Archives: Monsters
-

Corrupted Rat Brute
Medium beast, chaotic evil
Hit Points: 52 (8d8 + 16)
Armor Class: 13 (natural armor)
Speed: 40 ft., climb 30 ft.
Abilities
Str 16 (+3), Dex 14 (+2), Con 15 (+2), Int 3 (-4), Wis 12 (+1), Cha 4 (-3)Skills: Perception +3
Senses: Darkvision 60ft., passive Perception 13Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 3) piercing damage.
Corrupted Hadar Frenzy (Recharge 5-6). The Mutated Rat Brute goes into a frenzy, allowing it to make two bite attacks as a bonus action for its next turn.
-

Corrupted Firat
Armor Class 13
Hit Points 14 (3d6 + 3)
Speed 30 ft.
STR DEX CON INT WIS CHA 3 (-4) 16 (+3) 12 (+1) 5 (-3) 12 (+1) 5 (-3)
Skills Stealth +5
Senses darkvision 60 ft., passive Perception 11
Challenge 1 (200 XP)
Resistances: acid, fire, poisonBite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) fire damage.
Darkbolt (Recharge 5-6). Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 11 (2d10) fire/necrotic damage.
Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Hadar’s Hunger. Whenever the rat deals damage with its Bite attack, it regains hit points equal to half the damage dealt.
-

Corrupted Giant Rat Swarm
AC: 12 HP: 36 Speed: 30 ft.
STR DEX CON INT WIS CHA 9(-1) 14(+2) 10(+0) 2(-4) 10(+0) 3(-4) Saving Throws -1 +2 +0 -4 +0 -4 - Skills: Perception +2
- Senses: Darkvision 30 ft., passive Perception 12
- Languages: –
- Challenge: 3 (700 XP)
Bites: Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.
- Keen Smell: The swarm has advantage on Wisdom (Perception) checks that rely on smell.
- Swarm: The swarm can occupy another creature’s space and vice versa, and 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.
- Disease Carriers: Any creature bitten by the swarm must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can’t regain hit points except by magical means, and the target’s hit point maximum decreases by 7 (2d6) every 24 hours. If the target’s hit point maximum drops to 0 as a result of this disease, the target dies.
-

Corrupted Umber Hulk
AC: 18 (natural armor) HP: 93 Speed: 30 ft., burrow 20 ft.
STR DEX CON INT WIS CHA 20(+5) 13(+1) 16(+3) 9(-1) 10(+0) 10(+0) Saving Throws +8 +4 +6 -1 +3 +3 - Skills: Perception +3
- Senses: Darkvision 120 ft., tremorsense 60 ft., passive Perception 13
- Languages: Umber Hulk
- Challenge: 5 (1,800 XP)
- Multiattack: The umber hulk makes three attacks: two with its claws and one with its mandibles.
- Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
- Mandibles: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Tunneler: The umber hulk can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.
Confusing Gaze: When a creature starts its turn within 30 feet of the umber hulk and is able to see the umber hulk’s eyes, the umber hulk can magically force it to make a DC 15 Charisma saving throw, unless the umber hulk is incapacitated. On a failed saving throw, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.
-

Corrupted Giant Spider
AC: 14 (natural armor) HP: 32 Speed: 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 14(+2) 16(+3) 12(+1) 2(-4) 11(+0) 4(-3) Saving Throws +2 +3 +1 -4 +0 -3 - Skills: Stealth +7, Perception +4
- Senses: Darkvision 60 ft., passive Perception 14
- Languages: –
- Challenge: 2 (450 XP)
- Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) 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 target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
- Web (Recharge 5-6): Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense: While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker: The spider ignores movement restrictions caused by webbing. -

Pirate Captain
AC: 15 (leather armor) HP: 82 (11d8 + 33) Speed: 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 14 (+2) 11 (+0) 16 (+3) Saving Throws +6 +5 +6 +5 +3 +6 - Skills: Perception +3, Persuasion +6, Stealth +5
- Senses: passive Perception 13
- Languages: Common, Aquan
- Challenge: 5 (1,800 XP)
- Multiattack: The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.
- Scimitar: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
- Dagger: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
- Brave: The captain has advantage on saving throws against being frightened.
- Commanding Presence: The captain can use a bonus action to give an ally that can see or hear them advantage on their next attack roll or saving throw before the start of the captain’s next turn.
-

Sahuagin Tidecaller
AC: 15 (natural armor) HP: 76 (9d10 + 27) Speed: 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 14 (+2) 16 (+3) 14 (+2) Saving Throws +5 +4 +5 +4 +5 +4 - Skills: Perception +5, Stealth +4
- Senses: Darkvision 120 ft., passive Perception 15
- Languages: Sahuagin
- Challenge: 4 (1,100 XP)
- Blood Frenzy: The Sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
- Limited Amphibiousness: The Sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
- Hadar’s Corruption (1/Day): The Sahuagin is surrounded by an aura of dark energy for 1 minute. Any creature that starts its turn within 10 feet of the Sahuagin takes 5 (1d10) necrotic damage.
- Spellcasting: The Sahuagin is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared:
Abilities:
- Blood Frenzy: The Sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
- Limited Amphibiousness: The Sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
- Hadar’s Corruption (1/Day): The Sahuagin is surrounded by an aura of dark energy for 1 minute. Any creature that starts its turn within 10 feet of the Sahuagin takes 5 (1d10) necrotic damage.
- Spellcasting: The Sahuagin is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared:
- Cantrips (at will): shape water, frostbite
- 1st level (4 slots): create or destroy water, fog cloud, ice knife, water whip
- 2nd level (3 slots): misty step, hold person
- 3rd level (2 slots): water breathing, tidal wave
-

Sahuagin Fighter
AC: 16 (natural armor) HP: 68 (8d10 + 24) Speed: 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA 17 (+3) 13 (+1) 16 (+3) 12 (+1) 14 (+2) 13 (+1) Saving Throws +5 +3 +5 +3 +4 +3 - Skills: Perception +4, Stealth +3
- Senses: Darkvision 120 ft., passive Perception 14
- Languages: Sahuagin
- Challenge: 3 (700 XP)
- Multiattack: The Sahuagin makes three melee attacks: one with its bite and two with its trident.
- Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
- Trident: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
- Blood Frenzy: The Sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
- Limited Amphibiousness: The Sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
- Hadar’s Corruption (1/Day): The Sahuagin is surrounded by an aura of dark energy for 1 minute. Any creature that starts its turn within 10 feet of the Sahuagin takes 5 (1d10) necrotic damage.
-

Helmet Shark
AC: 12 (natural armor) HP: 45 (6d10 + 12) Speed: swim 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 15 (+2) 1 (-5) 12 (+1) 4 (-3) Saving Throws +6 +3 +4 -3 +3 -1 - Skills: Perception +3
- Senses: Blindsight 30 ft., passive Perception 13
- Languages: –
- Challenge: 2 (450 XP)
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
- Ram: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage and pushed 10 feet away knocked prone if underwater The shark needs to use 10 feet of his movement towards the character
- Skills: Perception +3
- Senses: Blindsight 30 ft., passive Perception 13
- Languages: –
- Challenge: 2 (450 XP)
-

Sahuagin Scout
AC: 13 (natural armor) HP: 33 (6d8 + 6) Speed: 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA 13 (+1) 11 (+0) 12 (+1) 12 (+1) 14 (+2) 11 (+0) Saving Throws +3 +2 +3 +1 +2 +0 - Skills: Perception +4, Stealth +2
- Senses: Darkvision 120 ft., passive Perception 14
- Languages: Sahuagin
- Challenge: 1/2 (100 XP)
Multiattack: The Sahuagin makes two melee attacks: one with its bite and one with its claws or spear.
Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing 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.
- Blood Frenzy: The Sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
- Limited Amphibiousness: The Sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
- Hadar’s Touch (1/Day): The Sahuagin can use an action to touch a creature. The target must make a DC 12 Wisdom saving throw. On a failed save, the target is frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-

Bandit Rogue
AC: 15 (Leather Armor) HP: 27 (6d8 + 6) Speed: 30 ft.
STR DEX CON INT WIS CHA 8(-1) 16(+3) 12(+1) 13(+1) 10(+0) 14(+2) - Skills: Stealth +6, Perception +2, Deception +4
- Senses: passive Perception 12
- Languages: Common, Thieves’ cant
- Challenge: 1/2 (100 XP)
- Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
- Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
- Sneak Attack (1/Turn). The rogue deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the rogue that isn’t incapacitated and the rogue doesn’t have disadvantage on the attack roll.
-

Bandit Melee Fighter
AC: 16 (Chain Shirt) HP: 45 (6d10 + 12) Speed: 30 ft.
STR DEX CON INT WIS CHA 16(+3) 12(+1) 14(+2) 10(+0) 12(+1) 10(+0) - Skills: Athletics +5, Intimidation +2
- Senses: passive Perception 11
- Languages: Common
- Challenge: 1 (200 XP)
- Multiattack. The bandit makes two melee attacks.
- Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
- Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
-

Bandit Archer
AC: 15 (Leather Armor) HP: 32 (5d8 + 10) Speed: 30 ft.
STR DEX CON INT WIS CHA 10(+0) 16(+3) 12(+1) 10(+0) 12(+1) 8(-1) - Skills: Stealth +6, Perception +3
- Senses: passive Perception 13
- Languages: Common
- Challenge: 1/2 (100 XP)
- Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
- Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 3) piercing damage.
-

Black Oze
Medium ooze, unaligned
STR DEX CON INT WIS CHA 16 (+3) 6 (-2) 14 (+2) 2 (-4) 6 (-2) 1 (-5) - Armor Class: 8
- Hit Points: 60 (10d8 + 20)
- Speed: 10 ft., climb 10 ft.
- Damage Resistances: cold, fire
- Damage Immunities: acid, lightning, slashing
- Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, prone
- Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 8
- Languages: —
- Challenge: 4 (1,100 XP)
Actions
- Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) necrotic damage. If the target is wearing nonmagical metal armor, its armor is partly corroded and takes a temporary and cumulative -1 penalty to the AC it offers for its next turn if its not hit again it returns to the normal AC.
- Black shadowy blurp: Ranged Weapon Attack: + 3 to hit. reach 30ft Hit: 1(d4) acid + 1(d4) necrotic damage. the ground becomes infused in a small shadow pool.
Reactions
- Corrosive Form. A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 4 (1d4) 4 nectotic damage. (1d4) 4 acid damage
- Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
-

Marsh Wraith
Medium undead, neutral evil
Armor Class: 12 Hit Points: 45 (10d8)Speed: 30 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA 7 (-2) 14 (+2) 10 (+0) 10 (+0) 13 (+1) 16 (+3) - Damage Resistances: acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities: cold, necrotic, poison
- Condition Immunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses: darkvision 60 ft., passive Perception 11
- Languages: the languages it knew in life
- Challenge: 3 (700 XP)
Actions
- Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Reactions
- Unseen Passage. While in dim light or darkness, the wraith can become invisible until it attacks, or until its concentration ends (as if concentrating on a spell).
While in dim light or darkness, the wraith can become invisible until it attacks, or until its concentration ends (as if concentrating on a spell).
-

Mire Behemoth
AC: 16 (Natural Armor)
HP: 135
Speed: 30 ft., swim 50 ft.STR DEX CON INT WIS CHA 21(+5) 10(+0) 18(+4) 3(-4) 10(+0) 7(-2) Saving Throws +9 +4 +8 -2 +4 -2 - Skills: Perception +4, Stealth +4
- Senses: Passive Perception 14
- Languages: Understands Abyssal but can’t speak
- Challenge: 9 (5,000 XP)
Actions Multiattack: The Behemoth makes two slam attacks.
Slam: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Toxic Exhale (Recharge 5-6): The Behemoth exhales a poisonous cloud in a 20-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 10 (2d10) necrodic damage and 10 (2d10)poison damage on a failed save, or half as much damage on a successful one.
Bonus Actions: Marsh Mastery alters 15 foot of terrain makes it difficutlt terrain if a creature is there is restrained.
Reactions Lakes’s Resurgence (1/Day): regenarates 30hp 6ofeet dc 15 prone dragged 10 feet towards
1 legendary action.
Shallow: +8 to hit, reach 5 ft., one Medium or smaller creature that is prone or restrained. Hit: The target is swallowed by the Behemoth. While swallowed, the target is blinded and restrained, has total cover against attacks and other effects outside the Behemoth, and takes 14 (4d6) necrotic damage at the start of each of the Behemoth’s turns.
Marsh Mastery: As a bonus action, the Mire Behemoth can alter a 15-foot-radius area of terrain within 120 feet of it. The terrain becomes difficult terrain until cleared, up to 1 minute. Each creature standing in that area must succeed on a DC 15 Strength saving throw or be restrained by the entangling terrain.
Reactions Lakes’s Resurgence (1/Day): When the Mire Behemoth is reduced to half its hit points or less, it can use its reaction to roar, causing the lake to surge. Each creature within 60 feet of the Behemoth must succeed on a DC 15 Strength saving throw or be knocked prone and dragged 10 feet towards the lake. The Behemoth regains 30 hit points.