Download as pdf or txt
Download as pdf or txt
You are on page 1of 6

Water Elemental Fire Elemental

Large Elemental, Neutral Armor Class 13


Armor Class 14 (natural armor) Hit Points 102
Hit Points 114 (12d10 + 48)
Speed 50 ft.
Speed 30 ft., swim 90 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 5 (-3) 10 (+0) 8 (-1) 10 (+0) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 7 (-2)
Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical Damage Resistances bludgeoning, piercing, and slashing from nonmagical
attacks attacks
Damage Immunities poison Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned,
restrained, unconscious prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Senses darkvision 60 ft., passive Perception 10
Freeze.
If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet Fire Form.
until the end of its next turn. 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
Water Form. attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the
The elemental can enter a hostile creature's space and stop there. It can move elemental can enter a hostile creature's space and stop there. The first time
through a space as narrow as 1 inch wide without squeezing. it enters a creature's space on a turn, that creature takes 5 (1d10) fire
damage and catches fire; until someone takes an action to douse the fire,
Multiattack.
The elemental makes two slam attacks.
the creature takes 5 (1d10) fire damage at the start of each of its turns.

Slam. Illumination.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning The elemental sheds bright light in a 30-foot radius and dim light in an
damage. additional 30 feet.

Whelm (Recharge 4–6). Water Susceptibility.


Each creature in the elemental's space must make a DC 15 Strength saving throw. On
For every 5 feet the elemental moves in water, or for every gallon of water
a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is
also grappled (escape DC 14). Until this grapple ends, the target is restrained and
splashed on it, it takes 1 cold damage.
unable to breathe unless it can breathe water. If the saving throw is successful, the
target is pushed out of the elemental's space. Multiattack.
The elemental can grapple one Large creature or up to two Medium or smaller The elemental makes two touch attacks.
creatures at one time. At the start of each of the elemental's turns, each target Touch.
grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire
elemental can pull a creature or object out of it by taking an action to make a DC 14 damage. If the target is a creature or a flammable object, it ignites. Until a
Strength check and succeeding.
creature takes an action to douse the fire, the target takes 5 (1d10) fire
damage at the start of each of its turns.
Air Elemental Earth Elemental
Armor Class 15
Armor Class 17 (natural armor)
Hit Points 90 (12d10 + 24)
Speed 0 ft., fly 90 ft. (hover)
Hit Points 126 (12d10 + 60)
STR DEX CON INT WIS CHA Speed 30 ft., burrow 30 ft.
14 (+2) 20 (+5) 14 (+2) 6 (-2) 10 (+0) 6 (-2) STR DEX CON INT WIS CHA
Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing 20 (+5) 8 (-1) 20 (+5) 5 (-3) 10 (+0) 5 (-3)
from nonmagical attacks
Damage Vulnerabilities thunder
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, Damage Resistances bludgeoning, piercing, and slashing from
prone, restrained, unconscious nonmagical attacks
Senses darkvision 60 ft., passive Perception 10 Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified,
Air Form.
The elemental can enter a hostile creature's space and stop there. It can
poisoned, unconscious
move through a space as narrow as 1 inch wide without squeezing. Senses darkvision 60 ft., tremorsense 60 ft., passive
Perception 10
Multiattack.
The elemental makes two slam attacks.
Earth Glide.
Slam. The elemental can burrow through nonmagical, unworked
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) earth and stone. While doing so, the elemental doesn't disturb
bludgeoning damage. the material it moves through.
Whirlwind (Recharge 4–6).
Each creature in the elemental's space must make a DC 13 Strength saving
Siege Monster.
throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is The elemental deals double damage to objects and structures.
flung up 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, the target Multiattack.
takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the
The elemental makes two slam attacks.
target is thrown at another creature, that creature must succeed on a DC 13
Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning Slam.
damage and isn't flung away or knocked prone. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit:
14 (2d8 + 5) bludgeoning damage.
Greater Zombie Barlgura
Armor Class 15 (natural armor)
Armor Class 15 (natural armor)
Hit Points 68 (8d10 + 24)
Hit Points 97 Speed 40 ft., climb 40 ft.
Speed 30 ft. STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 7 (-2) 14 (+2) 9 (-1)
18 (+4) 10 (+0) 17 (+3) 4 (-3) 6 (-2) 6 (-2) Saving Throws Dex +5, Con +6
Skills Perception +5, Stealth +5
Saving Throws Wis +1
Damage Resistances cold, fire, lightning
Damage Resistances cold, necrotic Damage Immunities poison
Damage Immunities poison Condition Immunities poisoned
Condition Immunities charmed, exhaustion, frightened, Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15
paralyzed, poisoned
Innate Spellcasting.
Senses darkvision 60 ft., passive Perception 8 The barlgura's spellcasting ability is Wisdom (spell save DC 13). The
Languages understands the languages it knew in life but can't barlgura can innately cast the following spells, requiring no material
speak components:
2/day each: disguise self, invisibility (self only)
1/day each: entangle, phantasmal force
Turn Resistance.
The zombie has advantage on saving throws against any Reckless.
effect that turns undead. At the start of its turn, the barlgura can gain advantage on all melee weapon
attack rolls it makes during that turn, but attack rolls against it have
advantage until the start of its next turn.
Undead Fortitude.
If damage reduces the zombie to 0 hit points, it must make a Running Leap.
Constitution saving throw with a DC of 5 + the damage taken, The barlgura's long jump is up to 40 feet and its high jump is up to 20 feet
unless the damage is radiant or from a critical hit. On a when it has a running start.
success, the zombie drops to 1 hit point instead.
Multiattack.
The barlgura makes three attacks: one with its bite and two with its fists.
Multiattack.
The zombie makes two melee attacks. Bite.
Empowered Slam Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4)
piercing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7
(1d6 + 4) bludgeoning damage and 7 (2d6) necrotic damage. Fist.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4)
bludgeoning damage.
Hellwasp Isolde
Armor Class 19 (scale mail)
Armor Class 19 (natural armor) Hit Points 82 (11d8 + 33)
Hit Points 52 (8d10 + 8) Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA
Speed 10 ft., fly 60 ft. (hover)
18 (+4) 18 (+4) 16 (+3) 14 (+2) 12 (+1) 16 (+3)
STR DEX CON INT WIS CHA Saving Throws Str +7, Con +6, Int +5, Cha +6
18 (+4) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 7 (-2) Skills Deception +6, Intimidation +6, Perception +4, Stealth +7
Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing
Saving Throws Dex +5, Wis +3 from nonmagical attacks
Damage Vulnerabilities cold Senses darkvision 60 ft., passive Perception 14
Damage Immunities fire
Innate Spellcasting.
Senses darkvision 60 ft., passive Perception 10 Isolde's spellcasting ability is Charisma (spell save DC 14). Isolde can innately cast
the following spells, requiring no material components:
3/day each: alter self, command, detect magic
Magic Weapons.
1/day: plane shift (self only)
The hellwasp's weapon attacks are magical.
Magic Resistance Aura.
While holding Nepenthe, Isolde creates an aura in a 10-foot radius around her. While
Multiattack. this aura is active, Isolde and all creatures friendly to her in the aura have advantage
The hellwasp makes two attacks: one with its sting and one on saving throws against spells and other magical effects.
with its sword talons.
Multiattack.
Sting. Isolde makes two melee attacks or uses its Fire Ray twice.
Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit:
Nepenthe.
8 (1d8 + 4) piercing damage plus 7 (2d6) fire damage, and the
Melee Weapon Attack: +10 to hit, reach 5 ft.., one target. Hit: 11 (1d8 + 7) slashing
target must succeed on a DC 12 Constitution saving throw or damage, or 12 (1d10 + 7) slashing damage if used with two hands.
be poisoned for 1 minute. While poisoned in this way, the
Fire Ray.
target is also paralyzed. The target can repeat the saving Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage.
throw at the end of each of its turns, ending the effect on itself
on a success. Fiendish Charm.
One humanoid Isolde can see within 30 feet of it must succeed on a DC 14 Wisdom
saving throw or be magically charmed for 1 day. The charmed target obeys Isolde's
Sword Talons. spoken commands. If the target suffers any harm from Isolde or another creature or
receives a suicidal command from Isolde, the target can repeat the saving throw,
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11
ending the effect on itself on a success. If a target's saving throw is successful, or if
(2d6 + 4) piercing damage. the effect ends for it, the creature is immune to Isolde's Fiendish Charm for the next 24
hours.
Barbed Devil Unicorn
Armor Class 15 (natural armor) Armor Class 12
Hit Points 110 (13d8 + 52) Hit Points 67 (9d10 + 18)
Speed 50 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 15 (+2) 11 (+0) 17 (+3) 16 (+3)
16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2) Damage Immunities poison
Saving Throws Str +6, Con +7, Wis +5, Cha +5 Condition Immunities charmed, paralyzed, poisoned
Skills Deception +5, Insight +5, Perception +8 Senses darkvision 60 ft., passive Perception 13
Damage Resistances cold; bludgeoning, piercing, and slashing from
nonmagical attacks that aren't silvered Charge.
Damage Immunities fire, poison If the unicorn moves at least 20 feet straight toward a target and then hits it with a
horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the
Condition Immunities poisoned
target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked
Senses darkvision 120 ft., passive Perception 18 prone.

Barbed Hide. Innate Spellcasting.


At the start of each of its turns, the barbed devil deals 5 (1d10) piercing The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn
damage to any creature grappling it. can innately cast the following spells, requiring no components:
At will: detect evil and good, druidcraft, pass without trace
Devil's Sight. 3/day each: calm emotions, dispel evil and good, entangle
Magical darkness doesn't impede the devil's darkvision.
Magic Resistance.
Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.
The devil has advantage on saving throws against spells and other magical
effects. Magic Weapons.
The unicorn's weapon attacks are magical.
Multiattack.
The devil makes three melee attacks: one with its tail and two with its claws. Multiattack.
Alternatively, it can use Hurl Flame twice. The unicorn makes two attacks: one with its hooves and one with its horn.

Hooves.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) damage.
piercing damage.
Horn.
Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) damage.
piercing damage.
Healing Touch (3/Day).
The unicorn touches another creature with its horn. The target magically regains 15 hit
Hurl Flame. points. In addition, the touch removes all diseases and neutralizes all poisons afflicting
Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire the target.
damage.
Skitterwidget Battleforce Angel
Armor Class 18 (natural armor) Armor Class 18 (plate armor)
Hit Points 85 (10d8 + 40) Hit Points 76 (12d8 + 22)
Speed 30 ft., climb 30 ft. Speed 30 ft., fly 90 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 18 (+4) 3 (-4) 10 (+0) 1 (-5) 16 (+3) 12 (+1) 13 (+1) 11 (+0) 17 (+3) 18 (+4)
Damage Immunities lightning, poison Saving Throws Wis +6, Cha +7
Condition Immunities blinded, deafened, exhaustion, paralyzed, Skills Investigation +3, Perception +6
petrified, poisoned Damage Resistances fire, radiant
Senses darkvision 60 ft., passive Perception 10 Condition Immunities charmed, exhaustion, frightened
Senses darkvision 120 ft., truesight 120 ft., passive Perception 16
Lightning Absorption.
Whenever the skitterwidget is subjected to lightning damage, it takes Flyby.
no damage and instead regains a number of hit points equal to the The angel doesn't provoke an opportunity attack when it flies out of
lightning damage dealt. an enemy's reach.

Multiattack. Magic Resistance.


The skitterwidget makes two attacks: one with its bite and one with The angel has advantage on saving throws against spells and other
its tail. magical effects.

Bite. Multiattack.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + The angel makes two melee attacks. It also uses Battlefield
3) piercing damage. If the target is a creature, it is grappled by the Inspiration.
skitterwidget (escape DC 13).
Longsword.
Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 +
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with
3) piercing damage plus 10 (3d6) lightning damage, and if the target two hands, plus 18 (4d8) radiant damage. If the target is within 5 feet
is a creature, it must succeed on a DC 15 Constitution saving throw of any of the angel's allies, the target takes an extra 2 (1d4) radiant
or be stunned until the end of its next turn. damage.

Reactions Battlefield Inspiration.


Good Buddy. The angel chooses up to three creatures it can see within 30 feet of
The skitterwidget imposes disadvantage on one attack roll made it. Until the end of the angel's next turn, each target can add a d4 to
against an ally it can see within 5 feet of it. its attack rolls and saving throws.

You might also like