Rage Zombie 5th edition

Rage Zombie

Medium undead, neutral evil

AC 8

Hitpoints 22 (3d8+9)

Speed 20

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Str 13 (+1), Dex 6 (-2), Con 16 (+3), Int 3 (-4), Wis 6 (-2), Cha 5 (-3)

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Saving Throws Wis+0

Resistances Piercing and Bludgeoning damage

Damage Immunities Poison

Condition Immunities: Poisoned

Senses Darkvision 30, blind beyond that. Passive Perception 8.

Languages A rage Zombie understands any languages it spoke in life, but can not speak.

Challenge: 1 (200 xp)

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Special:

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

 

Slow. A rage zombie can only take a single move or standard action each round.

 

Moan.  When a rage zombie sees a living creature, it moans loudly. Any rage zombie within 200 feet starts moaning and moving toward the originating rage zombie.

 

Rage.  When a rage zombie gets within 10 feet of a living target, it flies into a rage and can immediately close the distance between itself and the target. It also gains the ability to follow a target at its normal movement speed as a reaction.

 

Actions:

Multiattack A rage zombie attacks with 2 claws and a bite.

 

Claw. Melee Weapon Attack +3 to hit, reach 5ft, one target, Hit 8 (2d6+1) slashing damage.

 

Bite. Melee Weapon Attack +3 to hit, reach 5 ft, one target, Hit 11 (3d6+1) piercing damage. A humanoid slain by this attack rises again in an hour as a rage zombie.

5th Ed Monster conversions: Advanced and Huge Water Elementals

Water Elemental (Advanced)

Large elemental, Neutral

Armor Class 15

Hit Points 147 (14d10+56)

Speed 30 ft, Swim 90ft

Str 20 (+5) Dex 14(+2)  Con 19 (+4) Int 5 (-3) Wis 12 (+1) Cha 8(-1)

Resistances acid, bludgeoning, piercing, and slashing damage from non-magical weapons.

Damage Immunities Poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious.

Senses dark vision 60 ft, Tremmorsense 60′ passive Perception 11

Languages Aquan

Challenge 7 (2900 XP)

Special Abilities

Water Form The elemental can move through a space as narrow as 1 inch wide without squeezing.

Freeze If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

Actions

Multiattack The Elemental makes two slam attacks

Slam. Melee Weapon Attack: +8 to hit reach 5 ft., one target. Hit: 16 (2d10+5) bludgeoning damage.

Whelm (Recharge 4-6) Each creature in the elemental’s space must make a DC 17 Strength saving throw. On a failure, a target takes 16 (2d10+5) bludgeoning damage. If it is large or smaller, it is also grappled (escape DC 16). Until this grapple ends the creature I restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space.

The elemental can grapple one Large, or up to two medium or smaller creatures at one time. At the start of each of the elemental’s turns, each target grappled by It takes 16 (2d10+5) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 16 Strength and succeeding.

Huge Water Elemental

Huge elemental, Neutral

Armor Class 16

Hit Points 171 (18d10+72)

Speed 30 ft, Swim 90ft

Str 22 (+6) Dex 16(+3)  Con 19 (+4) Int 5 (-3) Wis 14 (+2) Cha 8(-1)

Resistances acid, bludgeoning, piercing, and slashing damage from non-magical weapons.

Damage Immunities Poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious.

Senses dark vision 60 ft, Tremmorsense 60′ passive Perception 12

Languages Aquan

Challenge 9 (5000 XP)

Special Abilities

Water Form The elemental can move through a space as narrow as 1 inch wide without squeezing.

Freeze If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

Actions

Multiattack The Elemental makes two slam attacks

Slam. Melee Weapon Attack: +10 to hit reach 5 ft., one target. Hit: 22 (3d10+6) bludgeoning damage.

Whelm (Recharge 4-6) Each creature in the elemental’s space must make a DC 19 Strength saving throw. On a failure, a target takes 22 (3d10+6) bludgeoning damage. If it is large or smaller, it is also grappled (escape DC 18). Until this grapple ends the creature I restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space.

The elemental can grapple one Large, or up to two medium or smaller creatures at one time. At the start of each of the elemental’s turns, each target grappled by It takes 22 (3d10+6) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 18 Strength and succeeding.

5th edition Monster conversion: Advanced and Huge Fire Elementals

Fire Elemental (Advanced)

Large elemental, Neutral

Armor Class 14

Hit Points 147 (14d10+42)

Speed 50 ft

Str 10(+0) Dex 21(+5)  Con 17 (+3) Int 6 (-2) Wis 12 (+1) Cha 7(-2)

Resistances bludgeoning, piercing, and slashing damage from non-magical weapons.

Damage Immunities Fire, Poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious.

Senses dark vision 60 ft, Tremmorsense 60′ passive Perception 11

Languages Ignan

Challenge 7 (2900 XP)

Special Abilities

Fire Form The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. In addition the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, the creature takes 7 (2d6) fire damage and catches fire; until someone takes an action to douse the fire the creature takes 7 (2d6) fire damage at the start of each of its turns.

 Illumination The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

 Actions

Multiattack The Elemental makes two touch attacks

Touch. Melee Weapon Attack: +7 to hit reach 5 ft., one target. Hit: 19 (4d6+5) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 7 (2d6) fire damage at the start of each of its turns.

Huge Fire Elemental

Huge elemental, Neutral

Armor Class 15

Hit Points 175 (14d12+56)

Speed 50 ft

Str 10(+0) Dex 23(+6)  Con 18 (+4) Int 6 (-2) Wis 12 (+1) Cha 7(-2)

Resistances bludgeoning, piercing, and slashing damage from non-magical weapons.

Damage Immunities Fire, Poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious.

Senses dark vision 60 ft, Tremmorsense 60′ passive Perception 11

Languages Ignan

Challenge 9 (5000 XP)

Special Abilities

Fire Form The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 9 (2d8) fire damage. In addition the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, the creature takes 9 (2d8) fire damage and catches fire; until someone takes an action to douse the fire the creature takes 9 (2d8) fire damage at the start of each of its turns.

 Illumination The elemental sheds bright light in a 40-foot radius and dim light in an additional 40 feet.

Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

 Actions

Multiattack The Elemental makes two touch attacks

Touch. Melee Weapon Attack: +8 to hit reach 5 ft., one target. Hit: 24 (4d8+6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 9 (2d8) fire damage at the start of each of its turns.

5th Edition Monster Conversion: Advanced and Huge Earth Elementals

Earth Elemental (Advanced)

Large elemental, Neutral

Armor Class 18

Hit Points 147 (14d10+70)

Speed 30, Burrow 30

Str 22(+6) Dex 8(-1)  Con 20 (+5) Int 5 (-3) Wis 12 (+1) Cha 5(-1)

Damage Vulnerabilities Thunder

Resistances bludgeoning, piercing, and slashing damage from non-magical weapons.

Damage Immunities Poison

Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious.

Senses dark vision 60 ft, Tremmorsense 60′ passive Perception 11

Languages Terran

Challenge 7 (2900 XP)

Special Abilities

Earth Glide The elemental can burrow through unworked earth and stone. Whie doing so, the elemental doesn’t disturb the material it moves through.

Siege Monster. The elemental deals double damage to objects and structures.

 Actions

Multiattack The Elemental makes two slam attacks

Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 24 (4d8+6) bludgeoning damage.

Earth Elemental (Huge)

Huge elemental, Neutral

Armor Class 19

Hit Points 175 (14d12+84)

Speed 30 ft., 30ft burrow

Str 24(+7) Dex 8(-1)  Con 22 (+6) Int 5 (-3) Wis 14 (+2) Cha 5(-1)

Damage Vulnerabilities Thunder

Resistances bludgeoning, piercing, and slashing damage from non-magical weapons.

Damage Immunities Poison

Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious.

Senses dark vision 60 ft, Tremmorsense 60′ passive Perception 11

Languages Terran

Challenge 9 (5000 XP)

Special Abilities

Earth Glide The elemental can burrow through unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through.

Siege Monster. The elemental deals double damage to objects and structures.

 Actions

Multiattack The Elemental makes two slam attacks

Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 29 (4d10+7) bludgeoning damage.

5th edition converted monsters: Huge Air Elemental

Air Elemental (Huge)

Huge elemental, Neutral

Armor Class 17

Hit Points 133 (14d12+28)

Speed 0 ft., 90ft fly (hover)

Str 18(+4) Dex 24(+7)  Con 14 (+2) Int 6 (-2) Wis 14 (+2) Cha 6(-2)

Resistances lightning, thunder, bludgeoning, piercing, and slashing damage from non-magical weapons.

Damage Immunities Poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious.

Senses dark vision 60 ft, passive Perception 12

Languages Auran

Challenge 9 (5000 XP)

Special Abilities

Air Form The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack The Elemental makes two slam attacks

Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 29 (4d10+7) bludgeoning damage.

Whirlwind (Recharge 4-6) Each creature in the elemental’s space must make a dc 16 Strength saving throw. On a failure, the target takes 31 (6d8+4) bludgeoning damage and is flung up to 30 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object such as a wall or floor, it takes 5 (1d10) damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone.

If the saving throw is successful, target takes half the bludgeoning damage and isn’t flung away or knocked prone.

5th edition D&D monster conversions: Advanced Air Elemental

Air Elemental (Advanced)

Large elemental, Neutral

Armor Class 16

Hit Points 119 (14d10+28)

Speed 0 ft., 90ft fly (hover)

Str 16(+3) Dex 22(+6)  Con 14 (+2) Int 6 (-2) Wis 12 (+1) Cha 6(-2)

Resistances lightning, thunder, bludgeoning, piercing, and slashing damage from non-magical weapons.

Damage Immunities Poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious.

Senses dark vision 60 ft, passive Perception 11

Languages Auran

Challenge 7 (2900 XP)

Special Abilities

Air Form The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack The Elemental makes two slam attacks

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) bludgeoning damage.

Whirlwind (Recharge 4-6) Each creature in the elemental’s space must make a dc 14 Strength saving throw. On a failure, the target takes 20 (4d8+2) bludgeoning damage and is flung up to 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object such as a wall or floor, it takes 4 (1d8) damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 14 Dexterity saving throw or take the same damage and be knocked prone.

If the saving throw is successful, target takes half the bludgeoning damage and isn’t flung away or knocked prone.

5th edition monster conversions: Bowler

Bowler

Small elemental, Unaligned

Armor Class 12

Hit Points 24 (7d6)

Speed 20 ft.

Str 12(+1) Dex 10  Con 10  Int 2 (-4) Wis 10  Cha 10

Vulnerabilities Thunder

Resistances bludgeoning, piercing, and slashing damage from non-magical weapons.

Damage Immunities Poison

Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone, unconscious.

Senses tremmorsense 120 ft, passive Perception 10

Languages Terran

Challenge 1 (200 XP)

Special Abilities

Rumbling Charge Each round that a bowler moves its whole movement, it adds 5′ to its movement rate until the end of combat (maximum speed 60′) A bowler moving more than 30 feet in a round can smash two targets within reach during its move.

Actions

Smash. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 per 5 feet of movement speed+1 (xd6+1). Any creature hit makes a DC 11 Dexterity save or be knocked prone.

5th edition converted monsters Wind Walker

Wind Walker

Large elemental, Chaotic neutral

Armor Class 14

Hit Points 78 (12d10+12)

Speed 90 ft. fly

Str 12(+1) Dex 20 (+5) Con 12 (+1) Int 10 (+0) Wis 10 (+0) Cha 4 (−3)

Resistances lightning, thunder, bludgeoning, piercing, and slashing damage from non-magical weapons.

Damage Immunities Poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious.

Senses darkvision 60 ft., passive Perception 10

Languages Auran

Challenge 5 (1800 XP)

Special Abilities

Air Form The Wind Walker can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Spell Resistance: Wind Walkers gain advantage on all saving throws against spells and magical effects.

Actions

Buffeting winds. Melee Weapon Attack: +8 to hit, reach 10 ft., all targets within reach. Hit: 15 (4d6+1)

5th edition monster conversions: Vortex

Vortex

Medium elemental, neutral

Armor Class 16

Hit Points 55 (10d8+10)

Speed 90 ft. fly

Str 8 (-1) Dex 22 (+6) Con 12 (+1) Int 0 (−6) Wis 10 (+0) Cha 4 (−3)

Resistances lightning, thunder, bludgeoning, piercing, and slashing damage from non-magical weapons.

Damage Immunities Poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious.

Senses darkvision 60 ft., passive Perception 10

Languages Auran

Challenge 3 (700 XP)

Special Abilities

Air Form The Vortex can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Grab. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2 (1d4)  If the target is medium or smaller, it  is also grappled (escape DC 11) and restrained. A vortex can only grapple one opponent at a time.

Spin As a bonus action, a vortex spins a grappled creature. The creature must make a dc 11 Constitution save or become unconscious until woken.

5th edition Monster conversions: Dire Vapor Rat

Dire Vapor Rat

Small beast, unaligned

Armor Class 13

Hit Points 24 (7d6)

Speed 40 ft., swim 20 ft. Climb 20 ft

Abilities Str 8 (-1) Dex 16 (+3) Con 12 Int 6 (−2) Wis 10 (+0) Cha 4 (−3)

Weaknesses Cold

Resistances Fire

Senses darkvision 60 ft., passive Perception 12

Skills Perception(wis) + 2, Stealth +5

Languages Common (Can Not Speak)

Challenge 1 (200 XP)

Special Abilities

Keen Smell  A Vapor Rat gains advantage on Wisdom (Perception) checks that rely on smell.

Camouflage A Vapor Rat gains advantage on Dexterity (Stealth) checks when in areas of smoke, mist, fog, or other similar concealment.

Regeneration While in areas of vapor or mist, a Vapor Rat regenerates 2 hp per round.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (2d6-1)  If the target is a creature, it must succeed on a DC 11 saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 3 (1d6) on a failure. The disease is cured on a success. If the target’s HP maximum hits zero, it dies. This reduction to the targets hp maximum lasts until the disease is cured.

Vapor Form As an action, a vapor rat turns to vapor. It gains Resistance to Slashing, Piercing, and Bludgeoning damage from non-magical weapons. All creatures gain Resistance to damage from its attacks.

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