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Introduction

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
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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.

Converted from the D&D 3.5 Monster Manual II.

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
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Battlebriar
Huge plant, neutral

Armor Class 18 (natural armor)


Hit Points 195 (17d12 + 85)
Speed 30 ft.

STR DEX CON INT WIS CHA


23 (+6) 6 (–2) 21 (+5) 5 (–3) 10 (+0) 7 (–2)

Saving Throws Str +11, Con +10, Wis +5


Damage Resistances fire, lightning
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Understands sylvan but can't speak
Battlebriar Challenge 13 (10000 XP)

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.

Converted from the D&D 3.5 Monster Manual III.

3
Bladeling
Medium humanoid, lawful evil

Armor Class 15 (scale mail)


Hit Points 16 (3d8 + 3)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 13 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Damage Resistances cold, fire; bludgeoning,


piercing, and slashing from nonmagical weapons
that aren't silvered
Damage Immunities acid
Senses darkvision 60 ft., passive Perception 10
Languages Common, Infernal
Challenge 1 (200 XP)

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
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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.

Converted from the D&D 3.5 Monster Manual II.

5
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Braxat
Large monstrosity, neutral evil

Armor Class 16 (natural armor)


Hit Points 115 (11d10 + 55)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 12 (+1) 20 (+5) 16 (+3) 12 (+1) 11 (+0)

Saving Throws Int +6, Wis +4, Cha +3


Skills Athletics +8, Intimidation +3, Perception +4
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 15
Languages Giant, Telepathy 120 ft.
Challenge 8 (3900 XP)

Innate Spellcasting (Psionics). The braxat's innate


spellcasting ability is Intelligence (spell save DC 14).
It can innately cast the following spells, requiring no
components:
At will: blink, nondetection
1/day each: confusion, dimension door
Actions
Multiattack. The braxat makes three attacks: two
with its greatclub and one with its gore.
Greatclub. Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 14 (2d8 + 5) bludgeoning
Braxat damage.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Braxat are cruel and arrogant nocturnal hunters. Braxat fear one target. Hit: 9 (1d8 + 5) piercing damage.
no one and enjoy using their telepathy to threaten their
targets from afar. Mind Blast (Recharges after a Short or Long Rest). The
The braxat combine physical strength with potent psionics. braxat magically emits psychic energy in a 30-foot
They relish the hunt, usually striking in large warbands and cone. Each creature in that area must succeed on a
relishing the carnage. DC 14 Intelligence saving throw or take 21 (4d8+3)
psychic damage and be stunned for 1 minute. A
creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a
success.
Varient: Breath Weapon
Some braxat possess a natural breath weapon.
These braxat are CR 9 and gain the following
additional action: Converted from the D&D 3.5 Monster Manual II.
Breath Weapon (Recharge 5-6). The braxat
exhales an icy blast in a 15-foot cone. Each
creature in that area must make a DC 14
Constitution saving throw, taking 27 (6d8) cold
damage on a failure or half as much on a success.

6
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Breathdrinker
Medium elemental, chaotic evil

Armor Class 13
Hit Points 82 (11d8 + 33)
Speed 0 ft., fly 80 ft. (hover)

STR DEX CON INT WIS CHA


11 (+0) 17 (+3) 16 (+3) 14 (+2) 13 (+1) 14 (+2)

Skills Insight +4, Perception +4


Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses darkvision 60 ft., passive Perception 14
Breathdrinker Languages Auran, Common
Challenge 7 (2900 XP)
The breathdrinker is a dangerous air elemental that feeds on
the air from the lungs of living creatures. A breathdrinker will Horrific Appearance. Any humanoid that starts its
patiently stalk its prey for long periods of time, learning about turn within 30 feet of the breathdrinker and can see
its capabilities and waiting for an opportune moment to the breathdrinker must make a DC 15 Wisdom
strike. saving throw. On a failed save, the creature is
When a breathdrinker reveals itself, its appearance frightened for 1 minute. A creature can repeat the
resembles a horrifying twisted reflection of its intended saving throw at the end of each of its turns, with
quarry. Its eyes always appear as two glowing red orbs. disadvantage if the breathdrinker is within line of
sight, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect
ends for it, the creature is immune to the
breathdrinker's Horrific Appearance for the next 24
Converted from the D&D 3.5 Monster Manual II hours.
Unless the target is surprised or the revelation of
the breathdrinker's true form is sudden, the target
can avert its eyes and avoid making the initial saving
throw. Until the start of its next turn, a creature that
averts its eyes has disadvantage on attack rolls
against the breathdrinker.
Actions
Multiattack. The breathdrinker uses its steal breath
action. It then makes two attacks with its wind
scythe.
Wind Scythe. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Invisibility. The breathdrinker magically turns
invisible until it attacks or until its concentration
ends (as if concentrating on a spell). Any equipment
the breathdrinker wears or carries is invisible with it.
Steal Breath. The breathdrinker sucks the air from
the lungs of one creature it can see within 5 feet of
the breathdrinker. The target must make a DC 15
Constitution saving throw. On a failure, the target
takes 18 (4d8) necrotic damage and its hitpoint
maximum is reduced by an amount equal to the
damage taken.

7
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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.

Tactics Tip! The adamantine horror's antimagic field


spell does not negate or block monster abilities Converted from the D&D 3.5 Monster Manual II.
that aren't explicitly tagged as magical. For
example, a dragon's breath is not mechanically
magical, and isn't hedged out by an antimagic field.
Likewise, the Lightning Blast action of gold and
platinum horrors are not magical.

8
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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.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 18 (+4) 13 (+1) 18 (+4) 15 (+2)
14 (+2) 15 (+2) 17 (+3) 9 (–1) 16 (+3) 11 (+0)
Damage Vulnerabilities thunder
Damage Vulnerabilities thunder Damage Immunities lightning, poison
Damage Immunities lightning, poison Condition Immunities charmed, exhaustion,
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 14
Senses darkvision 60 ft., passive Perception 13 Languages Clockwork Horror, Telepathy 1 mile
Languages Clockwork Horror, Telepathy 1 mile Challenge 5 (1800 XP)
Challenge 2 (450 XP)
Actions
Actions
Multiattack. The platinum horror makes two razor
Multiattack. The gold horror makes two razor saw saw attacks.
attacks.
Razor Saw. Melee Weapon Attack: +6 to hit, reach 5
Razor Saw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage. In
ft., one target. Hit: 7 (1d10 + 2) slashing damage. addition, nonmagical armor worn by the target is
Lightning Blast (Recharge 5-6). The clockwork horror sundered and takes a permanent and cumulative -1
fires lightning in a 60-foot line that is 5 feet wide. penalty to the AC it offers. The armor is destroyed if
Each creature in that line must make a DC 12 the penalty reduces its AC to 10.
Dexterity saving throw, taking 21 (6d6) lightning Lightning Blast (Recharge 5-6). The horror fires
damage on a failure or half as much on a success. lightning in a 90-foot line that is 5 feet wide. Each
creature in that line must make a DC 13 Dexterity
saving throw, taking 27 (6d8) lightning damage on a
failure or half as much on a success.

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
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Conflagration Ooze
Large ooze, chaotic evil

Armor Class 13 (natural armor)


Hit Points 161 (17d10 + 68)
Speed 30 ft., climb 10 ft.

STR DEX CON INT WIS CHA


19 (+4) 10 (+0) 18 (+4) 9 (–1) 13 (+1) 14 (+2)

Damage Immunities fire


Condition Immunities blinded, charmed, deafened,
exhaustion, prone
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 12
Languages Ignan
Challenge 7 (2900 XP)

Amorphous. The conflagration ooze can move


through a space as narrow as 1 inch wide without
squeezing.
Death Burst. When the conflagration ooze dies, it
explodes in a burst of fire and magma. Each creature
within 10 feet of it must make a DC 14 Dexterity
saving throw, taking 14 (4d6) fire damage on a
failed save, or half as much damage on a successful
one. Flammable objects that aren't being worn or
carried in that area are ignited.
Innate Spellcasting. The conflagration ooze's innate
spellcasting ability is Charisma (spell save DC 13). It
can innately cast the following spells, requiring no
material components:
1/day each: confusion, hold monster, sleep
Actions
Conflagration Ooze
Multiattack. The conflagration ooze makes two slam
While most oozes are essentially mindless, conflagration
attacks.
oozes have demonstrated themselves to be quite intelligent.
They can speak and are able to use strategy and formulate
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., tactics when hunting. Bizarrely, some conflagration oozes
one target. Hit: 13 (2d8 + 4) bludgeoning damage have been known to hoard magical items and conduct arcane
plus 7 (2d6) fire damage, and the target must research. The goals of this research are unknown.
succeed on a DC 14 Constitution saving throw or Conflagration oozes still need to hunt frequently and have
be poisoned for 1 minute. While poisoned in this no compunctions against attacking and consuming
way, the target's blood turns to liquid fire and it adventurers. The touch of a conflagration ooze spreads a
takes 7 (2d6) fire damage at the start of each of its magical toxin that transmutes blood into a liquid fire, cooking
turns. A creature can repeat the saving throw at the
start of each of its turns, ending the effect on itself
its victims from the inside out.
on a success.

Converted from the D&D 3.5 Monster Manual III.

10
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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.

17 (+3) 18 (+4) 12 (+1) 15 (+2) 16 (+3) 17 (+3) Actions


Multiattack. The darkweaver makes three attacks: one
Saving Throws Con +5, Wis +7 with its bite and two with its tentacles.
Skills Perception +7, Stealth +8
Damage Resistances bludgeoning, piercing, and slashing Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
from nonmagical weapons target. Hit: 26 (4d10 + 4) piercing damage, and the
Senses darkvision 120 ft. (penetrates magical target must make a DC 15 Constitution saving throw.
darkness), passive Perception 17 On a failed save, the target deals only half damage with
Languages Abyssal, Common, Infernal weapon attacks that use Strength for 1 minute. The
Challenge 11 (7200 XP) target can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.
All-Around Vision. The darkweaver has advantage on Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft.,
Wisdom (perception) checks that rely on sight. one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Regeneration. The darkweaver regains 10 hit points at Legendary Actions
the start of its turn if it has at least 1 hit point and isn't
in sunlight. If the darkweaver takes radiant damage, this The darkweaver can take 3 legendary actions, choosing
trait doesn't function at the start of the darkweaver's from the options below. Only one legendary action
next turn. The darkweaver dies only if it starts it turn option can be used at a time and only at the end of
with 0 hitpoints and doesn't regenerate. another creature's turn. The darkweaver regains spent
legendary actions at the start of its turn.
Shadow Aura. A 30-foot radius sphere of magical
darkness surrounds the darkweaver and moves with it. Shadow Jump. The darkweaver uses its shadow jump
The darkness spreads around corners. A creature with ability.
darkvision can't see through this darkness, and
nonmagical light can't illuminate it. If any of this spell's Suggestion. The darkweaver casts the suggestion spell
area overlaps with an area of light created by a spell of (spell Save DC 15) without requiring any material
2nd level or lower, the spell that created the light is components.
dispelled. Tentacle. The darkweaver makes a tentacle attack.

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.

Converted from the D&D 3.5 Fiend Folio.

11
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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)

Myrmyxicus Saving Throws Dex +10, Con +9


The myrmyxicus rule entire abyssal oceans from atop floating Skills Stealth +10, Survival +5
Damage Resistances cold, fire, lightning;
citadels. They are among the most powerful of all demons bludgeoning, piercing, and slashing from
and rarely deign to serve any other being other than nonmagical attacks
themselves. Damage Immunities poison
Condition Immunities poisoned
Skulvyn Senses blindsight 20 ft., darkvision 60 ft., passive
Schools of bestial skylvyn infest the oceans of the Abyss. The Perception 11
Languages understands Abyssal but can't speak,
skulvyn emit a strange supernatural aura that slows non- Telepathy 120 ft.
demons, letting the skulvyn employ hit-and-run tactics. Challenge 11 (7200 XP)

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.

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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)

Varient: Demon Summoning


Some demons can have an action option that
allows them to summon other demons.
Summon Demon (1/Day). The demon chooses
what to summon and attempts a magical
summoning.
A jarilith has a 30 percent chance of
summoning one jarilith.
A kelvezu has a 25 percent chance of
summoning one kelvezu.
A myrmyxicus has a 50 percent chance of
summoning 2d6 skulvyns.
A summoned demon appears in an unoccupied
space within 60 feet of its summoner, acts as an
ally of its summoner, and can't summon other
demons. It remains for 1 minute, until it or its
summoner dies, or until its summoner dismisses it
as an action.

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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.

Unholy Ichor. When the myrmyxicus takes damage of


any type but psychic, each creature within 5 feet of the
myrmyxicus takes 10 (3d6) poison damage.

14
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Skulvyn
Large fiend (demon), chaotic evil

Armor Class 16 (natural armor)


Hit Points 60 (8d10 + 16)
Speed 10 ft., swim 50 ft.

STR DEX CON INT WIS CHA


17 (+3) 16 (+3) 15 (+2) 5 (–3) 8 (–1) 11 (+0)

Damage Resistances cold, fire, lightning


Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 9
Languages Abyssal, Telepathy 60 ft.
Challenge 4 (1100 XP)

Amphibious. The skulvyn can breathe air and water.


Slowing Presence. When any creature that isn't a
demon starts its turn within 30 feet of one or more
skulvyn, that creature must succeed on a DC 13
Wisdom saving throw or have its movement speed
halved until the start of its next turn.
Actions
Multiattack. The skulvyn makes two attacks: one with
its bite and one with its tail lash.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage.
Tail Lash. Melee Weapon Attack: +5 to hit, reach 10
ft., one target. Hit: 10 (2d6 + 3) slashing damage. If
the target is a creature other than an undead or
construct, it must succeed on a DC 13 Constitution
saving throw or lose 5 (1d10) hitpoints at the start
of each of its turns due to a bleeding wound. Each
time the skulvyn hits the wounded target with this
attack, the damage dealt by the wound increases by
5 (1d10). Any creature can take an action to stanch
the wound with a successful DC 12 Wisdom
(Medicine) check. The wound also closes if the Big blue demon in top: Myrmyxicus. Purple demon
target recieves magical healing. in center: Wastrilith, published in Mordenkainen's
Tome of Foes. Yellow demon in bottom: Skulvyn

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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.

Converted from the D&D 3.5 Fiend Folio.

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
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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
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White Ethergaunt
Medium aberration, neutral evil

Armor Class 13 (16 with mage armor)


Hit Points 84 (13d8 + 26)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 17 (+3) 14 (+2) 21 (+5) 15 (+2) 15 (+2)

Saving Throws Int +10, Wis +7


Skills History +10, Insight +7, Persuasion +7
Senses blindsight 40 ft., darkvision 60 ft., passive
Perception 12
Languages Common, Khen-Zai
Challenge 14 (11500 XP)

Ethereal Jaunt. As a bonus action, the ethergaunt can


magically shift from the Material Plane to the
Ethereal Plane, or vice versa.
Limited Magic Immunity. The ethergaunt can't be
affected or detected by spells of 4th level or lower
unless it wishes to be. It has advantage on saving
throws against all other spells and magical effects.
Spellcasting. The white ethergaunt is a 13th-level
spellcaster. The white ethergaunt's spellcasting
ability is Intelligence (spell save DC 18, +10 to hit
with spell attacks). The white ethergaunt has the White Ethergaunt
following wizard spells prepared: The white caste of ethergaunts are scholars, philosophers,
Cantrip (at will): chill touch, fire bolt, dancing lights, bureaucrats, and diplomats. They have mostly succeeded in
mage hand, shocking grasp purging their emotions in favor of cold logic. The lingering
1st level (4 slots): expeditious retreat, mage armor,
emotion occasionally gives rise to ambitious whites who
magic missile, tasha's hideous laughter secretly work to undermine and eventually supplant the black
caste.
2nd level (3 slots): alter self, hold person, scorching
ray
3rd level (3 slots): counterspell, fireball, fly Varient: Ethergaunt Weapons
4th level (3 slots): evard's black tentacles, fire Some red and white ethergaunts employ special
shield, polymorph weapons. An etherblade is a short polearm topped
with a short barrel. The weapon doubles as a two-
5th level (2 slots): bigby's hand, steel wind strike handed melee weapon and an arcane rifle. A
6th level (1 slots): sunbeam doubtbomb is small ceramic sphere containing a
chemical compound that overstimulates the
7th level (1 slots): power word stun "doubt centers" of the brain.
Stupefying Gaze. As a bonus action, the ethergaunt A white ethergaunt armed with an etherblade
fixes its gaze on one creature it can see within 10 and doubtbomb gains the following action options:
feet of it. The target must succeed on a DC 18 Etherblade. Melee or Ranged Spell Attack: +10 to
Wisdom saving throw against this magic or become hit, reach 10 ft. or range 40/80 ft., one target. Hit:
frightened for 1 minute. The frightened target can 10 (1d10+5) slashing damage if used to make a
repeat the saving throw at the end of each of its melee attack, or 14 (2d8+5) force damage if used
turns, ending the effect on itself on a success. If a to make a ranged attack.
target's saving throw is successful or the effect ends Doubtbomb (3/Day). The ethergaunt hurls a
for it, the target is immune to the Stupefying Gaze doubtbomb at a point it can see within 30 feet of
of all white ethergaunts for the next 24 hours. it. Each creature within 10 feet of that point must
make a DC 15 Wisdom saving throw or be
Actions poisoned for 1 minute. While poisoned in this way,
a creature is paralyzed. A creature can repeat the
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., saving throw at the end of each of its turns, ending
one target. Hit: 6 (1d6 + 3) force damage. the effect on itself on a success.

18
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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.

Converted from the D&D 3.5 Monster Manual II.

Ether Scarab
Tiny monstrosity, unaligned

Armor Class 13 (natural armor)


Hit Points 15 (6d4 + 0)
Speed 30 ft.

STR DEX CON INT WIS CHA


2 (–4) 15 (+2) 10 (+0) 1 (–5) 9 (–1) 4 (–3)

Senses blindsight 30 ft., passive Perception 9


Languages —
Challenge 1/4 (50 XP)

Death Burst. When the ether scarab dies, it explodes


harmlessly, creating a planar rip in the space it last
occupied. The planar rip functions like the gate spell
and opens onto a random location in the ethereal
plane. The planar rip closes after 1d4+1 rounds.

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.

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Ethereal Slayer
Medium aberration, chaotic evil

Armor Class 17 (natural armor)


Hit Points 162 (25d8 + 50)
Speed 50 ft.

STR DEX CON INT WIS CHA


12 (+1) 19 (+4) 14 (+2) 5 (–3) 16 (+3) 9 (–1)

Saving Throws Dex +8, Con +6


Skills Perception +7, Stealth +8
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks
Senses truesight 60 ft., passive Perception 17
Languages —
Challenge 12 (8400 XP)

Dimensional Anchor. Other creatures can’t travel


between planes or teleport to or from a space within
60 feet of the ethereal slayer. Any attempt to do so
is wasted.
Magic Resistance. The ethereal slayer has advantage
on saving throws against spells and other magical
effects.
Magic Weapons. The ethereal slayer's weapon
attacks are magical.
Actions
Multiattack. The ethereal slayer makes five attacks:
four with its claw and one with its bite.
Ethereal Slayer Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Ethereal slayers are predators native to the Ethereal Plane. one target. Hit: 14 (3d6 + 4) slashing damage.
They are ambush predators, preferring to wait for planar Claw. Melee Weapon Attack: +8 to hit, reach 10 ft.,
travelers to pounce upon. They often scout the Material Plane one target. Hit: 13 (2d8 + 4) slashing damage.
for locations with a high concentration of magic, such as a
wizards tower, where extraplanar travel is most likely to Etherealness. The ethereal magically shifts from the
occur. material plane to the ethereal plane, or vice versa.

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
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Fihyr
Medium aberration, chaotic evil

Armor Class 15 (natural armor)


Hit Points 121 (22d8 + 22)
Speed 30 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA


11 (+0) 16 (+3) 12 (+1) 14 (+2) 15 (+2) 18 (+4)

Skills Intimidation +7, Stealth +6


Senses darkvision 60 ft., passive Perception 12
Languages —
Challenge 7 (2900 XP)

Magic Resistance. The fihyr has advantage on saving


throws against spells and other magical effects.
Sunlight Hypersensitivity. The fihyr takes 20 radiant
damage when it starts its turn in sunlight. While in
sunlight, it has disadvantage on attack rolls and
ability checks.
Actions
Multiattack. The fihyr can use its frightful presence.
It then makes three bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (2d4 + 3) slashing damage plus
10 (3d6) psychic damage.
Emotional Control (1/Day). Each creature of the
fihyr’s choice that is within 20 feet of the fihyr must
make a DC 15 Charisma saving throw. On a failed
save, the creature is overwhelmed with terror and
Fihyr despair for 1 minute. During this time, it can’t attack
or target any creature with harmful abilities, spells,
Occasionally, the remnants of hundreds of people's or other magical effects. A creature can repeat the
nightmares coalesce into a pure manifestation of fear. The saving throw at the end of each of its turns, ending
conditions to create such a manifestation are rare, only the effect on itself on a success.
appearing in periods of incredible stress, such as a city under Frightful Presence. Each creature of the fihyr’s choice
siege. that is within 120 feet of the fihyr and aware of it
A fihyr is emotion given form. It moves unseen, must succeed on a DC 15 Wisdom saving throw or
manipulating the emotions of those around it. A fihyr feeds become frightened for 1 minute. A creature can
off terror, generally staying in the troubled area that spawned repeat the saving throw at the end of each of its
them. It will attack sentient creatures not to kill them, but to turns, ending the effect on itself on a success. If a
inspire more fear. creature's saving throw is successful or the effect
ends for it, the creature is immune to the fihyr’s
frightful presence for the next 24 hours.
Superior Invisibility. The fihyr magically turns invisible
until its concentration ends (as if concentrating on a
spell). Any equipment the fihyr wears or carries is
invisible with it.

Converted from the D&D 3.5 Monster Manual II.

21
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Geriviar
Huge giant, neutral evil

Armor Class 19 (natural armor)


Hit Points 253 (22d12 + 110)
Speed 50 ft.

STR DEX CON INT WIS CHA


29 (+9) 12 (+1) 20 (+5) 11 (+0) 17 (+3) 16 (+3)

Saving Throws Str +15, Con +11, Wis +9, Cha +9


Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks that aren't
adamantine
Damage Immunities fire, poison
Condition Immunities poisoned
Senses passive Perception 13
Languages Giant
Challenge 19 (22000 XP)

Innate Spellcasting. The geriviar's innate spellcasting


ability is Charisma (spell save DC 17). It can innately
cast the following spells, requiring no material
components:
1/day each: invisibility, reverse gravity, stone shape,
telekinesis
Regeneration. The geriviar regains 10 hit points at
the start of its turn. If the geriviar takes acid or cold
damage, this trait doesn't function at the start of the
geriviar's next turn. The geriviar dies only if it starts
its turn with 0 hit points and doesn't regenerate.
Siege Monster. The geriviar deals double damage to
objects and structures.
Geriviar Actions
Geriviar are nomadic giants that inhabit the desolate wilds at Multiattack. The geriviar makes four attacks with its
the far edges of the world. The geriviar are deeply mistrustful fists.
creatures. They deeply resent the encroachment of
civilization, particularly the construction of buildings. Fist. Melee Weapon Attack: +15 to hit, reach 10 ft.,
Geriviars have an incredible loathing for permanent one target. Hit: 30 (6d6 + 9) bludgeoning damage.
structures, and are known to attack them on sight. Once a Explosive Nodule (Recharge 6). The geriviar breaks
geriviar has set its mind on a task, nothing can dissuade it, off a nodule of its stony hide and hurls it at a point it
and it will pursue its self-appointed task until death. can see within 120 feet of it. Each creature within
A geriviar's stony hide grows thick nodules filled with 20 feet of that point must make a DC 20 Dexterity
volatile secretions. When a geriviar enters combat, it begins saving throw, taking 35 (10d6) bludgeoning
by breaking off one of these explosive nodules and hurling it damage and 35 (10d6) fire damage on a failed save,
into the center of its enemies before wading into melee with or half as much damage on a successful one.
its four fists.
Reactions
Rock Catching. If a rock or similar object is hurled at
the geriviar, the geriviar can, with a successful DC
10 Dexterity saving throw, catch the missile and
take no bludgeoning damage from it.

Converted from the D&D 3.5 Monster Manual III.

22
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Hullathoin
Huge undead, neutral evil

Armor Class 13 (natural armor)


Hit Points 250 (20d12 + 120)
Speed 30 ft.

STR DEX CON INT WIS CHA


24 (+7) 8 (–1) 22 (+6) 12 (+1) 16 (+3) 12 (+1)

Saving Throws Con +11, Wis +8, Cha +6


Damage Resistances fire, necrotic, thunder;
bludgeoning, piercing, and slashing from
nonmagical attacks
Damage Immunities lightning, poison
Hullathoin Condition Immunities poisoned
Senses blindsight 60 ft., passive Perception 13
Hullathoins lair in the darkest places of the world, from Languages Common, Draconic
Challenge 16 (15000 XP)
subterranean caverns to a fog-shrouded bogs. These hulking
beasts seem plagued with a wasting disease, their dark hide
festering with weeping sores. Inside these sores live vast Turn Resistance. The hullathoin has advantage on
saving throws against any effect that turns undead.
swarms of biting insects that spread a plague of undeath. It
can also extrude lashing tentacles of rotting flesh from Actions
gashes in its hide, or expel blasts of acidic puss.
A creature killed by a hullathoin or its swarms of insects Multiattack. The hullathoin makes four attacks: one
rise as a vampire spawn or ghoul that unquestioningly serves with its claw, one with its bite, and two with its
the hullathoin. The hullathoin's presence also dominates any tentacles.
rogue undead that cross its path. It is therefore almost Bite. Melee Weapon Attack: +12 to hit, reach 5 ft.,
unheard of to encounter a hullathoin without an entire host one target. Hit: 23 (3d10 + 7) piercing damage plus
of undead minions to defend it. 22 (4d10) necrotic damage. The target must make a
DC 18 Constitution saving throw or its hit point
maximum is reduced by an amount equal to the
Converted from the D&D 3.5 Fiend Folio. necrotic 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.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft.,
one target. Hit: 14 (2d6 + 7) slashing damage.
Tentacle. Melee Weapon Attack: +12 to hit, reach
20 ft., one target. Hit: 20 (3d8 + 7) bludgeoning
damage plus 5 (1d10) necrotic damage. If the target
is Large or smaller, it is grappled (escape DC 18)
and is moved up to 15 feet toward the hullathoin.
While grappled in this way, the creature is
restrained.
Extrude Swarm (1/Day). The hullathoin magically
releases 2d4 swarms of wasps from its putrid hide.
Each summoned swarm appears in an unoccupied
space within 5 feet of the hullathoin and acts as an
ally of the hullathoin. The swarms remain for 1
minute, until the hullathoin dies, or until the
hullathoin dismisses them as a bonus action.
Ring of Pus (Recharge 5-6). The hullathoin spews pus
from its many sores. Each creature within 30 feet of
the hullathoin must make a DC 18 Dexterity saving
throw, taking 45 (10d8) acid damage on a failed
save, or half as much damage on a successful one.

23
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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.

Converted from the D&D 3.5 Monster Manual II.

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
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Marrash
Medium fiend, lawful evil

Armor Class 16 (natural armor)


Hit Points 91 (14d8 + 28)
Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA


12 (+1) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 12 (+1)

Saving Throws Con +5, Wis +5


Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Common, Infernal
Challenge 5 (1800 XP)

Keen Hearing and Smell. The marrash has advantage


on Wisdom (Perception) checks that rely on hearing
or smell.
Protection from Arrows. A magical aura surrounds
the marrash that wards it against projectiles. Ranged
weapon attacks against the marrash have
disadvantage.
Actions Marrash
Multiattack. The marrash makes two attacks with its
longbow. Marrashi are extraplanar plague bearers. Each of their
arrows carries a virulent disease that they gleefully spread
Longbow. Ranged Weapon Attack: +7 to hit, range across the material plane.
150/600 ft., one target. Hit: 8 (1d8 + 4) piercing Each marrash carries a single taklif arrow, a special
damage plus 7 (2d6) poison damage. If the target is
a creature, it must succeed on a DC 13 Constitution
magical piece of ammunition that carries a supernatural
saving throw against disease or become poisoned. A
disease called marrash fever. Marrash fever slowly leaches
creature can repeat the saving throw at the end of the life from its victim and begins to grow a new incorporeal
each of its turns, ending the effect on itself with a spirit within its host. A creature that dies has its soul
success. devoured by the spirit, and its body is transformed into a new
marrash.
Taklif Arrow (1/Day). Ranged Weapon Attack: +10 to
hit, range 150/600 ft., one target. Hit: 11 (1d8 + 7)
piercing damage plus 21 (6d6) necrotic damage. If
the target is a creature, it must succeed on a DC 13
Constitution saving throw or become diseased with
marrash fever. The diseased target cannot regain
hitpoints, and its hitpoint maxium is reduced by 10
(3d6) for every 24 hours that elapse. If the disease
reduces the target’s hitpoint maximum to 0, the
target dies.

Converted from the D&D 3.5 Monster Manual II

25
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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.

Converted from the D&D 3.5 Monster Manual III.

26
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Mindshredder Warrior Mindshredder Zenthal
Large aberration, lawful evil Medium aberration, lawful evil

Armor Class 15 (natural armor) Armor Class 15 (natural armor)


Hit Points 119 (14d10 + 42) Hit Points 112 (15d8 + 45)
Speed 30 ft. Speed 40 ft.

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
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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.

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 9 (–1) 12 (+1) 10 (+0) 8 (–1)

Skills Acrobatics +4, Stealth +6


Senses darkvision 30 ft., passive Perception 10
Languages Common
Challenge 1/8 (25 XP)

Keen Smell. The moon rat has advantage on Wisdom


(perception) checks that rely on smell.
Lunar Mind. The moon rat has advantage on
Intelligence checks while under the light of a full
moon.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) slashing damage.
Reactions
Uncanny Dodge. The moon rat halves the damage
from an attack that hits it. To do so, the moon rat
must be able to see the attacker.

Converted from the D&D 3.5 Monster Manual II.

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
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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.

Converted from the D&D 3.5 Monster Manual II.

29
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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
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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.

STR DEX CON INT WIS CHA


17 (+3) 16 (+3) 12 (+1) 2 (–4) 12 (+1) 6 (–2)

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)

Pack Tactics. The wortling has advantage on an


attack roll against a creature if at least one of the
wortling's allies is within 5 feet of the creature and
the ally isn't incapacitated.

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
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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.

Varient: Piercing Resistance


In its 3.5 incarnation, one of the orcwort's
characteristic traits was its resistance to piercing
damage. This is a pretty bonkers ability for 5E, so I
elected to leave it off from the base version of the
orcwort.
If you want an authentic 3.5 orcwort experience,
you can give the orcwort the following resistances:
Damage Resistances piercing; bludgeoning and
slashing from nonmagical weapons.

32
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Phoelarch Phoera
Medium humanoid (phoelarch), chaotic good Medium monstrosity, neutral

Armor Class 15 (studded leather) Armor Class 13


Hit Points 91 (14d8 + 28) Hit Points 60 (11d8 + 11)
Speed 30 ft. Speed 20 ft., fly 60 ft.

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)

Skills Perception +4, Survival +4 Damage Immunities fire


Damage Immunities fire Senses darkvision 60 ft., passive Perception 11
Senses darkvision 60 ft., passive Perception 14 Languages —
Languages Common, Ignan, and up to 2 other Challenge 3 (700 XP)
languages
Challenge 5 (1800 XP) Heated Body. A creature that touches the phoera or
hits it with a melee attack while within 5 feet of it
Death Burst. When the phoelarch dies, it explodes in takes 5 (1d10) fire damage.
a burst of fire and magma. Each creature within 10
feet of it must make a DC 15 Dexterity saving Flyby. The phoera doesn't provoke opportunity
throw, taking 19 (5d6) fire damage on a failed save, attacks when it flies out of an enemy's reach.
or half as much damage on a successful one.
Flammable objects that aren't being worn or carried Actions
in that area are ignited. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage plus 3
Heated Body. A creature that touches the phoelarch (1d6) fire damage. If the target is a creature or a
or hits it with a melee attack while within 5 feet of it flammable object, it ignites. Until a creature takes an
takes 7 (2d6) fire damage. action to douse the fire, the target takes 5 (1d10)
Heated Weapons. Any metal melee weapon the fire damage at the start of each of its turns.
phoelarch wields deals an extra 4 (1d8) fire damage
on a hit. Fire Breath (Recharge 5-6). The phoera exhales fire in
a 15-foot cone. Each creature in that area must
Actions make a DC 13 Dexterity saving throw, taking 21
(6d6) fire damage on a failed save, or half as much
Multiattack. The phoelarch makes three melee damage on a successful one.
attacks or two ranged attacks.
Scimitar. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 3) slashing damage plus
4 (1d8) fire damage.
Hurl Flame. Ranged Spell Attack: +6 to hit, range
120 ft., one target. Hit: 13 (3d6+3) fire damage.

Phoelarch and Phoera


Phoelarch are humanoid descendants of a phoenix. They are
kind-hearted wanderers touched with magical flame. When a
phoelarch dies, its soul departs and its body is consumed by
fire. The burning body gives rise to a phoera - an entirely new
magical creature.
The phoera doesn't retain any of the phoelarch's
personality or memories, but it does keep its magical
connection to flame. Like its phoenix ancestor, a phoera that
dies is reborn 24 hours later. Living phoelarch treat phoera
with great respect.

Converted from the D&D 3.5 Monster Manual III

33
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Rogue Eidolon
Large construct, chaotic neutral

Armor Class 15 (natural armor)


Hit Points 123 (13d10 + 52)
Speed 30 ft.

STR DEX CON INT WIS CHA


21 (+5) 11 (+0) 18 (+4) 3 (–4) 8 (–1) 13 (+1)

Damage Immunities necrotic, poison, psychic;


bludgeoning, piercing, and slashing made with
nonmagical attacks not made with adamantine
weapons
Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages Understands the languages of its creator
but can't speak
Challenge 9 (5000 XP)

Immutable Form. The rogue eidolon is immune to


any spell or effect that would alter its form.
Magic Resistance. The rogue eidolon has advantage
on saving throws against spells and other magical
effects.
Magic Weapons. The rogue eidolon's weapon attacks
are magical.
Actions
Multiattack. The rogue eidolon makes two slam
attacks.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 16 (2d10 + 5) bludgeoning damage.
Blood Spray (Recharge 5-6). The rogue eidolon spews
a gout of thick blood in a 30-foot cone. Each
creature in that cone must make a DC 15 Wisdom
saving throw or be subjected to the confusion spell
for 1 minute (no concentration required by the
rogue eidolon).

Converted from the D&D 3.5 Monster Manual II.


Rogue Eidolon
Some dark cults learned to imbue the idols of the dark gods
with mockeries of life. These foul creations have gone mad
over the years and have become consumed with a murderous
rage. Often, the rogue eidolons destroyed the very cult that
created them.
Each rogue eidolon differs wildly from the next in
appearance. Many lack faces save for a dark arcane rune, a
symbol of a dark god's dominion over a cult.

34
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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.

Converted from the D&D 3.5 Monster Manual II.

Rukarazyll Innate Spellcasting. The rukarazyll's innate spellcasting


ability is Charisma (spell save DC 17, +9 to hit with
Large aberration (shapechanger), chaotic evil
spell attacks). It can innately cast the following spells,
requiring no material components:
Armor Class 17 (natural armor)
At will: alter self, darkness, detect evil and good, detect
Hit Points 168 (16d10 + 80)
magic, snare
Speed 50 ft., climb 30 ft.
3/day each: blight, blur, entangle, mirror image, plant
growth
STR DEX CON INT WIS CHA
1/day each: contagion, heal, teleport (self only), wall of
8 (–1) 19 (+4) 20 (+5) 18 (+4) 17 (+3) 18 (+4) thorns
Profane Alacrity. The rukarazyll can take the dash or
Saving Throws Dex +9, Wis +8, Cha +9 disengage action as a bonus action on each of its turns.
Skills Acrobatics +9, Deception +9, Perception +8,
Religion +9, Stealth +9 Shapechange. The rukarazyll can use its action to
Damage Resistances bludgeoning, piercing, and slashing polymorph into a Small or Medium humanoid, or back
from nonmagical attacks into its true form. Its statistics, other than its size, are
Damage Immunities acid, poison the same in each form. Any equipment it is wearing or
Condition Immunities charmed, frightened, poisoned carrying isn't transformed. It reverts to its true form if it
Senses darkvision 60 ft., passive Perception 18 dies.
Languages Common, Terran
Challenge 13 (10000 XP) Actions
Tentacle (Rukarazyll Form Only). Melee Weapon Attack:
Evasion. If the rukarazyll is subjected to an effect that +9 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) acid
allows it to make a Dexterity saving throw to take only damage.
half damage, the rukarazyll instead takes no damage if it
succeeds on the saving throw, and only half damage if
it fails.
Fungus. A creature that touches the rukarazyll or hits it
with a melee attack while within 5 must make a DC 16
Constitution saving throw or be poisoned. While
poisoned in this way, the creature is infected with a
parasitic fungus and loses 3d10 hitpoints at the end of
each of their turns. A creature can repeat their saving
throw at the start 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 rukarazyll's fungus for the next 24
hours.

35
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Stonesinger
Large aberration, neutral evil

Armor Class 15 (natural armor)


Hit Points 144 (17d10 + 51)
Speed 30 ft., burrow 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 17 (+3) 16 (+3) 10 (+0) 17 (+3)

Skills Performance +9, Persuasion +6


Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 10
Languages Stonesinger
Challenge 7 (2900 XP)
Stonesinger
Actions Stonesingers are intelligent appreciators of art and music.
Multiattack. The stonesinger makes three attacks:
Their prehensile tail ends in a lamprey-like mouth that emits
one with its bite and two with its claws.
booming, unearthly songs.
A stonesinger can only gain nutrition from fossilized
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., organic matter. A stonesinger's mouth secrete a strange
one target. Hit: 14 (3d6 + 4) piercing damage and poison that calcifies creatures it infects. Sometimes a
the target must make a DC 14 Constitution saving stonesinger will leave its prey calcified while freeing its head
throw or be poisoned. While poisoned in this way, so that it the unfortunate soul can be a captive audience for
the target begins to turn to stone and is restrained. the stonesinger's song. This may be better than the
The target must repeat the saving throw at the end alternative. Maybe.
of its next turn. On a success, the effect ends on the
target. On a failure, the target is petrified until freed
Stonesingers are fond of all types of music. An
by the greater restoration spell or other magic.
accomplished performer can sometimes placate a
stonesinger with a suitably captivating performance.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) slashing damage.
Shattering Shriek (Recharge 6). The stonesinger Varient: Stonesong
targets one creature it can see within 60 feet of it. Some stonesingers have learned to cast spells with
The target must make a DC 14 Constitution saving their song. A stonesinger that can cast spells gains
throw. On a failed save, the target takes 35 (10d6) the following additional trait:
thunder damage and is stunned until the end of its Innate Spellcasting. The stonesinger's spellcasting
next turn. On a successful save, the target takes half ability is Charisma (spell save DC 14). It can cast
damage and isn't stunned. the following spells, requiring no material or
somatic components:
At will: mold earth
3/day each: meld into stone, stoneshape
1/day: wall of stone
Converted from the D&D 3.5 Monster Manual III.

36
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Tauric Hobgoblin-
Griffon
Large monstrosity, lawful evil

Armor Class 14 (shield)


Hit Points 110 (13d10 + 39)
Speed 30 ft., fly 80 ft.

STR DEX CON INT WIS CHA


18 (+4) 15 (+2) 16 (+3) 10 (+0) 10 (+0) 9 (–1)

Senses darkvision 60 ft., passive Perception 10


Languages Common, Goblin
Challenge 5 (1800 XP)

Keen Sight. The hobgoblin has advantage on


Wisdom (perception) checks that rely on sight.
Martial Advantage. Once per turn, the hobgoblin can
deal an extra 14 (4d6) damage to a creature it hits
with a weapon attack if that creature is within 5 feet
of an ally of the hobgoblin that isn't incapacitated.
Actions
Multiattack. The hobgoblin makes three attacks: two
with its longsword and one with its claws.
Longsword. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 8 (1d8 + 4) slashing damage, or
9 (1d10 + 4) slashing damage if used with two
hands to make a melee attack.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage.
Tauric Hobgoblin-
Griffon
Tauric creatures are hybrids of a humanoid and a magical Converted from the D&D 3.5 Monster Manual II.
beast. Often created as part of a magical experiment, most
tauric creatures are unique entities. Sometimes, a group of
tauric creatures will be able to form their own society and
develop a culture and language of its own.
The hobgoblin-griffon is one such example. The magical
experiments that created them were successful enough to
create a sustainable population of hobgoblin-griffons who
now act as elite mercenaries for the goblinoid hordes.

37
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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.

Converted from the D&D 3.5 Monster Manual II.

Teratomorph Warp Reality. The ground in a 30-foot radius around the


teratomorph is writhing difficult terrain. Each creature
Gargantuan ooze, unaligned
that starts its turn in that area must succeed on a DC
17 Strength saving throw or have its speed reduced to
Armor Class 7 0 until the start of its next turn.
Hit Points 264 (16d20 + 96)
Speed 30 ft., fly 50 ft., swim 90 ft. Actions
Multiattack. The teratomorph can use its portal wake. It
then makes two attacks with its entropic touch.
STR DEX CON INT WIS CHA
26 (+8) 5 (–3) 22 (+6) 1 (–5) 6 (–2) 2 (–4) Entropic Touch. Melee Weapon Attack: +13 to hit, reach
15 ft., one target. Hit: 30 (4d10 + 8) acid damage, and
if the target is a creature in must make a DC 17
Damage Immunities acid, lightning Constitution saving throw or become poisoned. While
Condition Immunities blinded, charmed, deafened, poisoned in this way, a portion of the creature’s
exhaustion, frightened, paralyzed, prone anatomy changes and the creature has disadvantage on
Senses blindsight 240 ft. (blind beyond this radius), Strength saving throws. A creature can repeat the
passive Perception 8 saving throw at the end of each of its turns, ending the
Languages — effect on itself on a success.
Challenge 15 (13000 XP)
Portalwake. One creature the teratomorph can sense
Amphibious. The teratomorph can breathe air and water. within 120 feet of it must make a DC 17 Wisdom
saving throw. On a failure, the creature is banished to a
Dimensional Instability. When a creature attacks the harmless demiplane for 1 minute. While there, the
teratomorph, there is a chance that the teratomorph’s target is incapacitated. A creature can repeat the saving
body simply doesn’t exist in that instant. Each time a throw at the end of each of its turns, ending the effect
creature targets the teratomorph with an attack, roll a on itself on a success. If a creature’s saving throw is
d20. If you roll a 16 or higher, that attack misses the successful or the effect ends for it, the creature is
teratomorph. immune to the teratomorph’s portalwake for the next
24 hours.
Magic Resistance. The teratomorph has advantage on
saving throws against spells and other magical effects.

38
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