NEW PROPERTIES
Minion, Gertin creatures cin be gurned into minions. A
creature with the minion property uses the listed stats in-
stead of its normal ones. Monsters from other sources may be
converted into minions by’ seducing their AC by 1 and cut.
ting their hit points to 1/4, ‘Three minions count as one nor
‘mal creature of the listed challenge rating.
ADVERSARIES
The creatures under this heading are generic to allow for a
broader range of enemies. 'o customize them, assign them
tone of the adversary traits below. For ease of bookkeeping. it
js recommended that you use only one group of adversaries
jn a single encounter. Adversary traies should be given only
to creatures in this section, not to the unique opponents later
in this ehapter orto creatures from other sources.
Adversaries are listed in order of their challenge ratin
not by their name
ADVERSARY TRAITS
When building a battle involving common adversaries,
choose one of the following special rules below. You may
select additional traits for one creature, though this may in-
crease its challenge rating (usually at leas | level)
fare many aliens one can encounter—these are the
aliens presented at the beginning of this book.
Konoe. A konoe possesses darkvision to 60 feet. It auto-
‘matically knows the location of all creatures not undergrouni
within 30 feet. It also possesses all-around vision. A konoe is
vulnerable 0 basic compounds, and if in contact with any-
thing high in PH, it suffers damage every round until cleaned
(alewarer—1 damage, baking soda—3 damage, bleach—S
damage, sodium hydroxide—7 damage). If a konoe makes a
mel
‘can make one additional areack as part of the same action.
Khitin. A khitin increases its ground speed co 40 feet and
has darkvision up to 60 feet. It possesses a climb speed of 25,
feet, and its AC is entirely based on its exoskeleton and not
any armor it may be wearing,
ANIMATE
Animates ean be robots or magical constructs, Unlike other
robots, animates lack any form of intelligence and cannot
make decisions—they only follow their programming.
Brainless. An animate is immune co being charméé,
frightened, paralyzed, or poisoned, and ic eannot suffer ex-
haustion, It ean only be blinded or deafened from a computer
or electronie-based ability. It is also immune to poison and
attack, no matter the number of attacks it makes, itpsychic damage, Reduce the Int, Wis, and Cha of this exea-
ture t0 1 (3).
ANIMIST
An animyst is hybrid of beast and human, Any additional
benefits depend on the beast. ‘The common quality be=
tween all of chem is any melee attack is considered a natu
ral attack. Select one of the following:
‘Ape. This animyst possesses a climb speed of 20.and +2
UP per Hit Die.
Badger. This animyst has darkvision to 60 feet and ad-
vantage on Wisdom (Perception) checks that rely on smell
It's speed increases by 5 feet.
Bat, This animyst has blindsight 30 feee and advantage
‘on Wisdom (Perception) checks that rely on hearing. Ie also.
gains a ly of 30 feet, though its ground speed is reduced to
20 fees
Bear. ‘This animyst has advantage on all Wisdom
(Animal Handling) and Wisdom (Survival) skill checks and
has darkvision to 60 feet. I's speed inereases by 5 feet.
Boar. Once per day, if this animist is reduced to 0 hit
points, itis reduced to 1 hit point instead. It’s speed in-
creases by 5 feet.
Crocodile. This animyst can hold its breath for a num
ber of minutes equal to its Constitution score. Tt also gains
a swim of 30 feet.
Elephant. This animyst is Large. Ies speed is 20 feet. Ie
also gains +1 HP per Hit Die.
Frog. ‘This animyst cen breathe air and water and has
arkvision co 60 feet, Ie can also use Dexcerity instead of
Strength when jumping and is considered having moved
10 feet before performing any jump.
Goat, This animyst has advantage with all saving
throws to prevent from being knocked prone. Ic gains a +5
bonus to speed, increasing by another 5 feet when commit=
tinga Dash action,
Hawk ‘This animyst has advantage on Wisdom
(Perception) checks that rely on sight. It gains fly of 50
fees, though ground speed is reduced to 20 feet. It also has
advantage with Dexterity (Stealth) checks when flying.
Horse. This animyst increases its ground speed by +10
feet, Ie also has advantage with all saving throws to prevent
being knocked prone.
Opossum. This animyst has darkvision co 60 feet. It has
advantage on saving throws against poison and damage
resistance poison. Its ground speed increases by'5 fect.
Rabbit. This animyst has 2 burrow of 30 feet. If it
moves from a standing start, its speed is 40 for that action.
Tr can also use Dexterity instead of Strength when jump-
ing, I's ground speed increases by 5 feet.
Rat, ‘This animyst has advantage on Wisdom
(Perception) checks that rely on smell and is immune co
disease, It also gains a +S-foot bonus to speed and
Garkvision to 60 feet.
Shark. This animyst has blindsight to 60 feet and gains
& swim of 40 feet. It also gains a +1 bonus to attack any
treature that does not have maximum hit points. It can
breathe underwater
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‘Tiger. This animyst has darkvision to 60 feet, a +5-foot
onus to speed, and has advantage on Wisdom
(Perception) checks that rely on smell. It also reduces 20
feet from any fall and has advantage to Strength (Achleti
checks when jumping,
‘Turtle. This animyse gains a +1 bonus to AC,
darkvision to 60 feet, and can breathe underwater.
Wolf. This animyse gains a =5-foor bonus to speed,
Which increases to 10 feet when using the Dash action. It
has advantage with Wisdom (Perception) checks that rely
‘on hearing or smell. It gains a +2 bonus to damage rolls,
with melee attacks
DEMON
Despite assumprions, demons are not auromatically evil. A
demon resides in an alternate dimension similar to an ex
alted, except 2 demon generally won't need to answer to 3
higher being and generally enjoys more independence,
Demons come in all shapes and sizes, including being vir-
tually indistinguishable to humans. Its alignment need not
change.
Hellion, A demon has damage resistance to cold, light-
ning, poison, as well as bludgeoning, piercing, and slashing.
from nonmagical weapons, It is immune to nonmagical fire
‘damage. A demon also has advantage with saving throws
against spells and other spell effect.
Drones ate usually robots or otherwise mindless automa
tons buile or gathered in massive numbers, designed «9
overwhelm opponents in enormity rather than capabilities.
Gertain losses in combat are expected.
More Than Expected. A drone has disadvantage on
Serength, Dexterity, and Constitution saving throws. When
fielding creatutes with the minion propery, increase the
number of minions to 4 instead of 3 for each group of min-
EXALTED
‘To be exalted equates to being blessed by some higher
power or inhabiting a higher plan of existence. This crea-
ture may be deified itself or a foot soldier from another
world normal people would ascribe as heaven
‘Angelic. An exalted has damage resistance to radiant as
well as bludgeoning, piercing, and slashing from nonmagi-
‘cal weapons. Exalted also weigh half as much and possess
‘wings granting a fly speed equal to its ground speed. Exalt-
‘ed weapons count as magical.
FANATIC
Fanatics believe absolutely in their chosen path. ‘They will
risk everything, including their lives, in the pursuit of the
task before them. They are often, but not always, religious
zealots.
For the Cause. A fanatic has advantage on Constitution
and Wisdom saving throws and is immune to being fright-
‘ened, In addition, when a fanatic is reduced to 0 hit points