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Vegan Squirrel
2019-10-10, 09:15 AM
Welcome to my collection of homebrewed 5th Edition monsters! Honestly, I don't design monsters too often, but if there's something I want that's not in the books I have, I'm not afraid to throw it together myself. So I'll be adding monsters here as I use them, in the hopes that someone else will find them useful in their campaigns, or just as a point of inspiration.

I'm generally posting these after they see play, so I'm not looking for feedback on them; however, feel free to point out how you'd tweak them for the good of whoever might use them. On to the monsters!


CHALLENGE 1/8


HEDGE WIZARD/WITCH
Medium humanoid (any race), any alignmentArmor Class 13 (mage armor)
Hit Points 10 (2d8+2)
Speed 30 ft.STR
DEX
CON
INT
WIS
CHA
10 (+0)
12 (+1)
10 (+0)
14 (+2)
14 (+2)
8 (-1)Saving Throws Int +4, Wis +4
Skills Animal Handling +4, Arcana +4, History +4, Investigation +4, Medicine +4, Nature +4, Survival +4
Tools Alchemist's Kit, Herbalism Kit
Senses passive Perception 12
Languages Common, Draconic, Sylvan
Challenge 1/8 (25 XP)Spellcasting. The hedge wizard or witch is a 1st-level spellcaster. Its spellcasting ability is Int (spell save DC 12, +4 to hit with spell attacks). The hedge wizard or witch has the following spells prepared:

Cantrips (at will): Light, Mage Hand, Mending, Minor Illusion, Prestidigitation, Produce Flame, Resistance
1st level (1 slot): Enchant Objectsee below, Healing Elixirsee below

The hedge wizard or witch can also cast the following spells, but only as a ritual:

1st level: Alarm, Comprehend Languages, Detect Poison and Disease, Find Familiar, Identify, Mage Armor, Purify Food and Drink, Speak with Animals, Unseen ServantACTIONSQuarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.

Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.

Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage.



ENCHANT OBJECT
1st-level transmutation

Casting Time: 1 minute
Range: Touch
Components: V, S, M (the materials required by the spell imbued into the object)
Duration: Instantaneous

You turn one small object into an enchanted charm, imbued with the powers of a cantrip or simple spell. It can render a trivial effect indefinitely, a very minor effect a limited number of times, or a minor effect just once.


Alarm Whistle
Wondrous item, common
This wooden whistle contains 1d4 charges of the Alarm spell. The spell is activated by blowing a very short note on the whistle, and it sounds repeated long whistles upon intrusion.

Bottle of Darkness
Wondrous item, rare
When unstopped or shattered, this glass bottle releases a cloud of Darkness, as the spell, centered on the point where the bottle was opened, for one minute. Its magic is spent after one use.

Lighthouse Figurine
Wondrous item, common
This pocket-sized, hand-carved wooden lighthouse has a fitted thimble covering the lighthouse's lamp. When the thimble is removed, the lamp sheds light as a torch for one hour. Covering it with the thimble ends the effect. The thimble must remain in place for at least a minute before the spell will function again.

Pouch of Illusions
Wondrous item, common
Once per day, as an action, you can reach into this pouch, grasp a pebble, and toss it to cast Minor Illusion. If you remove the pebble but do not toss it, it disintegrates into dust before your next turn.

Ring of Healing
Wondrous item, common
This ring contains up to 4 charges, which can be expended by pressing the ring to one's lips, as an action, to heal 1d4 HP. The ring regains 1d4 charges at dawn.

Sister Scrolls
Wondrous item, uncommon
Whatever is written on one of these two scrolls instantly appears on the other as well.

HEALING ELIXIR

Casting Time: 10 minutes
Range: 10 feet
Components: V, S, M (rare herbs worth 10 gp, which the spell consumes, and a small cauldron, which the spell does not consume)
Duration: Instantaneous

Combining rare herbs into a small cauldron, you brew a Potion of Healing.



Note: This stat block was originally conceived as a particular, named NPC witch who specialized in crafting minor magic items, such as those listed above, which were offered to the PCs in exchange for favors.


POISONOUS TANGLEWEED
Mechanical trap (plant)Challenge 1/8 (25 XP)Poisonous tangleweed is a low-lying shrub which reacts, when disturbed, by grasping with its tendrils and releasing a puff of poisonous gas from its bright blue bulbs.

Those who live in the same area are aware of the tangleweed and can normally notice it without trouble. Otherwise, it requires a DC 18 Nature check to recognize it as a dangerous plant.

In difficult conditions, such as combat, the DC to notice the tangleweed is 13 (the Nature DC to recognize its danger remains 18). When a creature enters its space, the tangleweed reacts. The creature takes 1 poison damage. A creature that fails a DC 13 Dexterity saving throw is restrained. A creature that fails a DC 13 Constitution saving throw is poisoned for 1 hour.

A creature can use its action to make a DC 13 Dexterity (Acrobatics) or Strength (Athletics) check, freeing itself on a success. Such an attempt, or any other substantial movement, will trigger another puff of poisonous gas, causing the creature to take 1 poison damage. Once again, a creature that fails a DC 13 Constitution saving throw is poisoned for 1 hour.

A different creature can free a restrained creature by spending one minute carefully cutting each of the restraining tendrils individually with a knife or dagger. This will remove the restrained condition, but upon leaving the plant’s space, the previously restrained creature takes 1 more point of poison damage, and is poisoned for 1 hour upon failing a DC 13 Constitution saving throw..

If the poisonous bulbs are attacked, they release a poisonous burst, dealing 6 (1d12) poison damage to anyone within five feet, and anyone within five feet who fails a DC 13 Constitution saving throw is poisoned for 1 hour.


RIVER GREMLIN
Tiny fey (gremlin), chaotic neutralArmor Class 12* (unarmored; spell attacks of 12–13 subject to Arcane Reflectivity)
Hit Points 4 (1d4 + 1)
Speed 20 ft., swim 20 ft., fly 40 ft.STR
DEX
CON
INT
WIS
CHA
6 (-2)
14 (+2)
12 (+1)
9 (-1)
11 (+0)
7 (-2)Skills Acrobatics +4, Sleight of Hand +6, Stealth +4
Damage Vulnerabilities cold
Damage Resistances fire
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 10
Languages Sylvan
Challenge 1/8 (25 XP)Amphibious. The gremlin can breathe air and water.

Magic Resistance. The gremlin has advantage on saving throws against spells and other magical effects.

Arcane Reflectivity. When the gremlin succeeds on a saving throw against a ranged, single target spell of 3rd level or lower (or an equivalent magical effect), or such a spell or effect with an attack roll hits AC 12 but would miss AC 14, the magic reflects off of the gremlin. Roll 1d6. On a 1–2, it reflects 45 degrees to the left of the caster; on a 3–4, it reflects directly back at the caster; on a 5–6, it reflects 45 degrees to the right of the caster, with the same range as the spell. Anyone in the path of the reflection must make a DC 11 saving throw of the same kind required by the spell (or a Dexterity saving throw if the spell requires an attack roll) or suffer the effects of the spell.

Scurry. The gremlin can take the Dash or Disengage action as a bonus action on each of its turns.[Credit: The Angry GM]ACTIONSBite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Trip. If another gremlin aids it with the Help action, the gremlin can attempt to trip one Large or smaller creature within 5 feet of it, using a rope or whatever objects are at hand. The creature must succeed on a DC 16 Dexterity saving throw or be knocked prone.REACTIONSGremlin Hands. As a reaction, a gremlin can catch a small object and throw it, or take the Help action to aid another gremlin.



CHALLENGE 1/4


SNEAK
Medium humanoid (any race), any alignmentArmor Class 13 (studded leather armor)
Hit Points 22 (4d8+4)
Speed 30 ft.STR
DEX
CON
INT
WIS
CHA
11 (+0)
12 (+1)
12 (+1)
10 (+0)
10 (+0)
10 (+0)Skills Perception +2, Stealth +3
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/4 (50 XP)Sneak Attack. The sneak deals an extra 3 (1d6) 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 sneak that isn’t incapacitated and the sneak doesn’t have disadvantage on the attack roll.ACTIONSShortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8+1) piercing damage.



CHALLENGE 2


SKELETAL SABER-TOOTHED TIGER
Large Undead, lawful evilArmor Class 12
Hit Points 59 (7d10+21)
Speed 40 ft.STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
17 (+3)
3 (-4)
8 (-1)
5 (-2)Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Challenge 2 (450 XP)Pounce. If the skeletal tiger 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 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.ACTIONSBite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage.



CHALLENGE 3


GULTHIAS TREE
Huge plant, neutral evilArmor Class 13 (natural armor)
Hit Points 85 (10d12+20)
Speed 10 ft.STR
DEX
CON
INT
WIS
CHA
19 (+4)
6 (-2)
15 (+2)
10 (+0)
10 (+0)
7 (-2)Damage Vulnerabilities fire, radiant
Damage Resistances bludgeoning, piercing
Senses passive Perception 10
Languages Common
Challenge 3 (700 XP)ACTIONSSlam. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 14 (3d6+4) bludgeoning damage.

Summon Swarm of Bats (Recharge 5–6). The Gulthias tree magically calls a swarm of bats, which appears in an unoccupied space within 60 feet of it. The swarm acts as an ally of the Gulthias tree, and remains until the tree is slain, at which time the bats will disperse to the surrounding area.

Entangling Plants (Recharge 5–6). Grasping roots and vines sprout in a 15-foot radius centered on the Gulthias tree, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the Gulthias tree's choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing itself or another entangled creature within reach on a success.LEGENDARY ACTIONSThe Gulthias tree can take 1 legendary action, choosing from the options below. A legendary action can only be used at the end of another creature's turn. The Gulthias tree regains spent legendary actions at the start of its turn.

Slam. The Gulthias tree makes a slam attack.
Summon Swarm of Bats. The Gulthias tree uses its Summon Swarm of Bats action, if it is available.
Entangling Plants. The Gulthias tree uses its Entangling Plants action, if it is available.
Shamble. The Gulthias tree moves up to its speed.

The Gulthias tree is called out in the Blights entry of the Monster Manual, but no entry is provided for it. I assembled this creature using the Awakened Tree and Vine Blight abilities and adding the swarm of bats to fit with the vampiric theme. When I actually used this monster, instead of giving it legendary actions, I gave it two turns per round until it reached half its HP total, at which point it reverted to one turn. I've rewritten the stat block to simply use a legendary action instead.


WEREZOMBIE (WERERAT)
Medium undead, neutral evilArmor Class 12
Hit Points 46 (7d8+15)
Speed 30 ft.STR
DEX
CON
INT
WIS
CHA
10 (+0)
15 (+2)
15 (+2)
3 (-4)
6 (-2)
5 (-3)Saving Throws Wis +0
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands Common but can't speak
Challenge 3 (700 XP)Undead Fortitude. If damage reduces the werezombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant, from a silvered weapon, or from a critical hit. On a success, the werezombie drops to 1 hit point instead.
ACTIONSMultiattack. The werezombie makes two attacks, one with its bite and one with its claw.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wererat lycanthropy.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.

More to come later!




NAME OF MONSTER
Size type (tag), alignmentArmor Class XX (armor)
Hit Points X (ndx+x)
Speed XX ft.STR
DEX
CON
INT
WIS
CHA
XX (+x)
XX (+x)
XX (+x)
XX (+x)
XX (+x)
XX (+x)Saving Throws xx
Skills xx
Damage Vulnerabilities xx
Damage Resistances xx
Damage Immunities xx
Condition Immunities xx
Senses xx, passive Perception XX
Languages Common
Challenge X (XX XP)Special Ability. Text.

Spellcasting. The monster is a Xth-level spellcaster. Its spellcasting ability is X (spell save DC XX, +X to hit with spell attacks). The monster has the following class spells prepared:

Cantrips (at will): spell
1st level (X slots): spell
2nd level (X slots): spell
3rd level (X slots): spell
4th level (X slots): spell
5th level (X slots): spell
6th level (1 slot): spell
7th level (1 slot): spell
8th level (1 slot): spell
9th level (1 slot): spellACTIONSWeapon. Melee or Ranged Weapon Attack: +x to hit, reach x ft. or range XX/XX ft., one target. Hit: damage.REACTIONSReaction. Text.

Vegan Squirrel
2019-10-10, 09:16 AM
Reserved on the off chance I'll ever need a second post.