Professional Documents
Culture Documents
40 New Monsters Converted From 3.5 v1.0
40 New Monsters Converted From 3.5 v1.0
M
onsters are great. For players,
monsters are challenges to overcome,
enemies to hate, and sometimes
unexpected allies. For DMs, monsters
are seeds of adventures, fun
mechanical challenges to run, or
deliciously corny villains to play.
D&D's history is filled with wonderful, hideous, goofy, and
amazing monsters. D&D 3.5 in particular published a frankly
ridiculous number of bizarre critters across numerous books.
While Wizards of the Coast has been publishing more and
more monsters for 5E, there are still many many more that
have yet to be converted to the current system.
This document is a collection of 40 of my favorite monsters
from the 3.5 days. All of the monsters have been taken from
the 3.5 versions of Monster Manual II, Monster Manual III,
and Fiend Folio. I have attempted to preserve all of the
mechanical identity of each monster and matched the CR as
closely as I could when converting between the 3.5 and 5E
systems.
I have also added a small summary of the core lore for
each monster I featured. Far more detail is available in the
original publications or expounded upon in other books and
magazines.
Table of Contents
Avolakia .............................................................................................. 2 Phoelarch .........................................................................................33
Battlebriar ..........................................................................................3 Phoera ..............................................................................................33
Bladeling ............................................................................................ 4 Rogue Eidolon ................................................................................ 34
Bone Ooze ..........................................................................................5 Rukarazyll ........................................................................................35
Braxat ................................................................................................. 6 Stonesinger ..................................................................................... 36
Breathdrinker ....................................................................................7 Tauric Hobgoblin-Griffon ..............................................................37
Clockwork Horror, Electrum ..........................................................8 Teratomorph ....................................................................................38
Clockwork Horror, Gold ..................................................................9
Clockwork Horror, Platinum ..........................................................9
Clockwork Horror, Adamantine .................................................... 9
Conflagration Ooze ........................................................................10
Darkweaver ..................................................................................... 11
Demon, Jarilith ............................................................................... 12 Credits
Demon, Kelvezu ............................................................................. 13 All art used in this document is official Wizards of
Demon, Myrmyxicus ......................................................................14 the Coast artwork taken from three D&D 3.5
Demon, Skulvyn .............................................................................15 books: Monster Manual II, Monster Manual III, and
Ethergaunt, Black .......................................................................... 16 Fiend Folio. The statblocks presented here build
Ethergaunt, Red ............................................................................. 17 upon the content of the original publications and
Ethergaunt, White ......................................................................... 18 numerous official 5th edition stat blocks.
The art featured above is the bogun from the
Ether Scarab ...................................................................................19 Monster Manual II, which is not part of this
Ethereal Slayer ...............................................................................20 document but is my spirit animal.
Fihyr ..................................................................................................21
Geriviar ............................................................................................ 22
Hullathoin ........................................................................................23
Jahi .................................................................................................... 24
Marrash ............................................................................................25
Mindshredder Larva ......................................................................26
Mindshredder Warrior ..................................................................27
Mindshredder Zenthal ..................................................................27
Moon Rat ......................................................................................... 28
Nightmare Beast ............................................................................ 29
Orcwort, Wortling .......................................................................... 31
Orcwort ............................................................................................ 32
1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Avolakia
The horrifying avolakia enjoys feasting on undead flesh. They
have developed remarkable necromantic magic, raising
undead both as servants and as sustenance.
Many avolakia are cultists of the Elder Evil Kyuss, a deific
undead entity also known as the Worm that Walks. Avolakia
use their change shape ability and their hypnotic voice to
infiltrate humanoid societies, working towards the dark
designs of their evil patron.
Avolakia Actions
Large aberration, neutral evil Multiattack. The avolakia makes five attacks: one with
its bite and four with its claws.
Armor Class 17 (natural armor)
Hit Points 112 (15d8 + 45) Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Speed 20 ft. target. Hit: 11 (2d6 + 4) piercing damage. If the target
is a creature, it succeed on a DC 17 Constitution saving
throw or become poisoned. While poisoned in this way,
STR DEX CON INT WIS CHA the target can’t regain hit points. The target can repeat
the saving throw at the end of each of its turns, ending
19 (+4) 16 (+3) 17 (+3) 16 (+3) 21 (+5) 22 (+6) the effect on itself on a success.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Saving Throws Wis +9, Cha +10 target. Hit: 9 (2d4 + 4) slashing damage.
Skills Arcana +7, Deception +10, Insight +9, Persuasion
+10 Change Shape. The avolakia magically polymorphs into a
Damage Resistances fire, necrotic humanoid that has a challenge rating no higher than its
Damage Immunities cold, poison own, or back into its true form. It reverts to its true
Condition Immunities paralyzed, poisoned form if it dies. Any equipment it is wearing or carrying
Senses darkvision 60 ft., passive Perception 15 is absorbed or borne by the new form (the avolakia’s
Languages Avolakian, Common, Undercommon choice).
Challenge 9 (5000 XP) In a new form, the avolakia retains its game statistics
and ability to speak, but its AC, movement modes,
Innate Spellcasting. The avolakia's innate spellcasting Strength, Dexterity, and special senses are replaced by
ability is Charisma (spell save DC 18, +10 to hit with those of the new form, and it gains any statistics and
spell attacks). It can innately cast the following spells, capabilities (except class features, legendary actions,
requiring no material components: and lair actions) that the new form has but that it lacks.
At will: detect magic, fear, vampiric touch Charming Voice. One humanoid the avolakia can see
within 30 feet of it must succeed on a DC 17 Wisdom
3/day each: animate dead, negative energy flood saving throw or be magically charmed for 1 day. The
1/day: abi-dalzim’s horrid wilting, create undead charmed target obeys the avolakia's spoken commands.
If the target takes damage or receives a suicidal
Magic Resistance. The avolakia has advantage on saving command from the avolakia, the target can repeat the
throws against spells and other magical effects. saving throw, ending the effect on itself on a success. If
Regeneration. The avolakia regains 10 hit points at the a target's saving throw is successful, or if the effect
start of its turn if it has at least 1 hit point. ends for it, the creature is immune to the avolakia's
Charming Voice for the next 24 hours.
Slippery. The avolakia has advantage on ability checks
and saving throws made to escape a grapple.
2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Battlebriar
Huge plant, neutral
Magically engineered weapons of war, these giant plants Reactive. The battlebriar can take one reaction on
were created long ago to act as living siege weapons. Some every turn in combat.
have since slipped their bonds of servitude and now roam the
countrysides. These wild battlebriars are a major threat to Actions
any settlements they come across. Multiattack. The battlebriar makes four attacks: two
The battlebriar uses its thorn-covered body can impale its with its impale and two with its slam.
foes. The thorns are quite sensitive, allowing the battlebriar
to react quickly to stimulus from any direction. Impale. Melee Weapon Attack: +11 to hit, reach 5
Most free battlebriars are solitary wanderers. They have ft., one target. Hit: 16 (3d6 + 6) piercing damage,
rudimentary intelligence and aren't interested in and the target is grappled (escape DC 17). Until this
communicating or allying themselves with anybody else. grapple ends, the target is restrained, and it takes 10
(3d6) piercing damage at the start of each of the
battlebriar's turns.
Slam. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 22 (3d10 + 6) bludgeoning damage,
and the target must succeed on a DC 17 Strength
saving throw or be pushed 15 feet om a straight line
away from the battlebriar. If the saving throw fails by
5 or more, the target falls prone.
Thorn Volley (recharge 5-6). The battlebriar fires a
volley of thorns and chooses a point it can see
within 120 feet of it. Each creature in a 20-foot
radius sphere centered on that point must make a
DC 17 Dexterity saving throw, taking 45 (10d8)
piercing damage on a failed save, or half as much on
a successful one.
3
Bladeling
Medium humanoid, lawful evil
Actions
Longsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 6 (1d8 + 2) slashing damage, or
7 (1d10 + 2) slashing damage if used with two
hands to make a melee attack.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) slashing damage.
Razor Storm (Recharges after a Short or Long Rest).
The bladeling expels shrapnel-like bits of its metallic
skin in a 15-foot cone. Each creature in that cone
Bladeling must make a DC 11 Dexterity saving throw, taking
10 (3d6) piercing damage on a failed save, or half as
Bladelings are xenophobic residents of Acheron. Their skin is much damage on a successful one. After using this
spotted with metallic blades that the bladeling can launch as ability, attack rolls against the bladeling have
projectiles. advantage until the start of the bladeling's next turn.
Bladelings live in strife-filled communities and cities that
are intolerant of outsiders. Some bladelings travel the outer
and inner planes, gaining tolerance for, if not trust in, other
races. Converted from the D&D 3.5 Monster Manual II.
4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Bone Ooze Actions
Gargantuan ooze, unaligned Multiattack. The ooze uses engulf. It then makes two
attacks with its pseudopod.
Armor Class 6
Hit Points 280 (16d20 + 112) Pseudopod. Melee Weapon Attack: +14 to hit, reach 15
Speed 20 ft. ft., one target. Hit: 22 (4d6 + 8) acid damage. If the
target is a creature it must make a DC 21 Constitution
saving throw. On a failure the creature takes 31 (5d12)
STR DEX CON INT WIS CHA necrotic damage and the bone ooze gains a number of
temporary hit points equal to the necrotic damage
26 (+8) 13 (+1) 24 (+7) 1 (–5) 6 (–2) 4 (–3) taken.
Engulf. The ooze moves up to its speed. While doing so,
Saving Throws Str +14, Dex +7 it can enter Huge or smaller creatures' spaces.
Damage Resistances bludgeoning, piercing, and slashing Whenever the ooze enters a creature's space, the
from nonmagical attacks creature must make a DC 21 Dexterity saving throw.
Condition Immunities blinded, charmed, deafened, On a successful save, the creature can choose to be
exhaustion, frightened, paralyzed, prone pushed 5 feet back or to the side of the ooze. A
Senses blindsight 60 ft. (blind beyond this radius), creature that chooses not to be pushed suffers the
passive Perception 8 consequences of a failed saving throw. On a failed save,
Languages — the ooze enters the creature's space, and the creature
Challenge 18 (20000 XP) takes 21 (6d6) acid damage and is engulfed. The
engulfed creature can't breathe, is restrained, and takes
Amorphous. The bone ooze can move through a space 35 (10d6) acid damage at the start of each of the
as narrow as 5 feet wide without squeezing. ooze’s turns. When the ooze moves, the engulfed
creature moves with it.
Bone Meld. A creature reduced to 0 hit points from
damage dealt by the ooze dies as the ooze absorbs its An engulfed creature can try to escape by taking an
skeleton. The creature can’t be revived by any means action to make a DC 19 Strength check. On a success,
short of a wish spell. the creature escapes and enters a space of its choice
within 5 feet of the ooze. A creature within 5 feet of
Immutable Form. The bone ooze is immune to any spell the cube can take an action to pull a creature or object
or effect that would alter its form. out of the cube. Doing so requires a successful DC 19
Magic Resistance. The bone ooze has advantage on Strength check, and the creature making the attempt
saving throws against spells and other magical effects. takes 21 (6d6) acid damage.
Bone Ooze
Bone oozes are also called rolling graveyards because of the
numerous bones that hang suspended in their bodies. These
incredibly dangerous creatures can grow by magically
leaching the bones out of creatures they touch.
A bone ooze is essentially mindless, always moving to
engulf any creatures in senses.
Because of the rigid bones in their gelatinous bodies, a
bone ooze can't squeeze through as small a space as other
oozes.
5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Braxat
Large monstrosity, neutral evil
6
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Breathdrinker
Medium elemental, chaotic evil
Armor Class 13
Hit Points 82 (11d8 + 33)
Speed 0 ft., fly 80 ft. (hover)
7
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Clockwork Horrors
Clockwork horrors are a collective of intelligent constructs of Electrum Horror
unknown origin. When the collective appears, it swarms Small construct, lawful evil
across the landscape, gathering any metal they come across.
They have no interest in non-metallic organisms until they Armor Class 14 (natural armor)
interfere with the horrors as they start harvesting the Hit Points 16 (3d6 + 6)
numerous worked metals objects of civilization. Speed 30 ft.
Electrum Horror
STR DEX CON INT WIS CHA
Electrum horrors are the shock troops of the clockwork
horror army. They are unintelligent grunts that swarm on 12 (+1) 12 (+1) 15 (+2) 5 (–3) 14 (+2) 5 (–3)
mass, efficiently harvesting all metal in their path.
Damage Vulnerabilities thunder
Gold Horror Damage Immunities lightning, poison
Condition Immunities charmed, exhaustion,
Gold horrors are the commanders of the collective, frightened, paralyzed, petrified, poisoned
supervising the harvest and organizing attacks when they Senses darkvision 60 ft., passive Perception 12
detect resistance. Languages Clockwork Horror, Telepathy 1 Mile
Challenge 1/2 (100 XP)
Platinum Horror
Platinum horrors are the generals of the collective, Actions
determining the overall strategy and objectives of the harvest Multiattack. The electrum horror makes two razor
and overseeing prolonged military encounters. saw attacks or two pressure dart attacks.
Adamantine Horror Razor Saw. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 5 (1d8 + 1) slashing damage.
There is only one adamantine horror in existence. It is the
supreme authority of the collective and in constant Pressure Dart. Ranged Weapon Attack: +3 to hit,
communication with all other clockwork horrors, perfectly range 80/320 ft., one target. Hit: 6 (2d4 + 1)
coordinating the harvest. piercing damage.
8
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Gold Horror Platinum Horror
Small construct, lawful evil
Small construct, lawful evil
Armor Class 16 (natural armor)
Armor Class 15 (natural armor) Hit Points 75 (10d6 + 40)
Hit Points 32 (5d6 + 15) Speed 30 ft.
Speed 30 ft.
Adamantine Horror Linked Minds. The adamantine horror can use its
telepathy to initiative and maintain telepathic
Small construct, lawful evil
conversations with all other clockwork horrors within
its range.
Armor Class 17 (natural armor)
Hit Points 171 (18d6 + 108) Magic Resistance. the adamantine horror has advantage
Speed 30 ft. on saving throws against spells and other magical
effects.
Innate Spellcasting. The adamantine horror's innate
STR DEX CON INT WIS CHA spellcasting ability is Intelligence (spell save DC 16). It
20 (+5) 19 (+4) 22 (+6) 18 (+4) 20 (+5) 18 (+4) can innately cast the following spells, requiring no
material components:
Damage Vulnerabilities thunder At will: dispel magic
Damage Resistances bludgeoning, piercing, and slashing
1/day each: antimagic field, disintegrate, fire storm
from nonmagical attacks
Damage Immunities lightning, poison
Condition Immunities charmed, exhaustion, frightened,
Actions
paralyzed, petrified, poisoned Multiattack. The adamantine horror makes three razor
Senses darkvision 60 ft., passive Perception 15 saw attacks.
Languages Clockwork Horror, Telepathy 1 mile
Challenge 10 (5900 XP) Razor Saw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 16 (2d10 + 5) slashing damage.
9
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Conflagration Ooze
Large ooze, chaotic evil
10
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Darkweaver Shadow Jump. As a bonus action, the darkweaver can
teleport up to 30 feet to an unoccupied space it can
Medium aberration, neutral evil
see. Both the space it teleports from and the space it
teleports to must be in dim light or darkness. The
Armor Class 17 (natural armor) darkweaver can use this ability between the weapon
Hit Points 121 (22d8 + 22) attacks of another action it takes.
Speed 20 ft., climb 20 ft.
Sunlight Weakness. While in sunlight, the darkweaver
has disadvantage on attack rolls, ability checks, and
STR DEX CON INT WIS CHA saving throws.
Darkweaver
Darkweavers are strange alien entities from a distant plane.
The Material Plane has proven to be a good hunting ground,
but it is also unfamiliar. Darkweavers seek to learn more
about the Material Plane and the capabilities of its
inhabitants.
Darkweavers are spider-like creatures with masses of
tentacles. They create a shroud of darkness around them that
blinds most creatures. Only sunlight or powerful magic can
dispel the darkness, leaving the darkweaver exposed and
vulnerable.
11
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Demons
Jarilith Jarilith
Large fiend (demon), chaotic evil
Jariliths are elite hunters resembling blood-red lions. A
jarilith is uncompromising in battle, preferring to ambush Armor Class 16
their opponents and attacking with savage ferocity. Hit Points 147 (14d10 + 70)
Speed 50 ft.
Kelvezu
Kelvezu are spies, infiltrators, and assassins. Its small size STR DEX CON INT WIS CHA
and unassuming shape lets it blend in with many humanoid
races. 18 (+4) 22 (+6) 21 (+5) 8 (–1) 12 (+1) 14 (+2)
The Jarilith and Kelvezu (depicted below) were Innate Spellcasting. The jarilith's innate spellcasting
converted from the D&D 3.5 Monster Manual II. ability is Charisma (spell save DC 14, +6 to hit with
The Myrmyxicus and Skulvyn were converted from spell attacks). It can innately cast the following
the D&D 3.5 Fiend Folio. spells, requiring no material components:
3/day each: darkness, detect thoughts, fear
Magic Resistance. The jarilith has advantage on
saving throws against spells and other magical
effects.
Pounce. If the jarilith moves at least 20 feet straight
toward a creature and then hits it with a claw attack
on the same turn, that target must succeed on a DC
17 Strength saving throw or be knocked prone. If
the target is prone, the jarilith can make one bite
attack against it as a bonus action.
Actions
Multiattack. The jarilith makes three attacks: two
with its claws and one with its bite.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 17 (2d10 + 6) slashing damage. If
the jarilith scores a critical hit, it rolls damage dice
three times, instead of twice.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 19 (3d8 + 6) piercing damage plus
7 (2d6) fire damage.
12
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Kelvezu Magic Resistance. The kelvezu has advantage on saving
throws against spells and other magical effects.
Medium fiend (demon), chaotic evil
Magic Weapons. The kelvezu's weapon attacks are
Armor Class 19 (natural armor) magical.
Hit Points 180 (24d8 + 72) Sneak Attack. Once per turn, the kelvezu deals an extra
Speed 30 ft., fly 60 ft. (hover) 14 (4d6) 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 kelvezu that isn't
STR DEX CON INT WIS CHA incapacitated and the kelvezu doesn't have
18 (+4) 22 (+6) 16 (+3) 17 (+3) 16 (+3) 18 (+4) disadvantage on the attack roll.
Actions
Saving Throws Dex +12, Int +9, Wis +9
Skills Acrobatics +12, Deception +10, Insight +9, Multiattack. The kelvezu makes four attacks: two with
Perception +9, Stealth +12 its dagger and two with its scimitar.
Damage Resistances cold, fire, lightning; bludgeoning, Dagger. Melee Weapon Attack: +12 to hit, reach 5 ft.,
pierching, and slashing from nonmagical attacks one target. Hit: 8 (1d4 + 6) piercing damage plus 21
Damage Immunities poison (6d6) poison damage.
Condition Immunities charmed, frightened, poisoned
Senses truesight 30 ft., darkvision 60 ft., passive Scimitar. Melee Weapon Attack: +12 to hit, reach 5 ft.,
Perception 19 one target. Hit: 16 (3d6 + 6) slashing damage. If the
Languages All, Telepathy 120 ft. target is a creature other than an undead or a construct,
Challenge 17 (18000 XP) it must succeed on a DC 19 Constitution saving throw
or lose 21 (6d6) hit points at the start of each of its
Evasion. If the kelvezu is subjected to an effect that turns due to a bleeding wound. Any creature can take
allows it to make a Dexterity saving throw to take only an action to stanch the wound with a successful DC 15
half damage, the kelvezu instead takes no damage if it Wisdom (Medicine) check. The wound also closes if
succeeds on the saving throw, and only half damage if the target receives magical healing.
it fails.
Innate Spellcasting. The kelvezu's innate spellcasting
ability is Intelligence (spell save DC 17). It can innately
cast the following spells, requiring no material
components:
At will: darkness, dispel magic, greater invisibility (self
only), suggestion, teleport (self only)
13
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Myrmyxicus Actions
Huge fiend (demon), chaotic evil Multiattack. The myrmxicus makes three attacks: two
with its unholy scythe and one with its tail.
Armor Class 18 (natural armor)
Hit Points 229 (17d12 + 119) Unholy Scythe. Melee Weapon Attack: +14 to hit, reach
Speed 20 ft., fly 40 ft. (hover), swim 60 ft. 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage
plus 10 (3d6) necrotic damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one
STR DEX CON INT WIS CHA target. Hit: 24 (3d10 + 8) bludgeoning damage. If the
26 (+8) 15 (+2) 24 (+7) 22 (+6) 24 (+7) 22 (+6) target is Large or smaller, it is grappled (escape DC 22).
Until this grappled ends, the target is restrained, the
myrmyxicus can automatically hit the target with its tail,
Saving Throws Str +14, Con +13, Wis +13, Cha +12 and the myrmyxicus can't make tail attacks against
Skills Arcana +12, Athletics +14, History +12, other targets.
Persuasion +12
Damage Resistances cold, fire, lightning; bludgeoning, Teleport. The myrmyxicus magically teleports, along
piercing, and slashing from nonmagical attacks with any equipment it is wearing or carrying, up to 120
Damage Immunities poison feet to an unoccupied space it can see.
Condition Immunities charmed, exhaustion, frightened, Poison Breath (Recharge 5-6). The myrmyxicus exhales
paralyzed, poisoned, restrained poisonous gas in a 30-foot cone. Each creature in that
Senses truesight 120 ft., passive Perception 17 area must make a DC 20 Constitution saving throw. On
Languages Abyssal, Telepathy 120 ft a failed save, a creature takes 42 (12d6) poison
Challenge 21 (33000 XP) damage and is poisoned for 1 minute. On a successful
save, the creature takes half as much damage and isn't
Amphibious. The myrmyxicus can breathe air and water. poisoned. A creature can repeat the saving throw at the
start of each of its turns, ending the effect on itself on a
Innate Spellcasting. The myrmyxicus's innate success.
spellcasting ability is Charisma (spell save DC 20). It
can innately cast the following spells, requiring no Legendary Actions
material components:
The myrmyxicus can take 3 legendary actions, choosing
At will: charm monster, dispel magic, fear from the options below. Only one legendary action
3/day each: blight, control water, control weather option can be used at a time and only at the end of
another creature's turn. The myrmyxicus regains spent
1/day each: circle of power, teleport (self only) legendary actions at the start of its turn.
Legendary Resistance (3/Day). If the myrmyxicus fails a
saving throw, it can choose to succeed instead. Cast a Spell. The myrmyxicus casts one spell from its
Innate Spellcasting trait.
Magic Resistance. The myrmyxicus has advantage on
saving throws against spells and other magical effects. Teleport. The myrmyxicus uses its Teleport action
Magic Weapons. The myrmyxicus's weapon attacks are Unholy Scythe. The myrmyxicus makes one unholy
magical. scythe attack.
14
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Skulvyn
Large fiend (demon), chaotic evil
15
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ethergaunts
The ethergaunts were once natives of the Material Plane who
abandoned it for in the ethereal plane thousands of years ago.
They brought with them vast stone pyramids and menhirs
that stand amid the fog-wrapped wasteland of the deep
ethereal. Now, after thousands of years, the ethergaunts are
returning to the world that birthed them.
The ethergaunts have developed incredible intelligence and
advanced technology and magic. They view the current
inhabitants of their homeworld as uncultured barbarians at
best, or as irrelevant insects at worst. Recently, the leaders of
the ethergaunt government concluded that the mortal races
of the Material Plane are an infestation to be purged, and
have begun planning for a plane-wide extermination.
Black Ethergaunts
The ethergaunts view the blacks as perfect, nearly divine
beings. The black caste are philosopher-scientists who have
completely purged themselves of their emotions, existing in a
state of pure logic. Their heightened intellect grants them
authority over all other ethergaunts.
Black Ethergaunt Cantrip (at will): chill touch, dancing lights, mage hand,
minor illusion, resistance
Medium aberration, neutral evil
1st level (4 slots): expeditious retreat, mage armor,
Armor Class 14 (17 with mage armor) magic missile, sleep
Hit Points 110 (17d8 + 34) 2nd level (3 slots): detect thoughts, melf's acid arrow,
Speed 30 ft. mirror image, see invisibility
3rd level (3 slots): counterspell, dispel magic, fireball,
STR DEX CON INT WIS CHA haste, protection from energy
12 (+1) 18 (+4) 14 (+2) 22 (+6) 15 (+2) 15 (+2) 4th level (3 slots): charm monster, greater invisibility,
ice storm, otiluke's resilient sphere
Saving Throws Int +12, Wis +8 5th level (2 slots): cone of cold, wall of force
Skills Arcana +12, History +12, Nature +12, Persuasion 6th level (1 slots): disintegrate, mass suggestion
+8
Condition Immunities charmed, frightened 7th level (1 slots): prismatic spray
Senses blindsight 40 ft., darkvision 60 ft., passive 8th level (1 slots): sunburst
Perception 12
Languages Common, Khen-Zai 9th level (1 slots): foresight
Challenge 19 (22000 XP) Stupefying Gaze. As a bonus action, the ethergaunt fixes
its gaze on one creature it can see within 10 feet of it.
Ethereal Jaunt. As a bonus action, the ethergaunt can The target must succeed on a DC 18 Wisdom saving
magically shift from the Material Plane to the Ethereal throw against this magic or become frightened for 1
Plane, or vice versa. minute. The frightened target can repeat the saving
throw at the end of each of its turns, ending the effect
Limited Magic Immunity. the ethergaunt can't be on itself on a success. If a target's saving throw is
affected or detected by spells of 6th level or lower successful or the effect ends for it, the target is
unless it wishes to be. It has advantage on saving immune to the Stupefying Gaze of all black ethergaunts
throws against all other spells and magical effects. for the next 24 hours.
Spellcasting. The black ethergaunt is a 17th-level
spellcaster. The black ethergaunt's spellcasting ability is Actions
Intelligence (spell save DC 20, +12 to hit with spell Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
attacks). The black ethergaunt has the following wizard target. Hit: 7 (1d6 + 4) force damage.
spells prepared:
16
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Red Ethergaunt
Red Ethergaunt The most common caste of ethergaunts, the reds are scouts
and soldiers. Despite being the rank-and-file of the
Medium aberration, neutral evil ethergaunts, each red still believe itself vastly above any of
the current natives of the Material Plane. The reds have not
Armor Class 12 (15 with mage armor) yet fully purged themselves of their emotions.
Hit Points 49 (9d8 + 9)
Speed 30 ft.
Varient: Ethergaunt Weapons
Some red ethergaunts employ special weapons. An
STR DEX CON INT WIS CHA etherblade is a short polearm with a flat curved
14 (+2) 14 (+2) 12 (+1) 18 (+4) 14 (+2) 12 (+1) blade topped with a short barrel. The weapon
doubles as a two-handed melee weapon and an
arcane rifle.
Saving Throws Wis +6, Int +8
A red ethergaunt armed with an etherblade gains
Senses blindsight 40 ft., darkvision 60 ft., passive
the following action options:
Perception 12
Multiattack. The ethergaunt makes two melee
Languages Khen-Zai
attacks or two ranged attacks with its etherblade.
Challenge 9 (5000 XP)
Etherblade. Melee or Ranged Spell Attack: +8 to
hit, reach 10 ft. or range 40/80 ft., one target. Hit:
Ethereal Jaunt. As a bonus action, the ethergaunt can 9 (1d10+4) slashing damage if used to make a
magically shift from the Material Plane to the melee attack, or 13 (2d8+4) force damage if used
Ethereal Plane, or vice versa. to make a ranged attack.
Limited Magic Immunity. The ethergaunt can't be
affected or detected by spells of 2th level or lower
unless it wishes to be. It has advantage on saving
throws against all other spells and magical effects.
Spellcasting. The ethergaunt is a 9th-level
spellcaster. The ethergaunt's spellcasting ability is
Intelligence (spell save DC 16, +8 to hit with spell
attacks). The ethergaunt has the following wizard
spells prepared:
Cantrips: blade ward, chill touch, firebolt, mage
hand
1st level (4 slots): chromatic orb, expeditious
retreat, mage armor, magic missile
2nd level (3 slots): aganazzor's scorcher, detect
thoughts, invisibility
3rd level (3 slots): dispel magic, lightning bolt,
tongues
4th level (3 slots): otiluke's resilient sphere,
phantasmal killer
5th level (1 slots): synaptic static
Stupefying Gaze. As a bonus action, the ethergaunt
can fix its gaze on one creature it can see within 10
feet of it. The target must succeed on a DC 14
Wisdom saving throw against this magic or become
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. If a
target's saving throw is successful or the effect ends
for it, the target is immune to the Stupefying Gaze
of all red ethergaunts for the next 24 hours.
Actions
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) force damage.
17
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
White Ethergaunt
Medium aberration, neutral evil
18
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ether Scarab
Ether scarabs are panicky natives to the Ethereal Plane.
Their mandibles are sharp enough to cut holes through the
planar fabric through which they can escape through when
threatened. These holes are too small and close too quickly
for other creatures to use for travel. When a ether scarab
dies, however, it creates a longer lasting portal large enough
for Medium creatures to pass through. They can therefore be
a useful means of emergency egress from the Ethereal Plane.
Ether Scarab
Tiny monstrosity, unaligned
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) slashing damage.
Etherealness. The ether scarab uses its sharp
mandibles to tear through the planar fabric and
magically shift from the material plane to the
ethereal plane, or vice versa.
19
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ethereal Slayer
Medium aberration, chaotic evil
Varient: Spellcasting
Some ethereal stalkers hunt more than just the Converted from the D&D 3.5 Monster Manual II.
Material and Ethereal Planes. These ethereal
stalkers have a Charisma score of 14 and gain the
following additional trait.
Innate Spellcasting. The ethereal stalker's
spellcasting ability is Charisma (spell Save DC 14).
It can innately cast the following spell, requiring no
material components.
2/day: plane shift (self only)
20
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Fihyr
Medium aberration, chaotic evil
21
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Geriviar
Huge giant, neutral evil
22
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Hullathoin
Huge undead, neutral evil
23
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Jahi
A jahi is a spirit born from unfulfilled desires. Each jahi
selects a humanoid as its "chosen one," a vessel it possesses
and uses to vicariously fulfill its ambitions. It also uses its
enslave ability to grow a cadre of fanatical followers to
protect the chosen one and the jahi itself.
A jahi is faintly visible around the possessed chosen's neck
as an ethereal collar or necklace.
Jahi Enslave (3/day). The jahi targets one creature it can see
within 30 feet of it. The target must succeed on a DC
Tiny undead, lawful evil
16 Wisdom saving throw or be magically charmed by
the jahi until the jahi dies or until it is on a different
Armor Class 16 (natural armor) plane of existence from the target. The charmed target
Hit Points 121 (27d4 + 54) is under the jahi’s control and can’t take reactions.
Speed 5 ft., fly 60 ft. (hover)
Whenever the charmed target takes damage, the target
can repeat the saving throw. On a success, the effect
STR DEX CON INT WIS CHA ends. No more than once every 24 hours, the target
can also repeat the saving throw when it isat least 1
5 (–3) 13 (+1) 14 (+2) 15 (+2) 15 (+2) 22 (+6) mile away from the jahi.
Possession (Recharge 6). One humanoid that is within 5
Saving Throws Dex +5, Wis +6, Cha +10 feet of the jahi and is charmed by it must succeed on a
Damage Resistances acid, fire, lightning, thunder DC 16 Charisma saving throw or be possessed by the
Damage Immunities cold, necrotic, poison; jahi; the jahi then disappears, the target is incapacitated
bludgeoning, piercing, and slashing from nonmagical and loses control of its body. The jahi now controls the
attacks body but doesn’t deprive the target of awareness. The
Condition Immunities charmed, exhaustion, frightened, jahi can’t be targeted by any attack, spell, or other
grappled, paralyzed, petrified, poisoned, prone, effect, except ones that turn undead, and it retains its
restrained alignment, Intelligence, Wisdom, and Charisma, and
Senses darkvision 60 ft., passive Perception 12 immunity to being charmed and frightened. It
Languages All the languages it knew in life otherwise uses the possessed target’s statistics, but
Challenge 11 (7200 XP) doesn’t gain access to the target’s knowledge, class
features, or proficiencies.
Flyby. The jahi doesn't provoke opportunity attacks
when it flies out of an enemy's reach. The possession lasts until the body drops to 0 hit
points, the jahi ends it as a bonus action, or the jahi is
Incorporeal Movement. The jahi can move through other turned or forced out by an effect like the dispel evil and
creatures and objects as if they were difficult terrain. It good spell. When the possession ends, the jahi appears
takes 5 (1d10) force damage if it ends its turn inside an in an unoccupied space within 5 feet of the body. The
object. target is immune to the jahi’s Possession for 24 hours
after succeeding on the saving throw or after the
Magic Resistance. The jahi has advantage on saving possession ends.
throws against spells and other magical effects.
Actions
Charisma Drain. Melee Spell Attack: +10 to hit, reach 5
ft., one target. Hit: 13 (2d6 + 6) necrotic damage, and
the target’s Charisma score is reduced by 1d4. The
target dies if this reduces its Charisma to 0. Otherwise,
the reduction lasts until the target finishes a short or
long rest.
24
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Marrash
Medium fiend, lawful evil
25
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Mindshredders
Mindshredders are a strange group of predatory aberrations Mindshredder Larva
that sap mental energy from their victims. Each Small aberration, lawful evil
mindshredder can magically detect brain activity from a
distance and through physical barriers. A mindshredder Armor Class 12
grows as it absorbs mental energies. After absorbing enough Hit Points 22 (4d6 + 8)
mental energy, a mindshredder will build itself a chrysalis Speed 30 ft.
and metamorphose into the next stage of its life cycle.
Mindshredder Larva STR DEX CON INT WIS CHA
The first stage of the mindshredder life cycle. The larva are 11 (+0) 14 (+2) 15 (+2) 6 (–2) 12 (+1) 6 (–2)
the youngest and weakest type of mindshredder.
Saving Throws Wis +3
Mindshredder Warrior Damage Resistances psychic
Senses darkvision 60 ft., passive Perception 11
The second stage of the mindshredder life cycle. The warrior Languages understands common and undercommon
is a mindshredder's largest and physically strongest form. but can't speak
They are capable of leaping incredible distances on their Challenge 1/2 (100 XP)
sturdy legs.
Detect Sentience. The mindshredder can sense the
Mindshredder Zenthal presence and location of any creature within 100
feet of it that has an Intelligence of 3 or higher,
The third and final stage of the mindshredder's life cycle. A regardless of interposing barriers, unless the
zenthal is much more intelligent than its previous stages, and creature is protected by a mind blank spell.
it is able to generate magical fields to protect itself and
disorient its enemies. The zenthals use their abilities to Actions
protect the colony and hide it from discovery.
Zenthals do not metamorphose after draining mental Tentacle. Melee Weapon Attack: +4 to hit, reach 5
energy from its prey. Instead, it can asexually produce a ft., one target. Hit: 5 (1d6 + 2) bludgeoning and the
target must make a DC 12 Wisdom saving throw,
clutch of new mindshredder larva. When a mindshredder taking 10 (3d6) psychic damage on a failed save, or
colony grows too large, a few zenthals will split away and half as much on a successful one. On a failed save,
form new satellite colonies, populating it with fresh larva. the target has disadvantage on the next attack roll it
makes before the end of its next turn.
26
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Mindshredder Warrior Mindshredder Zenthal
Large aberration, lawful evil Medium aberration, lawful evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 17 (+3) 6 (–2) 14 (+2) 6 (–2) 8 (–1) 16 (+3) 16 (+3) 12 (+1) 17 (+3) 16 (+3)
Saving Throws Wis +5 Saving Throws Con +7, Int +5, Wis +7
Damage Resistances psychic Damage Resistances psychic
Senses darkvision 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 13
Languages Understands common and Languages Common, Undercommon
undercommon but can't speak Challenge 9 (5000 XP)
Challenge 5 (1800 XP)
Detect Sentience. The mindshredder can sense the
Detect Sentience. The mindshredder can sense the presence and location of any creature within 300
presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher,
feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
regardless of interposing barriers, unless the creature is protected by a mind blank spell.
creature is protected by a mind blank spell.
Innate Spellcasting. The mindshredder zenthal's
Standing Leap. the mindshredder warrior's long jump innate spellcasting ability is Wisdom (spell save DC
is up to 30 feet and its high jump is up to 15 feet, 15). It can innately cast the following spells,
with or without a running start. requiring no material components:
Actions At will: shield
Multiattack. The mindshredder makes two attacks 3/day: confusion, hypnotic pattern
with its claws.
Actions
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., Multiattack. The mindshredder uses syphon mind. It
one target. Hit: 8 (1d8 + 4) slashing damage plus 7 then makes two tentacle attacks.
(2d6) psychic damage.
Tentacle. Melee Weapon Attack: +7 to hit, reach 5
Syphon Mind. The mindshredder targets one
ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage
creature it can see within 15 feet of it. The target
plus 10 (3d6) psychic damage.
must succeed on a DC 14 Wisdom saving throw,
taking 20 (4d8+2) psychic damage on a failure, or Syphon Mind. The mindshredder targets one
half as much on a success. The mindshredder creature it can see within 15 feet of it. The target
regains a number of hitpoints equal to the damage must succeed on a DC 15 Wisdom saving throw,
taken. taking 21 (4d8+3) psychic damage on a failure, or
half as much on a success. The mindshredder
regains a number of hitpoints equal to the damage
taken.
27
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Moon Rat
Tiny monstrosity, lawful evil
Armor Class 12
Hit Points 6 (4d4 – 4)
Speed 20 ft., climb 20 ft.
Moon Rats
Moon rats are indistinguishable from ordinary rodents until
the light of the moon grants them enhanced strength and
intelligence. The moon rats' power waxes and wanes with the
moon itself. During a new moon, the moon rats are no more
advanced than their nonmagical cousins. By the height of a
full moon, the moon rats are as clever as any humanoid and
incredibly strong for their size.
Moon rat leaders form complex plans that take many
moons to fulfill. These schemes are often so subtle that a
town may find itself under the control of new tiny overlords
seemingly overnight.
Lunar Phase Str and Int Scores
New Moon 2 (-4)
Crescent 3 (-4)
Quarter 4 (-3)
Half 6 (-2)
Gibbous 9 (-1)
Full 12 (+1)
28
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Nightmare Beast
The nightmare beast is a hulking, mean-tempered brute that
spreads terror wherever it goes.
A Nightmare Beast’s Lair
A nightmare beast prefers to lair in a remote cave. They can
be located in any terrain, from a desolate mountaintop to
rolling plains. The nightmare beast hibernates in its lair for
up to a year at a time before emerging to search for food. A
nightmare beast often inadvertently eats treasure along with
their owners, so items of value can be found amid the waste
of the cave.
Lair Actions
On initiative count 20 (losing initiative ties), the nightmare
beast takes a lair action to cause one of the following effects;
the nightmare beast can’t take the same effect two rounds in
a row.
A cloud of noxious gas fills a 20-foot radius sphere
centered on a point the nightmare beast can see within
120 feet of it. The cloud spreads around corners, and its
area is heavily obscured. Each creature in the cloud when
it appears must make a DC 10 Constitution saving throw,
taking 10 (3d6) poison damage on a failed save, or half as
much on a success. A creature that ends its turn in the fog
takes 10 (3d6) poison damage. A wind of at least 20 miles
per hour disperses the fog. The cloud otherwise lasts until
the nightmare beast uses this lair action again or until the
nightmare beast dies.
A tremor shakes the lair in a 60-foot radius around the
nightmare beast. Each creature in that area must succeed
on a DC 15 Dexterity saving throw or be knocked prone.
Heavy rocks fall from the ceiling, striking up to three
creatures underneath that the nightmare beast can see
within 120 feet of it. The nightmare beast makes one
ranged attack roll (+7 to hit) against each target. On a hit,
the target takes 10 (3d6) bludgeoning damage.
Regional Effects
The region containing a nightmare beast’s lair is warped by
the nightmare beast’s magic, which creates the following
effect:
When a creature hostile to the nightmare beast takes a
long rest within 1 mile of the nightmare beast’s lair, it
must make a DC 10 Wisdom saving throw. On a failure,
the creature is plagued by nightmares and does not gain
the benefits of the long rest.
29
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Nightmare Beast Claw. Melee Weapon Attack: +12 to hit, reach 10 ft.,
one target. Hit: 20 (3d8 + 7) slashing damage.
Huge monstrosity, chaotic evil
Tusks. Melee Weapon Attack: +12 to hit, reach 5 ft.,
Armor Class 18 (natural armor) one target. Hit: 23 (3d10 + 7) piercing damage.
Hit Points 243 (18d12 + 126) Trample. The nightmare beast moves up to its speed in
Speed 50 ft. a straight line. During this move, it can enter Large or
smaller creatures' spaces. A creature whose space the
nightmare beast enters must make a DC 18 Dexterity
STR DEX CON INT WIS CHA saving throw. On a successful save, the creature is
25 (+7) 13 (+1) 24 (+7) 8 (–1) 18 (+4) 11 (+0) pushed to the nearest unoccupied space out of the
nightmare beast's path. On a failed saving throw a
creature is knocked prone and take 23 (3d10+7)
Saving Throws Dex +6, Con +12, Wis +9, Cha +5 bludgeoning damage. If the nightmare beast remains in
Senses darkvision 60 ft., passive Perception 14 the prone creature's space, the creature is also
Languages Abyssal restrained until it's no longer in the same space as the
Challenge 18 (20000 XP) nightmare beast. While restrained in this way, the
creature, or another creature within 5 feet of it, can use
Charge. If the nightmare beast moves at least 20 feet its action to make a DC 18 Strength check. On a
straight toward a target and then hits it with its tusks success, the creature is shunted to an unoccupied
on the same turn, the target takes an extra 38 (7d10) space of its choice within 5 feet of the nightmare beast
piercing damage. If the target is a creature, it must and is no longer restrained.
succeed on a DC 18 Strength saving throw or be
knocked prone. Legendary Actions
Magic Resistance. The nightmare beast has advantage The nightmare beast can take 3 legendary actions,
on saving throws against spells and other magical choosing from the options below. Only one legendary
effects. action option can be used at a time and only at the end
of another creature's turn. The nightmare beast regains
Innate Spellcasting. The nightmare beast's innate spent legendary actions at the start of its turn.
spellcasting ability is Wisdom (spell save DC 17, +9 to
hit with spell attacks). It can innately cast the following Claw Attack. The nightmare beast makes a claw.
spells, requiring no material components: Terrorizing Gaze (Costs 2 Actions). The nightmare beast
At will: dispel magic fixes it gaze on one creature it can see within 10 feet
of it. The target must succeed on a DC 17 Wisdom
1/day each: chain lightning, dimension door, wall of fire saving throw or become frightened for 1 minute, The
Legendary Resistance (3/Day): If the nightmare beast frightened target can repeat the saving throw at the
fails a saving throw, it can choose to succeed instead. end of each of its turns, ending the effect on itself on
a success. If a target’s saving throw is successful or
Actions the effect ends for it, the target is immune to the
Multiattack. The nightmare beast makes three attacks: nightmare beast’s gaze for the next 24 hours.
two with its claws and one with its tusks. Trample (Costs 3 Actions). The nightmare beast uses its
trample action.
30
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Wortling
Small plant, neutral
Armor Class 13
Hit Points 40 (9d6 + 9)
Speed 30 ft., climb 15 ft.
Skills Stealth +5
Damage Resistances piercing, poison
Condition Immunities blinded, deafened, poisoned
Senses blindsight 30 ft. (blind beyond this radius),
passive Perception 11
Languages —
Challenge 2 (450 XP)
Actions
Multiattack. The wortling makes two claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 8 (2d4 + 3) slashing damage and
the target must make a DC 13 Constitution saving
throw or be poisoned for 1 hour. If the saving throw
fails by 5 or more, the target is also unconscious
while poisoned in this way. The target wakes up if it
takes damage or if another creature takes an action
to shake it awake.
Orcwort
The orcwort is an ambulatory bloodthirsty plant that hides
among the woodlands at the fringes of a civilized region. Converted from the D&D 3.5 Monster Manual II.
When an orcwort finds a suitable hunting ground, it can root
itself and sprout large leathery fruits that grow into mobile
wortlings. An orcwort and its wortling servants are incredibly
dangerous and can easily consume an entire village.
Wortling
Wortlings are the fruits of an orcwort and utterly subservient
to it. Each wortling resembles a misshapen purple orc.
Wortlings overwhelm and subdue their prey, carrying it back
to the orcwort to be devoured.
Orcwort
An orcwort resembles a massive vine-covered tree with a
handful of leathery, child-sized purple fruits growing from its
bows. It can blend well into a forest and often won't be
discovered until too late. A single orcwort can grow and
control up to 20 wortlings.
31
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Orcwort Actions
Gargantuan plant, neutral Multiattack. The orcwort makes four attacks: three with
its tentacles and one with its bite or swallow.
Armor Class 11 (natural armor)
Hit Points 314 (17d20 + 136) Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Speed 10 ft. target. Hit: 29 (4d10 + 7) piercing damage. If the target
is a creature, it must make a DC 19 Constitution saving
throw or be paralyzed for 1 minute. The target can
STR DEX CON INT WIS CHA repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
24 (+7) 7 (–2) 26 (+8) 10 (+0) 16 (+3) 9 (–1)
Swallow. Melee Weapon Attack: +12 to hit, reach 5 ft.,
one incapacitated creature. Hit: 29 (4d10 + 7) piercing
Saving Throws Con +13, Wis +8, Cha +4 damage. If the target is Large or smaller, it must
Damage Resistances bludgeoning, piercing, and slashing succeed on a DC 19 Dexterity saving throw or be
from nonmagical weapons swallowed by the orcwort. A swallowed creature is
Damage Immunities poison blinded and restrained and has total cover against
Condition Immunities blinded, deafened, exhaustion, attacks and other effects outside the orcwort, and it
poisoned takes 21 (6d6) acid damage at the start of each of the
Senses blindsight 60 ft. (blind beyond this radius), orcwort's turns. If the orcwort takes 30 damage or
passive Perception 13 more on a single turn from a creature inside it, the
Languages — worm must succeed on a DC 21 Constitution saving
Challenge 16 (15000 XP) throw at the end of that turn or regurgitate all
swallowed creatures, which fall prone in a space within
Plantmind. The orcwort can initiative and maintain 10 feet of the worm. If the worm dies, a swallowed
telepathic communication with up to twenty wortlings creature is no longer restrained by it and can escape
within 15 miles. from the corpse by using 20 feet of movement, exiting
prone.
Grasping Roots. The ground in a 20-foot radius aura
around the orcwort is difficult terrain. When a creature Tentacle. Melee Weapon Attack: +12 to hit, reach 25 ft.,
starts its turn in this area or enters it for the first time, one target. Hit: 21 (4d6 + 7) bludgeoning damage, and
the creature must make a DC 19 Strength saving throw the target is grappled (escape DC 19) and is moved up
or have its speed reduced to 0 until the start of its next to 20 feet toward the orcwort. Until the grapple ends,
turn. the target is restrained.
32
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Phoelarch Phoera
Medium humanoid (phoelarch), chaotic good Medium monstrosity, neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 15 (+2) 10 (+0) 12 (+1) 16 (+3) 12 (+1) 17 (+3) 13 (+1) 2 (–4) 12 (+1) 16 (+3)
33
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Rogue Eidolon
Large construct, chaotic neutral
34
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Rukarazyll
Rukarazyll are tricksters and deceivers. They use their
remarkable charisma and shapechanging powers to create
cults of personality among the gullable, or to pose as a healer
while secretly spreading diseases, or to act as a merchant to
sell cursed items.
A rukarazyll is not physically strong, but it is extremely fast
and agile. If its trickery is discovered, the rukarazyll usually
has no trouble escaping. If it is cornered, its adversary will
discover the rukarazyll has a remarkable arsenal of divine
magic. Its body is also coated in a parasitic fungus that will
infest any creature that touches its host.
35
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Stonesinger
Large aberration, neutral evil
36
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Tauric Hobgoblin-
Griffon
Large monstrosity, lawful evil
37
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Teratomorph
The teratomorph is an aquatic terror, an embodiment of pure
magical chaos. Its body is in constant flux, and its every
moment strains the fabric of the plane. Reality warps with its
passing, and creatures it touch have their anatomy twisted in
strange and unpleasant ways.
Teratomorphs usually lurk in the depths of the ocean or in
deep underground lakes. Occasionally they wash ashore in a
search for prey. The teratomorph somehow gains nutrients
from the act of spreading chaos and warping the anatomy of
other creatures with its entropic touch.
38
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.