) 15 (+2) 11 (+0) 14 (+2) 12 (+1) 16 (+3) Senses darkvision 60 ft., passive Perception 10
Languages Troglodyte
Skills Perception +3, Performance +7, Persuasion +5, Stealth +4 Challenge 1/4 (50 XP)
Senses darkvision 60 ft., passive Perception 13
Languages Common plus any two languages Chameleon Skin. The troglodyte has advantage on Dexterity (Stealth) checks
Challenge 1/4 (50 XP) made to hide.

Feline Agility. Stench. Any creature other than a troglodyte that starts its turn within 5 feet of
Inspire (1/Day). the troglodyte must succeed on a DC 12 Constitution saving throw or be
poisoned until the start of the creature's next turn. On a successful saving throw,
Actions the creature is immune to the stench of all troglodytes for 1 hour.
Multiattack. Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on
Claws.
attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Dort.
Actions
This full creature's stat block is not available (not OGL).
Multiattack. The troglodyte makes three attacks: one with its bite and two with

Tabaxi are catfolk who hail from the land of Maztica. its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2)
Adventures (Tomb of Annihilation)
piercing damage.

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

Monster Manual (BR+)


Vegepygmy Violet Fungus
Small Plant, typically Neutral Medium plant, unaligned

Armor Class 13 (natural armor) Armor Class 5


Hit Points 13 (3d6 + 3) Hit Points 18 (4d8)
Speed 30 ft. Speed 5 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 13 (+1) 6 (-2) 11 (+0) 7 (-2) 3 (-4) 1 (-5) 10 (+0) 1 (-5) 3 (-4) 1 (-5)

Skills Perception +2, Stealth +4 Condition Immunities blinded, deafened, frightened


Damage Resistances lightning, piercing Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6
Senses darkvision 60 ft., passive Perception 12 Languages —
Languages Vegepygmy Challenge 1/4 (50 XP)
Challenge 1/4 (50 XP) Proficiency Bonus +2

False Appearance. While the violet fungus remains motionless, it is


Plant Camouflage.
indistinguishable from an ordinary fungus.
Regeneration.
Actions
Actions
Claws. Multiattack. The fungus makes 1d4 Rotting Touch attacks.
Sling. Rotting Touch. Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4
(1d8) necrotic damage.
This full creature's stat block is not available (not OGL).

Monster Manual (SRD)


Monsters of the Multiverse

Velociraptor Walrus
Large beast, unaligned
Tiny Beast (Dinosaur), unaligned

Armor Class 9
Armor Class 13 (natural armor)
Hit Points 22 (3d10 + 6)
Hit Points 10 (3d4 + 3)
Speed 20 ft., swim 40 ft.
Speed 30 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
15 (+2) 9 (-1) 14 (+2) 3 (-4) 11 (+0) 4 (-3)
6 (-2) 14 (+2) 13 (+1) 4 (-3) 12 (+1) 6 (-2)

Senses passive Perception 10


Skills Perception +3
Languages —
Senses passive Perception 13
Challenge 1/4 (50 XP)
Languages —
Challenge 1/4 (50 XP) Proficiency Bonus +2
Hold Breath.

Pack Tactics. Actions


Actions Tusks.

Multiattack. This full creature's stat block is not available (not OGL).
Bite.
Claw.
Adventures (Rime of the Frostmaiden)
This full creature's stat block is not available (not OGL).

Monsters of the Multiverse


Winged Kobold Wretched Sorrowsworn
Small humanoid (Kobold), lawful evil Small Monstrosity, typically Neutral Evil

Armor Class 13 Armor Class 15 (natural armor)


Hit Points 7 (3d6 - 3) Hit Points 10 (4d6 - 4)
Speed 30 ft., fly 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 9 (-1) 8 (-1) 7 (-2) 8 (-1) 7 (-2) 12 (+1) 9 (-1) 5 (-3) 6 (-2) 5 (-3)

Senses darkvision 60 ft., passive Perception 8 Damage Resistances bludgeoning, piercing, and slashing while in dim light or
Languages Common, Draconic darkness
Challenge 1/4 (50 XP) Senses darkvision 60 ft., passive Perception 8
Languages —
Challenge 1/4 (50 XP) Proficiency Bonus +2
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack
rolls, as well as on Wisdom (Perception) checks that rely on sight.
Wretched Pack Tactics.
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
Actions
incapacitated. Bite.

Actions This full creature's stat block is not available (not OGL).

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3)
piercing damage. Monsters of the Multiverse

Dropped Rock. Ranged Weapon Attack: +5 to hit, one target directly below the
kobold. Hit: 6 (1d6 + 3) bludgeoning damage.
Yellow Musk Zombie
Medium undead, unaligned
Monster Manual (BR+)
Armor Class 9
Hit Points 33 (6d8 + 6)
Wolf Speed 20 ft.
Medium beast, unaligned
STR DEX CON INT WIS CHA
Armor Class 13 (natural armor) 13 (+1) 9 (-1) 12 (+1) 1 (-5) 6 (-2) 3 (-4)
Hit Points 11 (2d8 + 2)
Speed 40 ft. Condition Immunities charmed, exhaustion
Senses blindsight 30 ft., passive Perception 8
STR DEX CON INT WIS CHA Languages —
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2) Challenge 1/4 (50 XP)

Skills Perception +3, Stealth +4 Undead Fortitude.


Senses passive Perception 13
Actions
Languages —
Challenge 1/4 (50 XP) Slam.

This full creature's stat block is not available (not OGL).


Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception)
checks that rely on hearing or smell.
Adventures (Tomb of Annihilation)
Pack Tactics. The wolf has advantage on attack rolls against a creature if at
least one of the wolf's allies is within 5 feet of the creature and the ally isn't
incapacitated.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2)
piercing damage. If the target is a creature, it must succeed on a DC 11 Strength
saving throw or be knocked prone.

Monster Manual (SRD)


Zombie
Medium undead, neutral evil

Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.

STR DEX CON INT WIS CHA


13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

Saving Throws Wis +0


Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but can't speak
Challenge 1/4 (50 XP)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a
Constitution saving throw with a DC of 5 + the damage taken, unless the
damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit
point instead.

Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1)
bludgeoning damage.

Undead zombies move with a jerky, uneven gait. They are clad in the moldering
apparel they wore when put to rest, and carry the stench of decay.

Monster Manual (SRD)

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