More Monsters to fill out an old castle.

*edit* I just realized that not only did I build a Kobold  earlier, but the first version was better than the one below. I strongly suggest you use the one at the end of  https://worldmakers.wordpress.com/2014/07/06/monster-math-5th-edition/ instead of what I present here.

Here is a set of monsters that fill in the gaps in the starter set if you wanted to run Castle Caldwell (but not the Dungeons of Terror) from B1-9 In Search of Adventure. We have some traders, an evil cleric of a fire god, a couple of animals and vermin, bandits and their leader, and kobolds! If you use them with the module, remember that in many cases the adventure lists additional behaviors and treasures that are with the monsters.

 

Trader A Medium Humanoid (Human) Neutral
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AC 14 (Studded Leather + Shield)
Hitpoints 18 (3d8+6)
Speed 30 ft
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Str 14 (+2), Dex 10 (+0), Con 14 (+2), Int 10 (+0), Wis 8 (-1), Cha 12 (+1)
——————————————-
Skills Persuasion + 3
Senses Normal
Languages Common, Goblin
Challenge 1 (200 XP)
——————————————-
Actions
Battle Axe +1 Melee Weapon Attack + 6 to hit, reach 5 ft, one target, Hit: 8 (1d8+3) slashing damage.

 

Trader B Medium Humanoid (Human) Neutral Evil
——————————————-
AC 16 (Chain Mail)
Hitpoints 18 (3d8+6)
Speed 30 ft
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Str 14 (+2), Dex 10 (+0), Con 14 (+2), Int 10 (+0), Wis 8 (-1), Cha 12 (+1)
——————————————-
Skills Deception + 3
Senses Normal
Languages Common, Goblin
Challenge 1 (200 XP)
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Special:
Sneak Attack When this trader has advantage, gain 1 extra die of its weapon type in damage.
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Actions
Short Sword Melee Weapon Attack + 5 to hit, reach 5 ft, one target, Hit: 6 (1d6+2) piercing damage.

 

 

Trader C Medium Humanoid (Human) Neutral
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AC 16 (Studded Leather + Shield)
Hitpoints 18 (3d8+6)
Speed 30 ft
——————————————-
Str 10 (+0), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 8 (-1), Cha 12 (+1)
——————————————-
Saving Throw Will+1
Senses Normal
Languages Common, Goblin
Challenge 1 (200 XP)
——————————————-
Actions
Longsword Melee Weapon Attack + 4 to hit, reach 5 ft, one target, Hit: 6 (1d8+1) slashing damage.
or
Long Bow +1 Ranged Weapon Attack + 6 to hit, Range 100/600ft, one target, Hit: 7 (1d8+3) piercing damage, 20 arrows.

 

 

Acolyte Medium Humanoid (Human) Neutral Evil
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AC 17 (Plate Mail -1 dex)
Hitpoints 15 (3d8 +3)
Speed 30ft
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Str 10 (+0), Dex 9 (-1), Con 12 (+1), Int 10 (+0), Wis 12 (+1), Cha 9 (-1)
——————————————-
Saving Throw Will +2
Senses Normal
Languages Common, Infernal
Challenge 1 (200 XP)
——————————————-
Actions
Spellcasting The Adept is a first level cleric with wisdom as a spellcasting ability. Her spells have a DC 11 Saving throw
and any attack with a spell is at +3 to hit. She may cast 2 first level spells per day.
Cantrips Guidance, Sacred Flame, Thaumaturgy
1st Level Inflict Wounds, Command, Burning Hands (Fire Domain)
Mace + 1 Melee Weapon Attack +4 to hit, reach 5 ft, one target, Hit 3 (1d6) bludgeoning damage
Reaction:
When the acolyte is brought below 5 HP, she drinks a potion during her turn. She possesses 2 healing potions.

 

 

Crab Spider Small Vermin Unaligned
——————————————–
AC 13
Hitpoints 32 (8d8)
Speed 30ft, Climb 20 Ft
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Str 10 (+0), Dex 16 (+3), Con 10 (+0), Int 1 (-5), Wis 10 (+0), Cha 8 (-1)
——————————————–
Skills Stealth +5
Senses Normal, Blind Sight 30′
Damage Immunities: Poison
Condition Immunities: Blinded, Frightened, Prone, Poisoned
Languages None
Challenge 2 (450 XP)
———————————————
Special:
Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without making an ability check.
Surprise Attack: If the Crab Spider surprises a creature, it can drop onto the creature and automatically bite it during the
first round of combat.
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Actions
Bite Melee Weapon Attack +5 to hit, reach 5 ft, one creature. Hit 11 (2d8 + 3 piercing damage and the target must make a DC
12 Constitution saving throw or take 9 (2d8) Poison Damage and gain the Poisoned condition. A creature reduced to 0 HP or less by this poison damage is paralyzed but stable for one hour.

 

 

Bandit Medium Humanoid (Human) Neutral Evil
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AC 12 (Leather Armor)
Hitpoints 13 (3d8)
Speed 30 ft
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Str 14 (+2), Dex 12 (+1), Con 10 (+0), Int 8 (-1), Wis 8 (-1), Cha 10 (+0)
——————————————-
Senses Normal
Languages Common, Goblin
Challenge 1/2 (50XP)
——————————————-
Special:
Mob Tactics When this Bandit is within 5 feet of an ally, it gains advantage on to hit rolls.
Coward When this Bandit is further than 25 feet from an ally, it is at a disadvantage on to hit rolls.
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Actions
Short Sword Melee Weapon Attack + 4 to hit, reach 5 ft, one target, Hit: 6 (1d6+2) piercing damage.

 

 

Bandit Leader Medium Humanoid (Human) Neutral
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AC 14 (Studded Leather + Shield)
Hitpoints 18 (3d8+6)
Speed 30 ft
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Str 14 (+2), Dex 10 (+0), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 12 (+1)
——————————————-
Senses Normal
Languages Common, Goblin
Challenge 1 (200 XP)
——————————————-
Special:
For Da Boss once per round, when hit by an attack the Bandit Leader can make a DC 12 Charisma check to cause another bandit to take the attack instead.
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Actions
Longsword Melee Weapon Attack + 6 to hit, reach 5 ft, one target, Hit: 8 (1d8+3) slashing damage.
or
Long Bow Ranged Weapon Attack + 3 to hit, Range 100/600ft, one target, Hit: 4 (1d8) piercing damage, 20 arrows.

 

Giant Shrew, Medium Animal Unaligned
——————————————–
AC 15 (Hide + Dex)
Hitpoints 40 (8d8 +8)
Speed 30ft, Burrow 10 ft.
——————————————–
Str 16 (+3), Dex 14 (+2), Con 12 (+1), Int 1 (-5), Wis 10 (+0), Cha 8 (-1)
——————————————–
Senses Blind Sight 60′
Condition Immunities: Blinded
Languages None
Challenge 2 (450 XP)
———————————————
Special Abilities:
Furiosity Each round after the first that combat persists, the giant shrew gains an additional +1 to hit and to damage.
Multi-Attack The Giant Shrew may make 2 bite attacks each round.
———————————————
Actions
Bite Melee Weapon Attack +5 to hit, reach 5 ft, one creature. Hit 7 (1d8 + 3) piercing damage

 

Fire Beetle Small Vermin Unaligned
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AC 12
HP 20 (3d8+6)
Speed 20 ft, 30 ft Fly
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Str 10 (+0), Dex 10 (+0), Con 14 (+2), Int 1 (-5), Wis 10 (+0), Cha 10 (+0)
———————————————
Senses Normal
Condition Immunities Frightened
Languages None
Challenge 1/2 (50 XP)
———————————————
Special Abilities
Glow Gland A fire Beetle can create a soft glow at will. This counts as Normal Light for it and low light for any creature within 30′.
———————————————
Actions
Bite Melee Weapon Attack +3 to hit, reach 5 ft, One creature. Hit 4 (1d8) piercing damage.

 

 

Spitting Cobra Tiny Animal Unaligned
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AC 12
HP 9 (2d8)
Speed 20 ft
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Str 8 (-1), Dex 14 (+2), Con 10 (+0), Int 1 (-5), Wis 10 (+0), Cha 0 (+0)
———————————————
Senses Normal
Languages None
Challenge 1/2 (50 xp)
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Actions
Bite Melee Weapon Attack +1 to hit, reach 5 ft, One creature. Hit 3 (1d6) Piercing + target must make a DC 11 Constitution Saving Throw or Take 4 Poison damage and gain the poisoned condition.
Venomous Spit Ranged Weapon Attack +4 to hit, range 5/15 ft, One creature, Hit: Target must make a DC 11 Constitution Saving Throw or Take 4 Poison damage and gain the poisoned condition.

 

 

Kobold Small Humanoid (Kobold) Neutral Evil
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AC 14 (Leather Armor + Dex)
HP 9 (2d8)
Speed 30 Ft
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Str 10 (+0), Dex 16 (+3), Con 10 (+0), Int 11 (+0), Wis 8 (-1), Cha 6 (-2)
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Skills
Perception +4
Survival +4
Senses Normal, Darkvision 60′
Languages Common, Draconic
Challenge 1/2 (50 xp)
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Special
Pack Tactics Once per turn a kobold may move 5 feet closer to an ally at the end of his turn.
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Actions
Short Sword, Melee Weapon Attack +5 to hit, reach 5 ft, One creature. Hit 6 (1d6+3) piercing damage.

I release these under a Creative Commons 4.0 BY-SA license
Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

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