5th edition Missing Monsters: Bodak

Bodak

Medium Undead Chaotic Evil

AC 15

Hitpoints 117 (18d8+36)

Speed 20 ft

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Str 14 (+2), Dex 16 (+3), Con 14(+2), Int 6 (-2), Wis 13 (+1), Cha 16 (+3)

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Skills Intimidation +6, Perception + 4

Senses Normal, Dark Vision 60′, 14 Passive Perception

Resistances Bludgeoning, Slashing, Piercing from non-magical weapons

Damage Immunities: Necrotic, Poison

Condition Immunities: Charmed Exhausted, frightened, paralyzed, poisoned.

Languages Abyssal, Common

Challenge 8

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Special:

Death Gaze As a standard action, a bodak can meet a creature’s eyes  DC 13 Charisma Save or the target’s constitution score is reduced by 1d6. If this reduces the creature to a constitution of 0 or less, it dies and returns as a bodak 24 hours later. This reduction lasts until the creature takes a short or long rest.

Venerable to Sunlight Each round of exposure to direct sunlight deals 2d6 points of fire damage to a bodak.

Actions:

Multiattack A bodak can make 2 slam attacks

Slam Melee Weapon Attack +5 to hit, Reach 5 ft, 1 Target, Hit: 16 (4d6+2) bludgeoning.

5th edition monsters, Tome of Horrors Edition: Dracolisk

Dracolisk

Large Dragon Unaligned

AC 17

Hitpoints 135 (18d10+36)

Speed 30 ft, 60 ft fly

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Str 20 (+5), Dex 14 (+2), Con 14(+2), Int 6 (-2), Wis 12 (+1), Cha 12 (+1)

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Skills Stealth +10

Senses Normal, Dark Vision 60′, 15 Passive Perception

Damage Immunities Immunity to Energy (by color)

Condition Immunities: Sleep, Paralysis

Languages Draconic, Common

Challenge 9 (5000)

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Special:

Petrifying Gaze If a creature starts its turn within 30 feet of a dracolisk and the two of them can see each other, the dracolisk can force the creature to make a dc 14 Constitution saving throw if the dracolisk is not incapacitated.  On a failed save, the creature magically begins turning to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success the save ends, on a failure the creature is petrified until freed by magic.
An unsurprised creature can avert its eyes, but it can not see the Dracolisk until the beginning of its turn without being subject to the gaze attack.

A dracolisk that can be tricked into looking into a reflective surface will attack itself in this manner.

Actions:

Multi-Attack Bite and 2 claws or Breath Weapon

Breath Weapon (Recharge 6) A dracolisk’s breath weapon depends on the color of its draconic ancestor.

Black 60′ line of acid

Blue 60′ line of lightning

Green 30 foot cone of gas (acid)

Red 30 foot cone of fire

White 30 foot cone of cold.

Regardless of the color, the breath weapon deals 48 (11d8) damage, DC 16 Dexterity Save for half.

Bite Melee Weapon Attack +9 to hit, Reach 10 ft, 1 Target, Hit: 19 (4d6+5) bludgeoning.

Claw Melee Weapon Attack +9 to hit, Reach 5 ft, 1 Target, Hit: 9 (1d8+5) bludgeoning.

Claw Melee Weapon Attack +4 to hit, Reach 5 ft, 1 Target, Hit: 9 (1d8+5) bludgeoning.

5th Edition Monsters: Temple of Elemental Evil, Elemental Grues

Vardigg

Medium Elemental Neutral Evil

AC 13

Hitpoints 38 (7d8+7)

Speed 30, 30 swim

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Str 12 (+1), Dex 12 (+1) , Con 12(+1), Int 10, Wis 8 (-1) , Cha 10

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Skills Perception +5

Senses Normal, Darkvision 60′

Resistances. Piercing, and slashing from non-magical weapons

Damage Immunity Cold, Bludgeoning

Languages Aquan, Abyssal

Challenge 2 (450 xp)

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Special:

Spell Disruption

If an Vardigg is within 40 feet of a spellcaster trying to cast a spell that influences or summons water or cold, the effect is subject to a dispel magic effect.

           

Water Jet As a standard action, a Vardigg can spray a powerful jet of water at a creature at +4 to hit. If it hits, the target takes 1d6 points of damage and falls prone.

Actions:

Slam  Melee Weapon Attack +4 to hit, Reach 5 ft, 1 Target, Hit: 5 (1d8+1) bludgeoning.

Ildriss

Medium Elemental Neutral Evil

AC 15

Hitpoints 26 (6d8)

Speed 60, 60 fly

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Str 10, Dex 16 (+3) , Con 10, Int 10, Wis 8 (-1) , Cha 10

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Skills Perception +5

Senses Normal, Darkvision 60′

Resistances bludgeoning. Piercing, and slashing from non-magical weapons

Damage Immunity Electricity, Thunder

Languages Auran, Abyssal

Challenge 2 (450 xp)

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Special:

Spell Disruption

If an Ildriss is within 40 feet of a spellcaster trying to cast a spell that influences or summons lightning, sound, or air, the effect is subject to a dispel magic effect.

 

Invisible An Ildriss is naturally invisible

Actions:

Slam  Melee Weapon Attack +5 to hit, Reach 5 ft, 1 Target, Hit: 4 (1d6) bludgeoning.

Harginn

Medium Elemental Neutral Evil

AC 13

Hitpoints 38 (7d8+7)

Speed 40

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Str 12 (+1), Dex 12 (1) , Con 12 (+1), Int 10, Wis 8 (-1) , Cha 10

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Skills Perception +5

Senses Normal, Darkvision 60′

Vulnerability Cold

Resistances bludgeoning. Piercing, and slashing from non-magical weapons

Damage Immunity Fire

Languages Ignan, Abyssal

Challenge 2 (450 xp)

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Special:

Spell Disruption

If a Harginn is within 40 feet of a spellcaster trying to cast a spell that influences or summons fire, the effect is subject to a dispel magic effect.

Mirage Any creature using sight to locate a harginn is at disadvantage when attacking it.

Fire Spray (5,6 recharge) A Harginn can spray fire in a 15 foot cone. Any creature within the cone takes 3d6 fire damage, DC 11 dexterity save for half.

Actions:

Slam  Melee Weapon Attack +3 to hit, Reach 5 ft, 1 Target, Hit: 3 (1d4+1) bludgeoning + 3 (1d6) fire damage.

Chaggrin

Medium Elemental Neutral Evil

AC 12

Hitpoints 44 (8d8+8)

Speed 30 ft, Burrow 20ft.

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Str 16 (+3), Dex 6 (-2) , Con 12 (+1), Int 10, Wis 8 (-1) , Cha 10

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Skills Perception +5

Senses Normal, Darkvision 60′, Tremor Sense 30′

Vulnerability Thunder

Resistances bludgeoning. Piercing, and slashing from non-magical weapons

Damage Immunity Acid

Languages Terran, Abyssal

Challenge 2 (450 xp)

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Special:

Spell Disruption

If a Chaggrin is within 40 feet of a spellcaster trying to cast a spell that influences or summons earth or rocks, the effect is subject to a dispel magic effect.

Sneak Attack

If a Chaggrin attacks with advantage, it deals an extra 1d8 points of damage.

Actions:

Multiattack A Chaggrin attacks with 2 claw attacks.Claw Melee Weapon Attack +4 to hit, Reach 5 ft, 1 Target, Hit: 6 (1d6+3) slashing damage.

5th edition Monsters: Temple of Elemental Evil Creatures not in the MM: Grelb

Drelb

Medium Outsider

AC 14

Hitpoints 58 (9d8+18) (-2)

Speed 20ft  Fly 20 ft

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Str -, Dex 12(+1), Con 14(+2), Int 10, Wis 12 (+1) , Cha 12 (+1)

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Skills Deception (cha) +4, Perception (wis) +4

Saving Throws Wisdom (+4)

Senses Normal, Dark Vision 60ft

Vulnerabilities Force, Fire

Resistances Acid, Thunder, Bludgeoning piercing and slashing from non-magical weapons

Condition Immunities: grappled, poisoned, restrained

Languages Primordia, Common

Challenge 5 (1800 xp)

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Special:

Incorporeal Movement.

The Drelb can move through other creatures and objects as if they were difficult terrain. It takes 4 (1d8) Force damage if it ends its turn inside an object

Incorporeal.

The Drelb cannot manipulate solid objects.

Illusory Retreat.

All attackers without blind sight are at disadvantage on their attack rolls.

Actions:

Chill Touch. Melee Weapon Attack +4 to hit, reach 5 feet, one target. Hit 11(2d8+1) cold damage plus Nether Chill

 

Nether Chill A living creature touched by a drelb must make a DC 12 Constitution save or it immediately drops anything it is holding and falls prone, paralyzed for one round.

Psionic Presence.

A drelb can imitate any mind effecting power used within 30 feet of it as a standard action. It has a caster level of 5th. The Save DC to resist an imitated spell or ability is 14.

Guardian Drelb

Medium Outsider

AC 15

Hitpoints 97 (15d8+30) (-2)

Speed 20ft  Fly 20 ft

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Str -, Dex 14(+2), Con 14(+2), Int 10, Wis 12 (+1) , Cha 14 (+2)

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Skills Deception (cha) +5, Perception (wis) +4

Saving Throws Wisdom (+4)

Senses Normal, Dark Vision 60ft

Vulnerabilities Force, Fire

Resistances Acid, Thunder, Bludgeoning piercing and slashing from non-magical weapons

Condition Immunities: grappled, poisoned, restrained

Languages Primordia, Common

Challenge 7 (2900 xp)

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Special:

Incorporeal Movement.

The guardian drelb can move through other creatures and objects as if they were difficult terrain. It takes 4 (1d8) Force damage if it ends its turn inside an object

Incorporeal.

The guardian drelb cannot manipulate solid objects.

Illusory Retreat.

All attackers without blind sight are at disadvantage on their attack rolls.

Actions:

Chill Touch. Melee Weapon Attack +6 to hit, reach 5 feet, one target. Hit 22(4d8+2) cold damage plus Nether Chill

 

Nether Chill A living creature touched by a drelb must make a DC 12 Constitution save or it immediately drops anything it is holding and falls prone, paralyzed for one round.

Psionic Presence.

A drelb can imitate any mind effecting power used within 30 feet of it as a standard action. It has a caster level of 5th. The Save DC to resist an imitated spell or ability is 15.

5th Edition Monsters CR 10 Warbeast.

Warbeast
Originally built by a wizard king whose name has been lost to history. difficult and dangerous to create, these large canine golems were developed to be mobile platforms for other magical effects. A basic warbeast itself is still a dangerous opponent, capable of tearing down entire platoons of enemy soldiers. They are quick and dangerous, capable of outrunning any humanoid and able to climb even sheer walls quickly.
Large Construct Unaligned
AC 21
Hitpoints 179 (17d10+85)
Speed 90ft, Climb 30 ft
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Str 18 (4), Dex 18 (+4), Con 20 (+5), Int 3 (-4), Wis 12 (+1), Cha 1 (-5)
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Skills Acrobatics +6,
Senses Normal, Darkvision (120)
Damage Immunities Poison, Psychic, Bludgeoning Piercing and Slashing from non-magical weapons that aren’t adamantine
Condition Immunities: Charmed, exhausted, frightened, paralyzed, petrified, poisoned
Languages A warbeast understands the language of its creator, but can not speak
Challenge 10 (5900 XP)
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Special:
Magic Resistance: A warbeast gains advantage on saving throws against spells and other magical effects.
Magic Sponge: A warbeast that succeeds in a saving throw against a spell gains 5 hit points per level of the spell, up to its maximum hit points.
Actions:
Multiattack. The warbeast makes two bite attacks.
Bite. Melee Weapon Attack +11 to hit, reach 5 ft., one target. Hit 22 (4d8+4) Piercing damage.

Sanctuary Quick Info Sheet (Needs artwork)

Sanctuary
The largest human settlement in the Fire Cave, Sanctuary rests on an artificial outcropping of Vostin’s Fang, miles above the Magma Sea. Primarily human, Sanctuary is a center of trade and a neutral meeting place for all of the sentient races of the Fang. It is protected by a semi-permiable wall of force that was created by the Arch-Wizard Vostin to allow good air in but keep dangerous gasses out. Sanctuary is a raucous trading port, home to a dozen mercenary companies, a place where you can rub shoulders with wild elf raiders, fallen angels, gobin thieves, and stranger creatures.

FACTS ABOUT SANCTUARY

POPULATION:
Sanctuary is a town of 40,000 permenant residents. 85% Human, 10 percent halfling, dwarf, elf, and orc. The remaining 5% are split among the other sentient races. So long as you behave yourself, don’t go around murdering people without a license, and pay your taxes, you are welcome in Sanctuary.

GOVERNMENT
Sanctuary is a City-State with a ruling council composed of 17 elected members. The current leader of the council is Thalis Drac, a blue dragon who remains polymorphed into a humanoid form whenever she is in the city.

RELIGION
Faiths from across the multiverse have been celebrated here. Currently, the most prevalent gods worshiped here are The Lady of Perpetual Bonds, The Crossroads, and The Mazebuilder. The cult of the Sleeping Flame is common, though outlawed in Sanctuary.

CRIME
Organized crime in Sanctuary is centered in the Fang’s Gate district where the caravans from the Spiral Road stop. The Mercenary companies have yet to take a contract on the thieve’s guild, since they provide much needed services for the bands. Most crimes are punishble by community service. Repeat offenders of non-capital crimes are banished from the city. Capital crimes are punished by defenestration from the top of Vostin’s Watch, a tower that leans out over the magma miles below.

ARCANA
At the center of the city is Vostin’s Tower. With no visible door, and wards that make it proof against teleportation spells, the tower is said to hold the final library of the Archmage. In the shadow of Vostin’s Tower is the Collegium. A school with 30 faculty and seldom more than 100 students, they toil to find the secrets of the Fire Cave. The Collegium is often willing to hire adventurers to find rare components, lost lore, and to slay powerful monsters that have come through one of the many one way gates in the Fang.

MARTIAL
Sheriff Crosseye Burningfoot, a goblin who was once a raider, is the leader of the local militia. She has an uneasy truce with the thieve’s guild, and has had occasional run ins with the Mercenary Companies. While not a pleasant person, her methods are effective. She also maintains seven “Slayer” companies, small groups of veterans trained in special tactics to face much more powerful foes. She has a budget item for an 8th Slayer company, which she uses to hire adventurers in times of extreme danger.

Locations
1 The Polytemple. The Polytemple is shared in a complicated rotation by any faith that has at least 300 followers in Sanctuary. This is the most likely place to find a priest willing to provide healing for coin.

2 The Cage This is the holding cell that Sheriff Burningfoot uses to hold prisoners. Suspended on a chain over the edge of Sanctuary, a night or two in the Cage is often enough to cause prisoners to rethink their ways.

3 Public House: This is where the 17 meet. Citizens are welcome to come and watch their debates. A five minute speaking slot can be bought for 10 platinum, and 30 slots are given away each day the 17 are in session by lottery.

4 Varchilde’s This is the shop front of the Varchilde Clan’s weaponsmith. Their stock is variable, being refilled once a month by a caravan from lower on the Fang.

5 The Yellow Stage Playhouse Built by a wealthy merchant, the Yellow Stage Playhouse stages mostly historical dramas about events within Vostin’s Fang.

6 Sam’s Pub and Inn: Located close to the City Gates, Sam’s Pub does a brisk trade with travelers from up and down the Fang.

7 The Nest is an unofficial bar where only members of the thieve’s guild are welcome. Sheriff Burningfoot would love a reason to shut them down, but any evidence her detectives collect tends to go missing.

8 Madame Gallin’s School for Special Children is a house devoted to the Lady of Perpetual Bonds. In service of her mission of mercy, Madame Gallin tries to teach as many children as she can each year.

9 The Bizzare While there are permenant stores here, once every 15 days, the streets of the Bizzare district are full of traveling merchants. Outside the Brass Tower, there is no where else in the Fire Cave with this wide a selection of goods for sale. Even occasional minor magic items are avaliable here.

10 Vostin’s Tower A single giant spire in the center of the extrusion that hosts Sanctuary, Vostin’s Tower is rumored to be impossible to enter. It is the source of the shield dome that protects the town.

5th Edition Monsters by Terrain: Collected Links

 Monsters that can live anywhere:

Aquatic Monsters

Aquatic Monsters

Desert Monsters

Monster from the elemental planes

Forest Monsters

Monsters from the Hills

Island Monsters

Jungle Monsters

Mountain Monsters

Plains Monsters

Ruins Monsters

Swamp Monsters

Subterranean Monsters

Urban Monsters

Cloud Dwellers

Extraplanar monsters

The Tarrasque

5th Edition Monsters by Terrain: The Tarrasque

Name CR Page
Tarrasque 30 286

5th Edition Monsters by Terrain: Planar Creatures

Astral Plane
Name CR Page
Githyanki Warrior 3 160
Githyanki Knight 8 160
The Feywild
Name CR Page
Pixie 0.25 253
Sprite 0.25 283
Satyr 0.5 267
Dryad 1 121
Displacer Beast 3 81
Limbo
Name CR Page
Slaad Tadpole 0.125 276
Githzerai Monk 2 161
Red Slaad 5 276
Githzerai Zerth 6 161
Blue Slaad 7 276
Green Slaad 8 277
Gray Slaad 9 277
Death Slaad 10 278
Lower Planes
Name CR Page
Hell Hound 3 182
Nightmare 3 235
Succubus 4 285
Night Hag 5 178
Mezzoloth 5 313
Nycaloth 9 314
Arcanaloth 12 313
Ultraloth 13 314
Mechanus
Name CR Page
Monodrone 0.125 224
Duodrone 0.25 225
Tridrone 0.5 225
Quadrone 1 226
Pentadrone 2 226
The Nine Hells
Name CR Page
Lemure 0 76
Imp 1 76
Spined Devil 2 78
Bearded Devil 3 70
Barbed Devil 5 70
Chain Devil 8 72
Bone Devil 9 71
Horned Devil 11 74
Erinyes 12 73
Rakshasa 13 257
Ice Devil 14 75
Pit Fiend 20 77
Duodrone 0.25 225
Tridrone 0.5 225
Quadrone 1 226
Pegasus 2 250
Pentadrone 2 226
Spectator 3 30
Deva 10 16
Gynosphinx 11 282
Planetar 16 17
Androsphinx 17 281
Solar 21 18
Shadowfell Monsters
Name CR Page
Darkmantle 0.5 46
Shadow Dragon per dragon 85
Upper Planes
Name CR Page
Pegasus 2 250
Empyrean 23 130
Abyssal Creatures
Name CR Page
Manes 0.125 60
Dretch 0.25 57
Quasit 1 63
Shadow Demon 4 64
Balrlgura 5 56
Chasme 6 57
Vrok 6 64
Hezrou 8 60
Glabrezu 9 58
Yochlol 10 65
Nalfeshnee 13 62
Marilith 16 61
Goristro 17 59
Balor 19 55

5th Edition Monsters by Terrain: Monsters in the Clouds

Name CR Page
Cloud Giant 9 154
Storm Giant 13 156
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