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Creature statistic cards for all the 'System Reference' creatures of the

5th edition of the world's most popular Fantasy RPG.

Also includes a few art previews for the upcoming full color
version of these cards.
The full color versions will be 4 card decks of about 60
cards/creatures each.
Most creatures get their own card and color art. (Simple
animals are line art and some of these that have 'giant' versions
are placed on the same card as the basic version.)
Plus there will be at least one deck of new (not in 5e's monster
book) creatures.
Back it on Kickstarter through Feb 22nd:
http://kck.st/1K3elWq (or search '5e Creature Decks' on
Kickstarter).

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

000

Aboleth

Hp 135 (18d10+36)
AC 17 (natural armor)
Speed 10', swim 40'

L aberration LE
Chall 10(5,900XP)

Str:21|+5 Dex:9|-1 Con:15|+2 Int:18|+4 Wis:15|+2 Cha:18|+4


Saves Con +6, Int +8, Wis +6
Skills History +12, Percept +10
Senses darkvision 120'; #20
Languages Deep Speech, telepathy 120'
Amphibious Can breathe air & water
Mucous Cloud In water any who touch or attack w/5' melee make DC
14 Con save or diseased (breathe only underwater) 1d4 hrs.
Probing Telepathy It learns greatest desires of any in sight who
communicate telepathically w/it.
ACTIONS

Multiattk Three tentacle attacks.


Tentacle ! +9, 10', 1 tgt. 12 (2d6+5)B. If target is a creature, it must
make a DC 14 Con save or be diseased. No effect 1st min; any cure
disease magic cures. After 1 min, diseased's skin is translucent & slimy,
can't regain hp unless underwater, & disease is removed only by heal or
disease-cure of 6th level+. When target is out of water, takes 6(1d12) acid
dmg every 10 min unless moisture applied within 10 min.
Tail ! +9, 10', 1 tgt. 15 (3d6+5)B.
Enslave (3/day) 1 foe within 30' it sees makes DC 14 Wis save or
charmed until aboleth dies or is on different plane from target. Charmed
is under its control & can't take reactions; both communicate any
distance telepathically w/each other. Foe re-saves if dmgd. Up to 1x per
24 hrs, can re-save if 1 mile+ apart.
LEGENDARY ACTIONS

Detect It makes a Wis (Perception) check.


Tail Swipe The aboleth makes one tail attack.
Psychic Drain (2 Actions) Creature charmed by it takes 10 (3d6) psychic
dmg, & it regains equal hp.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas
001

Angel, Deva

Hp 136 (16d8+64)
AC 17 (natural armor)
Speed 30', fly 90'

M celestial LG
Chall 10(5,900XP)

Str:18|+4 Dex:18|+4 Con:18|+4 Int:17|+3 Wis:20|+5 Cha:20|+5


Saves Wis+9, Cha +9
Skills Insight +7, Percept +9
Dmg Resist radiant; nonmagic bludg/pierc/slash attacks
Cond Immune charmed, exhaustion, frightened
Senses darkvision 120'; #19
Languages all, telepathy 120'
Angelic Weapons Weapon Attacks +4d8 radiant dmg (incl).
Innate Spellcasting Cha (DC 17) only verbal comps: At will: detect

evil & good; 1/day each: commune, raise dead


Magic Resistance Advantage on saves vs. spells/magic effects.
ACTIONS

Multiattk Two melee attacks.


Mace ! +8, 5', 1 tgt. 7 (1d6+4)B + 18 (4d8) radiant dmg.
Heal Touch (3/Day) Touched regains 20 (4d8+2) hp; is freed from

any curse, disease, poison, blindness, deafness.


Change Shape Polymorphs into humanoid or beast w/challenge
rating up to/equal its own, or back. Reverts if dead. Equipment
worn/carried is absorbed or borne by new form (its choice).
In new form, retains its stats & ability to speak, but AC, move
modes, Str, Dex, & special senses are replaced by new form's, &
it gains any stats & capabilities (except class features, legendary &
lair actions) new form has but it lacks.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

002

Angel, Planetar
L celestial LG
Chall 16(15,000XP)

Hp 200 (16d10+112)
AC 19 (natural armor)
Speed 40', fly 120'

Str:24|+7 Dex:20|+5 Con:24|+7 Int:19|+4 Wis:22|+6 Cha:25|+7


Saves Con +12, Wis +11, Cha +12
Skills Percept +11
Dmg Resist radiant; nonmagic bludg/pierc/slash attacks
Cond Immune charmed, exhaustion, frightened
Senses truesight 120'; #21
Languages all, telepathy 120'
Angelic Weapons Weapon attacks +5d8 radiant dmg (incl).
Divine Awareness Knows if it hears a lie.
Innate Spellcasting Cha (DC 20) w/o material comps:At will: detect

evil & good, invisibility (self only); 3/day each: blade barrier,
dispel evil & good, flame strike, raise dead; 1/day each:
commune, control weather, insect plague
Magic Resistance Advantage on saves vs. spells/magic effects.
ACTIONS

Multiattk Two melee attacks.


Greatsword ! +12, 5', 1 tgt. 21 (4d6+7)S + 22 (5d8) radiant.
Heal Touch (4/Day) Touched regains 30 (6d8+3) hp; is freed any

from curse, disease, poison, blindness, deafness.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

003

Angel, Solar

Hp 243 (18d10+144)
AC 21 (natural armor)
Speed 50', fly 150'

L celestial LG
Chall 21(33,000XP)

Str:26|+8 Dex:22|+6 Con:26|+8 Int:25|+7 Wis:25|+7 Cha:30|+10

Saves Int +14, Wis +14, Cha +17


Skills Percept +14
Dmg Resist radiant; nonmagic bludg/pierc/slash attacks
Dmg Immune necrotic, poison
Cond Immune charmed, exhaustion, frightened, poisoned
Senses truesight 120'; #24
Languages all, telepathy 120'

Angelic Weapons Deals +6d8 radiant dmg (incl).


Divine Awareness The solar knows if it hears a lie.
Innate Spellcasting Cha (DC25) no material comps. At will: detect evil &
good, invisibility (self); 3/day each: blade barrier, dispel evil & good, resurrection;
1/day each: commune, control weather
Magic Resistance Advantage on saves vs. spells/magic effects.
ACTIONS

Multiattk Two greatsword attacks.


Greatsword ! +15, 5', 1 tgt. 22 (4d6+8)S + 27 (6d8) radiant.
Slaying Longbow " +13, 150/600', 1 tgt. 15 (2d8+6)P + 27 (6d8) radiant. If

foe has up to 100 hp, make a DC 15 Con save or die.


Flying Sword Releases sword to magic-hover in open spot within 5'. If in sight,
solar can mentally command it as bonus action: fly up to 50' & make 1 attack or
return to its hands. If targeted by an effect, treat as solar held it. Falls if solar dies.
Heal Touch (4/Day) Touched regains 40 (8d8+4) hp; is freed from any curse,
disease, poison, blindness, deafness.
LEGENDARY ACTIONS

Teleport Magic teleport, w/equipment worn or carried, up to 120' to an


unoccupied spot it sees.

Searing Burst (2 Actions) Magic, divine. Each it picks in 10'-rad takes 14(4d6)
fire +14(4d6) radiant, DC 23 Dex save half.
Blinding Gaze (3 Actions) 1 foe it sees within 30' makes DC 15 Con save or
blind until magic like lesser restoration.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

004

Anim Obj - Animated Armor


M construct unaligned
Chall 1(200XP)

Hp 33 (6d8+6)
AC 18 (natural armor)
Speed 25'

Str:14|+2 Dex:11|+0 Con:13|+1 Int:1|-5 Wis:3|-4 Cha:1|-5


Dmg Immune poison, psychic
Cond Immune blinded, charmed, deafened, exhaustion,

frightened, paralyzed, petrified, poisoned


Senses blindsight 60' (blind beyond this radius); #6
Languages
Antimagic Susceptibility The armor is incapacitated while in the area
of an antimagic field. If targeted by dispel magic, the armor must
succeed on a Con save against the caster's spell save DC or fall
unconscious for 1 min.
False Appearance While the armor remains motionless, it is
indistinguishable from a normal suit of armor.
ACTIONS

Multiattk The armor makes two melee attacks.


Slam ! +4, 5', 1 tgt. 5 (1d6+2)B.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

005

Anim Obj - Flying Sword


S construct unaligned
Chall 1/4(50XP)

Hp 17 (5d6)
AC 17 (natural armor)
Speed 0', fly 50'

Str:12|+1 Dex:15|+2 Con:11|+0 Int:1|-5 Wis:5|-3 Cha:1|-5


Saves Dex +4
Dmg Immune poison, psychic
Cond Immune blinded, charmed, deafened, frightened, paralyzed,

petrified, poisoned
Senses blindsight 60' (blind beyond this radius); #7
Languages
Antimagic Susceptibility The sword is incapacitated while in the area
of an antimagic field. If targeted by dispel magic, the sword must
succeed on a Con save against the caster's spell save DC or fall
unconscious for 1 min.
False Appearance While the sword remains motionless & isn't
flying, it is indistinguishable from a normal sword.
ACTIONS

Longsword ! +3, 5', 1 tgt. 5 (1d8+1)S.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

006

Anim Obj - Rug of Smothering


L construct unaligned
Chall 2(450XP)

Hp 33 (6d10)
AC 12
Speed 10'

Str:17|+3 Dex:14|+2 Con:10|+0 Int:1|-5 Wis:3|-4 Cha:1|-5


Dmg Immune poison, psychic
Cond Immune blinded, charmed, deafened, frightened, paralyzed,

petrified, poisoned
Senses blindsight 60' (blind beyond this radius); #6
Languages
Antimagic Susceptibility The rug is incapacitated while in the area of
an antimagic field. If targeted by dispel magic, the rug must
succeed on a Con save against the caster's spell save DC or fall
unconscious for 1 min.
Damage Transfer While it is grappling a creature, the rug takes only
half the dmg dealt to it, & the creature grappled by the rug takes
the other half.
False Appearance While the rug remains motionless, it is
indistinguishable from a normal rug.
ACTIONS

Smother ! +5, 5', one Med or smaller creature. The creature is

grappled (escape DC 13). Until this grapple ends, the target is


restrained, blinded, & at risk of suffocating, & the rug can't
smother another target. In addition, at the start of each of the
target's turns, the target takes 10 (2d6+3)B.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

007

Ankheg

Hp 39 (6d10+6)
AC 14 (natural, 11 if prone)
Speed 30', burrow 10'

L monstrosity unaligned
Chall 2(450XP)

Str:17|+3 Dex:11|+0 Con:13|+1 Int:1|-5 Wis:13|+1 Cha:6|-2

Senses darkvision 60', tremorsense 60'; #11


Languages
ACTIONS

Bite ! +5, 5', 1 tgt. 9 (2d6+3)S + 3 (1d6) acid. If the target is a

Large or smaller creature, it is grappled (escape DC 13). Until


this grapple ends, the ankheg can bite only the grappled creature
& has advantage on attack rolls to do so.
Acid Spray (Recharge 6) The ankheg spits acid in a line that is 30'
long & 5' wide, provided that it has no creature grappled. All in
line make a DC 13 Dex save, taking 10 (3d6) acid on a failed save,
or half if made.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

008

Ape

Hp 19 (3d8+6)
AC 12
Speed 30', climb 30'

M beast unaligned
Chall 1/2(100XP)

Str:16|+3 Dex:14|+2 Con:14|+2 Int:6|-2 Wis:12|+1 Cha:7|-2


Skills Athletics +5, Percept +3
Senses ; #13
Languages
ACTIONS

Multiattk Two fist attacks.


Fist ! +5, 5', 1 tgt. 6 (1d6+3)B.
Rock " +5, 25/50', 1 tgt. 6 (1d6+3)B.

Ape, Giant

Hp 157 (15d12+60)
AC 12
Speed 40', climb 40'

H beast unaligned
Chall 7(2,900XP)

Str:23|+6 Dex:14|+2 Con:18|+4 Int:7|-2 Wis:12|+1 Cha:7|-2


Skills Athletics +9, Percept +4
Senses ; #14
Languages
ACTIONS

Multiattk Two fist attacks.


Fist ! +9, 10', 1 tgt. 22 (3d10+6)B.
Rock " +9, 50/100', 1 tgt. 30 (7d6+6)B.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

009

Awakened Shrub

Hp 10 (3d6)
AC 9
Speed 20'

S plant unaligned
Chall 0(10XP)

Str:3|-4 Dex:8|-1 Con:11|+0 Int:10|+0 Wis:10|+0 Cha:6|-2


Vuln fire
Dmg Resist piercing
Senses ; #10
Languages one language known by its creator
False Appearance While the shrub remains motionless, it is

indistinguishable from a normal shrub.


ACTIONS

Rake ! +1, 5', 1 tgt. 1 (1d4-1)S.

Awakened Tree

Hp 59 (7d12+14)
AC 13 (natural armor)
Speed 20'

H plant unaligned
Chall 2(450XP)

Str:19|+4 Dex:6|-2 Con:15|+2 Int:10|+0 Wis:10|+0 Cha:7|-2


Vuln fire
Dmg Resist bludgeoning, piercing
Senses ; #10
Languages one language known by its creator
False Appearance While the tree remains motionless, it is

indistinguishable from a normal tree.


ACTIONS

Slam ! +6, 10', 1 tgt. 14 (3d6+4)B.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

010

Axe Beak

Hp 19 (3d10+3)
AC 11
Speed 50'

L beast unaligned
Chall 1/4(50XP)

Str:14|+2 Dex:12|+1 Con:12|+1 Int:2|-4 Wis:10|+0 Cha:5|-3

Senses ; #10
Languages

ACTIONS

Beak ! +4, 5', 1 tgt. 6 (1d8+2)S.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

011

Azer

Hp 39 (6d8+12)
AC 17 (natural, shield)
Speed 30'

M elemental LN
Chall 2(450XP)

Str:17|+3 Dex:12|+1 Con:15|+2 Int:12|+1 Wis:13|+1 Cha:10|+0


Saves Con +4
Dmg Immune fire, poison
Cond Immune poisoned
Senses ; #11
Languages Ignan
Heated Body A creature that touches the azer or hits it w/melee

attack while within 5' of it takes 5 (1d10) fire dmg.


Heated Weapons When the azer hits w/metal melee weapon, it
deals an extra 3 (1d6) fire dmg (incl).
Illumination The azer sheds bright light in a 10' radius & dim light
for an additional 10'.
ACTIONS

Warhammer ! +5, 5', 1 tgt. 7 (1d8+3)B, or 8 (1d10+3)B if used

w/two hands to make a melee attack, + 3 (1d6) fire.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

012

Baboon

Hp 3 (1d6)
AC 12

S beast unaligned
Chall 0(10XP)

Speed 30', climb 30'


Str:8|-1 Dex:14|+2 Con:11|+0 Int:4|-3 Wis:12|+1 Cha:6|-2
Senses ; #11
Languages
Pack Tactics The baboon has advantage on an attack roll against a
creature if at least one of the baboon's allies is within 5' of the
creature & the ally isn't incapacitated.
ACTIONS

Bite ! +1, 5', 1 tgt. 1 (1d4-1)P.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

013

Badger

Hp 3 (1d4+1)
AC 10

T beast unaligned
Chall 0(10XP)

Speed 20', burrow 5'


Str:4|-3 Dex:11|+0 Con:12|+1 Int:2|-4 Wis:12|+1 Cha:5|-3
Senses darkvision 30'; #11
Languages
Keen Smell Advantage on Wis (Perception) checks that rely on
smell.
ACTIONS

Bite ! +2, 5', 1 tgt. 1 pierc.

Badger, Giant

Hp 13 (2d8+4)
AC 10

M beast unaligned
Chall 1/4(50XP)

Speed 30', burrow 10'


Str:13|+1 Dex:10|+0 Con:15|+2 Int:2|-4 Wis:12|+1 Cha:5|-3
Senses darkvision 30'; #11
Languages
Keen Smell Advantage on Wis (Perception) checks that rely on
smell.
ACTIONS

Multiattk Two attacks: one w/its bite & one w/its claws.
Bite ! +3, 5', 1 tgt. 4 (1d6+1)P.
Claws ! +3, 5', 1 tgt. 6 (2d4+1)S.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

014

Basilisk

Hp 52 (8d8+16)
AC 12 (natural armor)
Speed 20'

M monstrosity unaligned
Chall 3(700XP)

Str:16|+3 Dex:8|-1 Con:15|+2 Int:2|-4 Wis:8|-1 Cha:7|-2

Senses darkvision 60'; #9


Languages

Petrifying Gaze If a creature starts its turn within 30' of the basilisk

& the two of them can see each other, the basilisk can force the
creature to make a DC 12 Con save if the basilisk isn't
incapacitated. On a failed save, the creature magically begins to
turn to stone & is restrained. It must repeat the save at the end of
its next turn. On a success, the effect ends. On a failure, the
creature is petrified until freed by the greater restoration spell or
other magic.
A creature that isn't surprised can avert its eyes to avoid the save
at the start of its turn. If it does so, it can't see the basilisk until
the start of its next turn, when it can avert its eyes again. If it
looks at the basilisk in the meantime, it must immediately make
the save.
If the basilisk sees its reflection within 30' of it in bright light, it
mistakes itself for a rival & targets itself w/its gaze.
ACTIONS

Bite ! +5, 5', 1 tgt. 10 (2d6+3)P + 7 (2d6) poison.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

015

Bat

Hp 1 (1d4-1)
AC 12
Speed 5', fly 30'

T beast unaligned
Chall 0(10XP)

Str:2|-4 Dex:15|+2 Con:8|-1 Int:2|-4 Wis:12|+1 Cha:4|-3

Senses blindsight 60'; #11


Languages

Echolocation The bat can't use its blindsight while deafened.


Keen Hearing Advantage on Wis (Perception) checks that rely on

hearing.

ACTIONS

Bite ! +0, 5', one creature. 1 pierc.

Bat, Giant

Hp 22 (4d10)
AC 13
Speed 10', fly 60'

L beast unaligned
Chall 1/4(50XP)

Str:15|+2 Dex:16|+3 Con:11|+0 Int:2|-4 Wis:12|+1 Cha:6|-2

Senses blindsight 60'; #11


Languages

Echolocation Can't use its blindsight while deafened.


Keen Hearing Advantage on Wis (Perception) checks that rely on

hearing.

ACTIONS

Bite ! +4, 5', one creature. 5 (1d6+2)P.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

016

Bear, Black

Hp 19 (3d8+6)
AC 11 (natural armor)
Speed 40', climb 30'

M beast unaligned
Chall 1/2(100XP)

Str:15|+2 Dex:10|+0 Con:14|+2 Int:2|-4 Wis:12|+1 Cha:7|-2

Senses Percept +3; #13


Languages

Keen Smell Advantage on Wis (Perception) checks that rely on

smell.

ACTIONS

Multiattk Two attacks: one w/its bite & one w/its claws.
Bite ! +3, 5', 1 tgt. 5 (1d6+2)P.
Claws ! +3, 5', 1 tgt. 7 (2d4+2)S.

Bear, Brown

Hp 34 (4d10+12)
AC 11 (natural armor)
Speed 40', climb 30'

L beast unaligned
Chall 1(200XP)

Str:19|+4 Dex:10|+0 Con:16|+3 Int:2|-4 Wis:13|+1 Cha:7|-2


Skills Percept +3
Senses ; #13
Languages
Keen Smell Advantage on Wis (Perception) checks that rely on

smell.

ACTIONS

Multiattk Two attacks: one w/its bite & one w/its claws.
Bite ! +5, 5', 1 tgt. 8 (1d8+4)P.
Claws ! +5, 5', 1 tgt. 11 (2d6+4)S.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

017

Bear, Polar

Hp 42 (5d10+15)
AC 12 (natural armor)
Speed 40', swim 30'

L beast unaligned
Chall 2(450XP)

Str:20|+5 Dex:10|+0 Con:16|+3 Int:2|-4 Wis:13|+1 Cha:7|-2


Skills Percept +3
Senses ; #13
Languages
Keen Smell Advantage on Wis (Perception) checks that rely on

smell.

ACTIONS

Multiattk Two attacks: one w/its bite & one w/its claws.
Bite ! +7, 5', 1 tgt. 9 (1d8+5)P.
Claws ! +7, 5', 1 tgt. 12 (2d6+5)S.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

018

Beetle, Fire, Giant


S beast unaligned
Chall 0(10XP)

Hp 4 (1d6+1)
AC 13 (natural armor)
Speed 30'

Str:8|-1 Dex:10|+0 Con:12|+1 Int:1|-5 Wis:7|-2 Cha:3|-4

Senses blindsight 30'; #8


Languages

Illumination It sheds bright light in a 10' radius & dim light for an

additional 10'

ACTIONS

Bite ! +1, 5', 1 tgt. 2 (1d6-1)S.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

019

Behir

Hp 168 (16d12+64)
AC 17 (natural armor)
Speed 50', climb 40'

H monstrosity NE
Chall 11(7,200XP)

Str:23|+6 Dex:16|+3 Con:18|+4 Int:7|-2 Wis:14|+2 Cha:12|+1


Skills Percept +6, Stealth +7
Dmg Immune lightning
Senses darkvision 90'; #16
Languages Draconic
ACTIONS

Multiattk Two attacks: one bite & one constrict.


Bite ! +10, 10', 1 tgt. 22 (3d10+6)P.
Constrict ! +10, 5', one Large or smaller creature. 17 (2d10+6)B

+ 17 (2d10+6)S. The target is grappled (escape DC 16) if the


behir isn't already constricting a creature, & the target is
restrained until this grapple ends.
Lightning Breath (Recharge 5-6) Exhales a line of lightning 20' long
& 5' wide. All in line make a DC 16 Dex save, taking 66 (12d10)
lightning dmg on a failed save, or half if made.
Swallow It makes one bite attack against a Med or smaller target it
is grappling. If it hits, target is swallowed, & grapple ends.
Swallowed target is blinded & restrained, has total cover against
attacks & other effects outside, but it takes 21(6d6) acid at start
of each of behir's turns. It can have only one target swallowed at a
time. If behir takes 30+ dmg in 1 turn from swallowed creature,
behir must make DC 14 Con save at end of that turn or
regurgitate the creature, which falls prone within 10' of the behir.
If behir dies, swallowed creature is no longer restrained & can
escape using 15' of movement, exiting prone.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

020

Blink Dog

Hp 22 (4d8+4)
AC 13
Speed 40'

M fey LG
Chall 1/4(50XP)

Str:12|+1 Dex:17|+3 Con:12|+1 Int:10|+0 Wis:13|+1 Cha:11|+0


Skills Percept +3, Stealth +5
Senses ; #13
Languages Blink Dog, understands Sylvan but can't speak it
Keen Hearing & Smell Advantage on Wis (Perception) checks that

rely on hearing or smell.

ACTIONS

Bite ! +3, 5', 1 tgt. 4 (1d6+1)P.


Teleport (Recharge 4-6) Magic teleport, w/equipment worn or

carried, up to 40' to an unoccupied spot it sees. Before or after


teleporting, the dog can make one bite attack.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

021

Blood Hawk

Hp 7 (2d6)
AC 12
Speed 10', fly 60'

S beast unaligned
Chall 1/8(25XP)

Str:6|-2 Dex:14|+2 Con:10|+0 Int:3|-4 Wis:14|+2 Cha:5|-3


Skills Percept +4
Senses ; #14
Languages
Keen Sight Advantage on Wis (Perception) checks that rely on

sight.

Pack Tactics Advantage on an attack roll against a creature if at

least one of the hawk's allies is within 5' of the creature & the ally
isn't incapacitated.
ACTIONS

Beak ! +4, 5', 1 tgt. 4 (1d4+2)P.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

022

Boar

Hp 11 (2d8+2)
AC 11 (natural armor)
Speed 40'

M beast unaligned
Chall 1/4(50XP)

Str:13|+1 Dex:11|+0 Con:12|+1 Int:2|-4 Wis:9|-1 Cha:5|-3

Senses ; #9
Languages

Charge If it moves 20'+ straight to foe & hits w/tusk on same

turn, target takes +3(1d6)S. Creatures must make DC 11 Str save


or be knocked prone.
Relentless (Short/Long Rest Recharge) If up to 7 dmg would reduce
it to 0hp, reduced to 1hp.
ACTIONS

Tusk ! +3, 5', 1 tgt. 4 (1d6+1)S.

Boar, Giant

Hp 42 (5d10+5)
AC 12 (natural armor)
Speed 40'

L beast unaligned
Chall 2(450XP)

Str:17|+3 Dex:10|+0 Con:16|+3 Int:2|-4 Wis:7|-2 Cha:5|-3

Senses ; #8
Languages

Charge If it moves 20'+ straight to foe & hits w/tusk on same

turn, target takes +7(2d6)S. Creatures must make DC 13 Str save


or be knocked prone.
Relentless (Short/Long Rest Recharges) If up to 10 dmg would
reduce it to 0hp, reduced to 1hp.
ACTIONS

Tusk ! +5, 5', 1 tgt. 10 (2d6+3)S.


Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

023

Bugbear

Hp 27 (5d8+5)
AC 16 (hide armor, shield)
Speed 30'

M humanoid (goblinoid) CE
Chall 1(200XP)

Str:15|+2 Dex:14|+2 Con:13|+1 Int:8|-1 Wis:11|+0 Cha:9|-1


Skills Stealth +6, Survival +2
Senses darkvision 60'; #10
Languages Common, Goblin
Brute One extra dmg die on melee wpn (incl).
Surprise Attack +7 (2d6) dmg on surprise round
ACTIONS

Morningstar ! +4 , reach 5', 1 tgt. 11(2d8+2)P.


Javelin !" +4, 5' or range 30/120', 1 tgt. 9 (2d6+2)P in melee

or 5 (1d6+2)P at range.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

024

Bulette

Hp 94 (9d10+45)
AC 17 (natural armor)
Speed 40', burrow 40'

L monstrosity unaligned
Chall 5(1,800XP)

Str:19|+4 Dex:11|+0 Con:21|+5 Int:2|-4 Wis:10|+0 Cha:5|-3


Skills Percept +6
Senses darkvision 60', tremorsense 60'; #16
Languages
Standing Leap Long jump is up to 30' & its high jump is up to

15', w/or w/o a running start.

ACTIONS

Bite ! +7, 5', 1 tgt. 30 (4d12+4)P.


Deadly Leap If the bulette jumps at least 15' as part of its

movement, it can then use this action to land on its feet in a


space that contains one or more other creatures. Each of those
creatures must make DC 16 Str or Dex save (target's choice) or
be knocked prone & take 14 (3d6+4)B + 14 (3d6+4)S. On a
successful save, the creature takes only half the dmg, isn't
knocked prone, & is pushed 5' out of the bulette's space into an
unoccupied space of the creature's choice. If no unoccupied space
is within range, the creature instead falls prone in the bulette's
space.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

025

Camel

Hp 15 (2d10+4)
AC 9
Speed 50'

L beast unaligned
Chall 1/8(25XP)

Str:16|+3 Dex:8|-1 Con:14|+2 Int:2|-4 Wis:8|-1 Cha:5|-3

Senses ; #9
Languages

ACTIONS

Bite ! +5, 5', 1 tgt. 2 (1d4)B.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

026

Cat

Hp 2 (1d4)
AC 12

T beast unaligned
Chall 0(10XP)

Speed 40', climb 30'


Str:3|-4 Dex:15|+2 Con:10|+0 Int:3|-4 Wis:12|+1 Cha:7|-2
Skills Percept +3, Stealth +4
Senses ; #13
Languages
Keen Smell Advantage on Wis (Perception) checks that rely on
smell.
ACTIONS

Claws ! +0, 5', 1 tgt. 1 slash.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

027

Centaur

Hp 45 (6d10+12)
AC 12
Speed 50'

L monstrosity NG
Chall 2(450XP)

Str:18|+4 Dex:14|+2 Con:14|+2 Int:9|-1 Wis:13|+1 Cha:11|+0


Skills Athletics +6, Percept +3, Survival +3
Senses ; #13
Languages Elvish, Sylvan
Charge If the centaur moves at least 30' straight toward a target &

then hits it w/pike attack on the same turn, the target takes an
extra 10 (3d6)P.
ACTIONS

Multiattk The centaur makes two attacks: one w/its pike & one

w/its hooves or two w/its longbow.


Pike ! +6, 10', 1 tgt. 9 (1d10+4)P.
Hooves ! +6, 5', 1 tgt. 11 (2d6+4)B.
Longbow " +4, 150/600', 1 tgt. 6 (1d8+2)P.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

028

Centipede, Giant
S beast unaligned
Chall 1/4(50XP)

Hp 4 (1d6+1)
AC 13 (natural armor)
Speed 30', climb 30'

Str:5|-3 Dex:14|+2 Con:12|+1 Int:1|-5 Wis:7|-2 Cha:3|-4

Senses blindsight 30'; #8


Languages

ACTIONS

Bite ! +4, 5', one creature. 4 (1d4+2)P, & the target must make

DC 11 Con save or take 10 (3d6) poison dmg. If the poison dmg


reduces the target to 0 hit points, the target is stable but poisoned
for 1 hr, even after regaining hit points, & is paralyzed while
poisoned in this way.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

029

Chimera

Hp 114 (12d10+48)
AC 14 (natural armor)
Speed 30', fly 60'

L monstrosity CE
Chall 6(2,300XP)

Str:19|+4 Dex:11|+0 Con:19|+4 Int:3|-4 Wis:14|+2 Cha:10|+0


Skills Percept +8
Senses darkvision 60'; #18
Languages understands Draconic but can't speak
ACTIONS

Multiattk Three attacks: one w/its bite, one w/its horns, & one

w/its claws. When its fire breath is available, it can use the breath
in place of its bite or horns.
Bite ! +7, 5', 1 tgt. 11 (2d6+4)P.
Horns ! +7, 5', 1 tgt. 10 (1d12+4)B.
Claws ! +7, 5', 1 tgt. 11 (2d6+4)S.
Fire Breath (Recharge 5-6) The dragon head exhales fire in a 15'
cone. All in area make a DC 15 Dex save, taking 31 (7d8) fire
dmg on a failed save, or half if made.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

030

Chuul

Hp 93 (11d10+33)
AC 16 (natural armor)
Speed 30', swim 30'

L aberration CE
Chall 4(1,100XP)

Str:19|+4 Dex:10|+0 Con:16|+3 Int:5|-3 Wis:11|+0 Cha:5|-3


Skills Percept +4
Dmg Immune poison
Cond Immune poisoned
Senses darkvision 60'; #14
Languages understands Deep Speech but can't speak
Amphibious Can breathe air & water.
Sense Magic Senses magic within 120' of it at will. This trait

otherwise works like the detect magic spell but isn't itself magical.
ACTIONS

Multiattk Two pincer attacks. If the chuul is grappling a creature,

the chuul can also use its tentacles once.


Pincer ! +6, 10', 1 tgt. 11 (2d6+4)B. The target is grappled
(escape DC 14) if it is a Large or smaller creature & the chuul
doesn't have two other creatures grappled.
Tentacles One creature grappled by the chuul must make DC 13
Con save or be poisoned for 1 min. Until this poison ends, the
target is paralyzed. The target can repeat the save at the end of
each of its turns.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

031

Cloaker

Hp 78 (12d10+12)
AC 14 (natural armor)
Speed 10', fly 40'

L aberration CN
Chall 8(3,900XP)

Str:17|+3 Dex:15|+2 Con:12|+1 Int:13|+1 Wis:12|+1 Cha:14|+2


Skills Stealth +5
Senses darkvision 60'; #11
Languages Deep Speech, Undercommon
Damage Transfer If attached to a foe, cloaker takes half dmg (rounded
down) & foe takes the rest.
False Appearance While motionless without underside exposed, looks
identical to leather cloak.
Light Sensitivity In bright light, disadvantage on attacks & Wis
(Perception) checks that use sight.
ACTIONS

Multiattk Two attacks: one w/its bite & one w/its tail.
Bite ! +6, 5', 1 tgt. 10 (2d6+3)P, & if target is Large or less, cloaker
attaches. If cloaker has advantage, it attaches to target's head, & target is
blind, can't breathe, but cloaker can bite only target (w/advantage).
Cloaker can detach w/5' move. A foe, including target, can use its action
to detach w/DC 16 Str.
Tail ! +6, 10', 1 tgt. 7 (1d8+3)S.
Moan All in 60' & can hear its moan (not aberrations) must make DC
13 Wis save or be frightened until end of cloaker's next turn. On success,
creature is immune to this for 24 hrs.
Phantasms (Recharges after a Short or Long Rest) It magically creates 3
illusory duplicates if not in bright light. Duplicates move w/it & mimic
it, shifting position to make them impossible to track. If cloaker is ever in
bright light, duplicates disappear.
Doesn't apply if foe can't see/relies on other senses. If targeted w/attack
or harmful spell & dupe remains, foe determines randomly if it targets
cloaker or dupe. Dupe has cloaker's AC & saves. Dupe disappears if hit
or fails a save vs. dmg.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas
032

Cockatrice

Hp 27 (6d6+6)
AC 11
Speed 20', fly 40'

S monstrosity unaligned
Chall 1/2(100XP)

Str:6|-2 Dex:12|+1 Con:12|+1 Int:2|-4 Wis:13|+1 Cha:5|-3

Senses darkvision 60'; #11


Languages

ACTIONS

Bite ! +3, 5', 1 tgt. 3 (1d4+1)P, & the target must make DC 11

Con save against being magically petrified. On a failed save, the


creature begins to turn to stone & is restrained. It must repeat
the save at the end of its next turn. On a success, the effect ends.
On a failure, the creature is petrified for 24 hrs.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

033

Couatl

Hp 97 (13d8+39)
AC 19 (natural armor)
Speed 30', fly 90'

M celestial LG
Chall 4(1,100XP)

Str:16|+3 Dex:20|+5 Con:17|+3 Int:18|+4 Wis:20|+5 Cha:18|+4


Saves Con +5, Wis +7, Cha +6
Dmg Resist radiant
Dmg Immune psychic; nonmagic bludg/pierc/slash attacks
Senses truesight 120'; #15
Languages all, telepathy 120'
Innate Spellcasting Cha (DC 14), only verbal comps: At will: detect evil
& good, detect magic, detect thoughts; 3/day each: bless, create food
& water, cure wounds, lesser restoration, protection from poison,
sanctuary, shield; 1/day each: dream, greater restoration, scrying
Magic Weapons Its weapon attacks are magical.
Shielded Mind Immune to scrying & any effect ta sense emotions,
read thoughts, or detect location.
ACTIONS

Bite ! +8, 5', 1 tgt. 8 (1d6+5)P, & target must make DC 13 Con

save or be poisoned 24 hrs. Until poison ends, target is unconscious.


Another creature can shake target awake w/action.
Constrict ! +6, 10', one Med or smaller creature. 10 (2d6+3)B, &
the target is grappled (escape DC 15). Until this grapple ends, target is
restrained, & couatl can't constrict another.
Change Shape Polymorphs into humanoid or beast w/challenge up
to/equal its own, or back. Reverts if dead. Equipment worn/carried is
absorbed or borne by new form (its choice).
Retains stats & ability to speak, but AC, move modes, Str, Dex, &
other actions are replaced by new form's; it gains any stats &
capabilities (except class features, legendary & lair actions) of new
form it lacks. If new form has bite, if can use its bite in new form.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas
034

Crab

Hp 2 (1d4)
AC 11 (natural armor)
Speed 20', swim 20'

T beast unaligned
Chall 0(10XP)

Str:2|-4 Dex:11|+0 Con:10|+0 Int:1|-5 Wis:8|-1 Cha:2|-4


Skills Stealth +2
Senses blindsight 30'; #9
Languages
Amphibious Can breathe air & water.
ACTIONS

Claw ! +0, 5', 1 tgt. 1 bludg.

Crab, Giant

Hp 13 (3d8)
AC 15 (natural armor)
Speed 30', swim 30'

M beast unaligned
Chall 1/8(25XP)

Str:13|+1 Dex:15|+2 Con:11|+0 Int:1|-5 Wis:9|-1 Cha:3|-4


Skills Stealth +4
Senses blindsight 30'; #9
Languages
Amphibious Can breathe air & water.
ACTIONS

Claw ! +3, 5', 1 tgt. 4 (1d6+1)B, & the target is grappled

(escape DC 11). The crab has two claws, each of which can
grapple only one target.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

035

Crocodile

Hp 19 (3d10+3)
AC 12 (natural armor)
Speed 20', swim 30'

L beast unaligned
Chall 1/2(100XP)

Str:15|+2 Dex:10|+0 Con:13|+1 Int:2|-4 Wis:10|+0 Cha:5|-3


Skills Stealth +2
Senses ; #10
Languages
Hold Breath Can hold its breath for 15 min.
ACTIONS

Bite ! +4, 5', one creature. 7 (1d10+2)P, & target is grappled

(escape DC 12). Until it ends, target is restrained, & croc can't


bite another target.
Crocodile, Giant
H beast unaligned
Chall 5(1,800XP)

Hp 85 (9d12+27)
AC 14 (natural armor)
Speed 30', swim 50'

Str:21|+5 Dex:9|-1 Con:17|+3 Int:2|-4 Wis:10|+0 Cha:7|-2


Skills Stealth +5
Senses ; #10
Languages
Hold Breath Can hold its breath for 30 min.
ACTIONS

Multiattk Two attacks: one bite & one tail.


Bite ! +8, 5', 1 tgt. 21 (3d10+5)P, & target is grappled (escape

DC 16). Until this grapple ends, target is restrained, & croc can't
bite another target.
Tail ! +8, 10', 1 tgt not grappled by croc. 14 (2d8+5)B. If foe is
a creature, it must make DC 16 Str save or be knocked prone.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

036

Darkmantle

Hp 22 (5d6+5)
AC 11
Speed 10', fly 30'

S monstrosity unaligned
Chall 1/2(100XP)

Str:16|+3 Dex:12|+1 Con:13|+1 Int:2|-4 Wis:10|+0 Cha:5|-3


Skills Stealth +3
Senses blindsight 60'; #10
Languages
Echolocation Can't use its blindsight while deafened.
False Appearance Is indistinguishable from cave formations

(stalactite, stalagmite) while motionless.


ACTIONS

Crush ! +5, 5', 1 tgt. 6 (1d6+3)B, & the darkmantle attaches to

the target. If the target is Med or smaller & the darkmantle has
advantage on the attack roll, it attaches by engulfing the target's
head, & the target is also blinded & unable to breathe while the
darkmantle is attached in this way.
While attached to the target, it can only attack the target but has
advantage on its attacks. Its speed becomes 0, it can't benefit from
any speed bonus, & it moves w/the target.
A creature can detach the darkmantle by by making a DC 13 Str
check as an action. On its turn, it can detach itself from the target
by using 5' of movement.
Darkness Aura (1/day) A 15' radius of magical darkness extends out
from it, moves w/it, & spreads around corners. The darkness lasts
as long as it maintains concentration, up to 10 min (as if
concentrating on a spell). Darkvision can't penetrate this
darkness, & no natural light can illuminate it. If any of the
darkness overlaps an area of light created by a 2nd level spell or
less, the spell is dispelled.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

037

Death Dog

Hp 39 (6d8+12)
AC 12
Speed 40'

M monstrosity NE
Chall 1(200XP)

Str:15|+2 Dex:14|+2 Con:14|+2 Int:3|-4 Wis:13|+1 Cha:6|-2


Skills Percept +5, Stealth +4
Senses darkvision 120'; #15
Languages
Two-Headed The dog has advantage on Wis (Perception) checks

& on saves against being blinded, charmed, deafened, frightened,


stunned, or knocked unconscious.
ACTIONS

Multiattk The dog makes two bite attacks.


Bite ! +4, 5', 1 tgt. 5 (1d6+2)P. If the target is a creature, it

must make DC 12 Con save against disease or become poisoned


until the disease is cured. Every 24 hrs that elapse, the creature
must repeat the save, reducing its hit point maximum by 5
(1d10) on a failure. This reduction lasts until the disease is cured.
The creature dies if the disease reduces its hit point maximum to
0.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

038

Deer

Hp 4 (1d8)
AC 13
Speed 50'

M beast unaligned
Chall 0(10XP)

Str:11|+0 Dex:16|+3 Con:11|+0 Int:2|-4 Wis:14|+2 Cha:5|-3

Senses ; #12
Languages

ACTIONS

Bite ! +2, 5', 1 tgt. 2 (1d4)P.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

039

Demon, Balor

Hp 262 (21d12+126)
AC 19 (natural armor)
Speed 40', fly 80'

H fiend (demon) CE
Chall 19(22,000XP)

Str:26|+8 Dex:15|+2 Con:22|+6 Int:20|+5 Wis:16|+3 Cha:22|+6

Saves Str +14, Con +12, Wis +9, Cha +12


Dmg Resist cold, lightning; nonmagic bludg/pierc/slash attacks
Dmg Immune fire, poison
Cond Immune poisoned
Senses truesight 120'; #13
Languages Abyssal, telepathy 120'

Death Throes Explodes upon death. All within 30 feet of it take 70 (20d6) fire

or half if DC 20 Dex save is made. Explosion ignites flammable objects in area


that aren't being worn or carried, & it destroys balor's weapons.
Fire Aura At the start of each of its turns, all within 5' take 10 (3d6) fire, &
flammable objects in aura that aren't being worn or carried ignite. A creature that
touches the balor or hits w/melee attack while within 5' takes 10 (3d6) fire.
Magic Resistance Advantage on saves vs. spells/magic effects.
Magic Weapons The balor's weapon attacks are magical.
ACTIONS

Multiattk Two attacks: one w/its longsword & one w/its whip.
Longsword ! +14, 10', 1 tgt. 21 (3d8+8)S + 13 (3d8) lightning. Critical hit

does 3x dmg.
Whip ! +14, 30', 1 tgt. 15 (2d6+8)S + 10 (3d6) fire, & target makes a DC 20
Str save or is pulled up to 25 feet toward balor.
Teleport Magic teleport, w/equipment worn or carried, up to 120' to an
unoccupied spot it sees.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

040

Demon, Dretch

Hp 18 (4d6+4)
AC 11 (natural armor)
Speed 20'

S fiend (demon) CE
Chall 1/4(50XP)

Str:11|+0 Dex:11|+0 Con:12|+1 Int:5|-3 Wis:8|-1 Cha:3|-4


Dmg Resist cold, fire, lightning
Dmg Immune poison
Cond Immune poisoned
Senses darkvision 60'; #9
Languages Abyssal, telepathy 60' (works only w/creatures that

understand Abyssal)

ACTIONS

Multiattk Two attacks: one w/its bite & one w/its claws.
Bite ! +2, 5', 1 tgt. 3 (1d6)P.
Claws ! +2, 5', 1 tgt. 5 (2d4)S.
Fetid Cloud (1/Day) A 10' radius of disgusting green gas extends

out from the dretch. The gas spreads around corners, & its area is
lightly obscured. It lasts for 1 min or until a strong wind disperses
it. Any creature that starts its turn in that area must make DC 11
Con save or be poisoned until the start of its next turn. While
poisoned in this way, the target can take either an action or a
bonus action on its turn, not both, & can't take reactions.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

041

Demon, Glabrezu
L fiend (demon) CE
Chall 9(5,000XP)

Hp 157 (15d10+75)
AC 17 (natural armor)
Speed 40'

Str:20|+5 Dex:15|+2 Con:21|+5 Int:19|+4 Wis:17|+3 Cha:16|+3


Saves Str +9, Con +9, Wis +7, Cha +7
Dmg Resist cold, fire, lightning; nonmagic bludg/pierc/slash

attacks

Dmg Immune poison


Cond Immune poisoned
Senses truesight 120'; #13
Languages Abyssal, telepathy 120'
Innate Spellcasting Int (DC 16) w/o material comps: At will:

darkness, detect magic, dispel magic; 1/day each: confusion, fly,


power word stun
Magic Resistance Advantage on saves vs. spells/magic effects.
ACTIONS

Multiattk Four attacks: two w/its pincers & two w/its fists.

Alternatively, it makes two attacks w/its pincers & casts one spell.
Pincer ! +9, 10', 1 tgt. 16 (2d10+5)B. If the target is a Med or
smaller creature, it is grappled (escape DC 15). The glabrezu has
two pincers, each of which can grapple only one target.
Fist ! +9, 5', 1 tgt. 7 (2d4+2)B.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

042

Demon, Hezrou

Hp 136 (13d10+65)
AC 16 (natural armor)
Speed 30'

L fiend (demon) CE
Chall 8(3,900XP)

Str:19|+4 Dex:17|+3 Con:20|+5 Int:5|-3 Wis:12|+1 Cha:13|+1


Saves Str +7, Con +8, Wis +4
Dmg Resist cold, fire, lightning; nonmagic bludg/pierc/slash

attacks

Dmg Immune poison


Cond Immune poisoned
Senses darkvision 120'; #11
Languages Abyssal, telepathy 120'
Magic Resistance Advantage on saves vs. spells/magic effects.
Stench Any creature that starts its turn within 10' of the hezrou

must make DC 14 Con save or be poisoned until the start of its


next turn. On a successful save, the creature is immune to the
hezrou's stench for 24 hrs.
ACTIONS

Multiattk Three attacks: one w/its bite & two w/its claws.
Bite ! +7, 5', 1 tgt. 15 (2d10+4)P.
Claws ! +7, 5', 1 tgt. 11 (2d6+4)S.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

043

Demon, Marilith

Hp 189 (18d10+90)
AC 18 (natural armor)
Speed 40'

L fiend (demon) CE
Chall 16(15,000XP)

Str:18|+4 Dex:20|+5 Con:20|+5 Int:18|+4 Wis:16|+3 Cha:20|+5


Saves Str +9, Con +10, Wis +8, Cha +10
Dmg Resist cold, fire, lightning; nonmagic bludg/pierc/slash attks
Dmg Immune poison
Cond Immune poisoned
Senses truesight 120'; #13
Languages Abyssal, telepathy 120'
Magic Resistance Advantage on saves vs. spells/magic effects.
Magic Weapons Its eapon attacks are magical.
Reactive Can take one reaction on every turn in combat.
ACTIONS

Multiattk 7 attacks: six w/its longswords & one w/its tail.


Longsword ! +9, 5', 1 tgt. 13 (2d8+4)S.
Tail ! +9, 10', 1 tgt. 15 (2d10+4)B. If the target is Med or

smaller, it is grappled (escape DC 19). Until this grapple ends, foe


is restrained, marilith can automatically hit foe w/its tail, but
marilith can't make tail attacks against other targets.
Teleport Magic teleport, w/equipment worn or carried, up to 120'
to an unoccupied spot it sees.
REACTIONS

Parry The marilith adds 5 to its AC against one melee attack that

would hit it. To do so, the marilith must see the attacker & be
wielding a melee weapon.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

044

Demon, Nalfeshnee
L fiend (demon) CE
Chall 13(10,000XP)

Hp 184 (16d10+96)
AC 18 (natural armor)
Speed 20', fly 30'

Str:21|+5 Dex:10|+0 Con:22|+6 Int:19|+4 Wis:12|+1 Cha:15|+2


Saves Con +11, Int +9, Wis +6, Cha +7
Dmg Resist cold, fire, lightning; nonmagic bludg/pierc/slash

attacks

Dmg Immune poison


Cond Immune poisoned
Senses truesight 120'; #11
Languages Abyssal, telepathy 120'
Magic Resistance Advantage on saves vs. spells/magic effects.
ACTIONS

Multiattk Uses Horror Nimbus if it can. It then makes three

attacks: one w/its bite & two w/its claws.


Bite ! +10, 5', 1 tgt. 32 (5d10+5)P.
Claw ! +10, 10', 1 tgt. 15 (3d6+5)S.
Horror Nimbus (Recharge 5-6) The nalfeshnee magically emits
scintillating, multicolored light. Each creature within 15 feet of
the nalfeshnee that can see the light must make DC 15 Wis save
or be frightened for 1 min. A creature can repeat the save at the
end of each of its turns. If a creature's save is successful or the
effect ends for it, the creature is immune to the nalfeshnee's
Horror Nimbus for the next 24 hrs.
Teleport Magic teleport, w/equipment worn or carried, up to 120'
to an unoccupied spot it sees.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

045

Demon, Quasit

T fiend (demon, shapechanger) CE


Chall 1(200XP)

Hp 7 (3d4)
AC 13
Speed 40'

Str:5|-3 Dex:17|+3 Con:10|+0 Int:7|-2 Wis:10|+0 Cha:10|+0


Skills Stealth +5
Dmg Resist cold; fire; lightning; nonmagic bludg/pierc/slash

attacks

Dmg Immune poison


Cond Immune poisoned
Senses darkvision 120'; #10
Languages Abyssal, Common
Shapechanger Can use its action to polymorph into a beast form

that resembles a bat (speed 10' fly 40'), centipede (40', climb 40'),
or toad (40', swim 40'), or to its true form . Stats are the same in
each form, except for the speeds noted. Any equipment it is worn
or carried isn't transformed. Reverts on death.
Magic Resistance Advantage on saves vs. spells/magic effects.
ACTIONS

Claw (Bite in Beast Form) ! +4, 5 ft ., 1 tgt. 5 (1d4+3)P, & target

must make DC 10 Con save or take 5 (2d4) poison & poisoned 1


min. Target can repeat save at end of each of its turns.
Scare (1/day) One creature of quasit's choice within 20' must make
DC 10 Wis save or be frightened 1 min. Target can repeat save at
end of each of its turns, w/disadvantage if quasit is in sight.
Invisibility Turns invisible until it attacks or uses Scare, or until its
concentration ends (as if a spell). Any equipment worn/carried is
invisible w/it.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

046

Demon, Vrock

Hp 104 (11d10+44)
AC 15 (natural armor)
Speed 40', fly 60'

L fiend (demon) CE
Chall 6(2,300XP)

Str:17|+3 Dex:15|+2 Con:18|+4 Int:8|-1 Wis:13|+1 Cha:8|-1


Saves Dex +5, Wis +4, Cha +2
Dmg Resist cold, fire, lightning; nonmagic bludg/pierc/slash

attacks

Dmg Immune poison


Cond Immune poisoned
Senses darkvision 120'; #11
Languages Abyssal, telepathy 120'
Magic Resistance Advantage on saves vs. spells/magic effects.
ACTIONS

Multiattk Two attacks: one w/its beak & one w/its talons.
Beak ! +6, 5', 1 tgt. 10 (2d6+3)P.
Talons ! +6, 5', 1 tgt. 14 (2d10+3)S.
Spores (Recharge 6) A 15-foot-radius cloud of toxic spores extends

out from the vrock. The spores spread around corners. All in area
make DC 14 Con save or become poisoned. While poisoned in
this way, a target takes 5 (1d10) poison dmg at the start of each of
its turns. A target can repeat the save at the end of each of its
turns. Emptying a vial of holy water on the target also ends the
effect on it.
Stunning Screech (1/Day) The vrock emits a horrific screech. Each
creature within 20 feet of it that can hear it & that isn't a demon
must make DC 14 Con save or be stunned until the end of the
vrock's next turn .
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

047

Devil, Barbed

Hp 110 (13d8+52)
AC 15 (natural armor)
Speed 30'

M fiend (devil) LE
Chall 5(1,800XP)

Str:16|+3 Dex:17|+3 Con:18|+4 Int:12|+1 Wis:14|+2 Cha:14|+2


Saves Str +6, Con +7, Wis +5, Cha +5
Skills Decept +5, Insight +5, Percept +8
Dmg Resist cold; nonmagic/nonsilver bludg/pierc/slash attacks
Dmg Immune fire, poison
Cond Immune poisoned
Senses darkvision 120'; #18
Languages Infernal, telepathy 120'
Barbed Hide At the start of each of its turns, the barbed devil deals

5 (1d10)P to any creature grappling it.


Devil's Sight Magical darkness doesn't impede its darkvision.
Magic Resistance Advantage on saves vs. spells/magic effects.
ACTIONS

Multiattk Three melee attacks: one w/its tail & two w/its claws.

Alternatively, it can use Hurl Flame twice.


Claw ! +6, 5', 1 tgt. 6 (1d6+3)P.
Tail ! +6, 5', 1 tgt. 10 (2d6+3)P.
Hurl Flame Ranged Spell Attack: +5, 150', 1 tgt. 10 (3d6) fire
dmg. If the target is a flammable object that isn't being worn or
carried, it also catches fire.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

048

Devil, Bearded

Hp 52 (8d8+16)
AC 13 (natural armor)
Speed 30'

M fiend (devil) LE
Chall 3(700XP)

Str:16|+3 Dex:15|+2 Con:15|+2 Int:9|-1 Wis:11|+0 Cha:11|+0


Saves Str +5, Con +4, Wis +2
Dmg Resist cold; nonmagic/nonsilver bludg/pierc/slash attacks
Dmg Immune fire, poison
Cond Immune poisoned
Senses darkvision 120'; #10
Languages Infernal, telepathy 120'
Devil's Sight Magical darkness doesn't impede its darkvision.
Magic Resistance Advantage on saves vs. spells/magic effects.
Steadfast The devil can't be frightened while it can see an allied

creature within 30 feet of it.

ACTIONS

Multiattk Two attacks: one w/its beard & one w/its glaive.
Beard ! +5, 5', one creature. 6 (1d8+2)P, & the target must

make DC 12 Con save or be poisoned for 1 min. While poisoned


in this way, the target can't regain hit points. The target can
repeat the save at the end of each of its turns.
Glaive ! +5, 10', 1 tgt. 8 (1d10+3)S. If the target is a creature
other than an undead or a construct, it must make DC 12 Con
save or lose 5 (1d10) hit points at the start of each of its turns due
to an infernal wound. Each time the devil hits the wounded
target w/this attack, the dmg dealt by the wound increases by 5
(1d10). Any creature can take an action to stanch the wound
w/successful DC 12 Wis (Medicine) check. The wound also
closes if the target receives magical healing.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

049

Devil, Bone

Hp 142 (15d10+60)
AC 19 (natural armor)
Speed 40', fly 40'

L fiend (devil) LE
Chall 9(5,000XP)

Str:18|+4 Dex:16|+3 Con:18|+4 Int:13|+1 Wis:14|+2 Cha:16|+3


Saves Int +5, Wis +6, Cha +7
Skills Decept +7, Insight +6
Dmg Resist cold; nonmagic/nonsilver bludg/pierc/slash attacks
Dmg Immune fire, poison
Cond Immune poisoned
Senses darkvision 120'; #9
Languages Infernal, telepathy 120'
Devil's Sight Magical darkness doesn't impede the devil's

darkvision.

Magic Resistance Advantage on saves vs. spells/magic effects.


ACTIONS

Multiattk Three attacks: two w/its claws & one w/its sting.
Claw ! +8, 10', 1 tgt. 8 (1d8+4)S.
Sting ! +8, 10', 1 tgt. 13 (2d8+4)P + 17 (5d6) poison, & the

target must make DC 14 Con save or become poisoned for 1


min. The target can repeat the save at the end of each of its turns.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

050

Devil, Chain

Hp 85 (10d8+40)
AC 16 (natural armor)
Speed 30'

M fiend (devil) LE
Chall 11(7,200XP)

Str:18|+4 Dex:15|+2 Con:18|+4 Int:11|+0 Wis:12|+1 Cha:14|+2

Saves Con +7, Wis +4, Cha +5


Dmg Resist cold; nonmagic/nonsilver bludg/pierc/slash attacks
Dmg Immune fire, poison
Cond Immune poisoned
Senses darkvision 120'; #8
Languages Infernal, telepathy 120'
Devil's Sight Magical darkness doesn't impede its darkvision.
Magic Resistance Advantage on saves vs. spells/magic effects.
ACTIONS

Multiattk Two attacks w/its chains.


Chain ! +8, 10', 1 tgt. 11 (2d6+4)S. The target is grappled (escape DC 14)
if the devil isn't already grappling a creature. Until this grapple ends, the target
is restrained & takes 7 (2d6)P at the start of each of its turns.
Animate Chains (Recharges after a Short or Long Rest) Up to four chains
the devil can see within 60 feet of it magically sprout razor-edged barbs &
animate under the devil's control, provided that the chains aren't being worn
or carried.
Each animated chain is an object w/AC 20, 20 hit points, resistance to pierc,
& immunity to psychic & thunder dmg. When the devil uses Multiattk on its
turn, it can use each animated chain to make one additional chain attack. An
animated chain can grapple one creature of its own but can't make attacks
while grappling. An animated chain reverts to its inanimate state if reduced to
0 hit points or if the devil is incapacitated or dies.
REACTIONS

Unnerving Mask When a creature the devil can see starts its turn within 30
feet of the devil, the devil can create the illusion that it looks like one of the
creature's departed loved ones or bitter enemies. If the creature can see the
devil, it must make DC 14 Wis save or be frightened until the end of its turn.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

051

Devil, Erinyes

Hp 153 (18d8+72)
AC 18 (plate)
Speed 30', fly 60'

M fiend (devil) LE
Chall 12(8,400XP)

Str:18|+4 Dex:16|+3 Con:18|+4 Int:14|+2 Wis:14|+2 Cha:18|+4


Saves Dex +7, Con +8, Wis +6, Cha +8
Dmg Resist cold; nonmagic/nonsilver bludg/pierc/slash attacks
Dmg Immune fire, poison
Cond Immune poisoned
Senses truesight 120'; #12
Languages Infernal, telepathy 120'
Hellish Weapons The erinyes's weapon attacks are magical & deal

an extra 13 (3d8) poison dmg on a hit (incl).


Magic Resistance Advantage on saves vs. spells/magic effects.
ACTIONS

Multiattk The erinyes makes three attacks


Longsword ! +8, 5', 1 tgt. 8 (1d8+4)S, or 9 (1d10+4)S if used

w/two hands, + 13 (3d8) poison dmg.


Longbow " +7, 150/600', 1 tgt. 7 (1d8+3)P + 13 (3d8) poison
dmg, & the target must make DC 14 Con save or be poisoned.
The poison lasts until it is removed by the lesser restoration spell
or similar magic.
REACTIONS

Parry The erinyes adds 4 to its AC against one melee attack that

would hit it. To do so, the erinyes must see the attacker & be
wielding a melee weapon.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

052

Devil, Horned

Hp 178 (17d10+55)
AC 18 (natural armor)
Speed 20', fly 60'

L fiend (devil) LE
Chall 11(7,200XP)

Str:22|+6 Dex:17|+3 Con:21|+5 Int:12|+1 Wis:16|+3 Cha:17|+3


Saves Str +10, Dex +7, Wis +7, Cha +7
Dmg Resist cold; nonmagic/nonsilver bludg/pierc/slash attacks
Dmg Immune fire, poison
Cond Immune poisoned
Senses darkvision 120'; #13
Languages Infernal, telepathy 120'
Devil's Sight Magical darkness doesn't impede its darkvision.
Magic Resistance Advantage on saves vs. spells/magic effects.
ACTIONS

Multiattk Three melee attacks: two w/its fork & one w/its tail. It

can use Hurl Flame in place of any melee attack.


Fork ! +10, 10', 1 tgt. 15 (2d8+6)P.
Tail ! +10, 10', 1 tgt. 10 (1d8+6)P. If the target is a creature
other than an undead or a construct, it must make DC 17 Con
save or lose 10 (3d6) hit points at the start of each of its turns due
to an infernal wound. Each time the devil hits the wounded
target w/this attack, the dmg dealt by the wound increases by 10
(3d6). Any creature can take an action to stanch the wound
w/successful DC 12 Wis (Medicine) check. The wound also
closes if the target receives magical healing.
Hurl Flame Ranged Spell Attack: +7, 150', 1 tgt. 14 (4d6) fire. If
the target is a flammable object that isn't being worn or carried, it
also catches fire.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

053

Devil, Ice

Hp 180 (19d10+76)
AC 18 (natural armor)
Speed 40'

L fiend (devil) LE
Chall 14(11,500XP)

Str:21|+5 Dex:14|+2 Con:18|+4 Int:18|+4 Wis:15|+2 Cha:18|+4


Saves Dex +7, Con +9, Wis +7, Cha +9
Dmg Resist nonmagic/nonsilver bludg/pierc/slash attacks
Dmg Immune cold, fire, poison
Cond Immune poisoned
Senses blindsight 60', darkvision 120'; #12
Languages Infernal, telepathy 120'
Devil's Sight Magical darkness doesn't impede its darkvision.
Magic Resistance Advantage on saves vs. spells/magic effects.
ACTIONS

Multiattk Three attacks: one bite, one claws, & one tail.
Bite ! +10, 5', 1 tgt. 12 (2d6+5)P + 10 (3d6) cold dmg.
Claws ! +10, 5', 1 tgt. 10 (2d4+5)S + 10 (3d6) cold dmg.
Tail !+10, 10', 1 tgt. 12 (2d6+5)B + 10 (3d6) cold dmg.
Wall of Ice Magically forms opaque ice wall on a solid surface it can see
within 60' of it. Wall is 1' thick & up to 30' long & 10' high, or it's a
hemispherical dome up to 20' diameter.
When wall appears, all in its space are pushed out of it by the shortest
route. The creature chooses which side of the wall to end up on, unless
incapacitated. The creature then take 35 (10d6) cold, DC 17 Dex halves.
Wall lasts for 1 min or until devil is incapacitated or dies. Wall can be
dmgd & breached; each 10' section has AC 5, 30 hp, vulnerability to fire,
immunity to acid, cold, necrotic, poison, & psychic dmg. If a section is
destroyed, it leaves behind a sheet of frigid air in the space the wall
occupied. When a creature finishes moving through the frigid air on a
turn, willingly or otherwise, it takes 17 (5d6) cold dmg (DC 17 Con save
halves). Frigid air dissipates when rest of wall vanishes.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

054

Devil, Imp

Hp 10 (3d4+3)
AC 13
Speed 20', fly 40'

T fiend (devil) LE
Chall 1(200XP)

Str:6|-2 Dex:17|+3 Con:13|+1 Int:11|+0 Wis:12|+1 Cha:14|+2


Skills Decept +4, Insight +3, Persuade +4, Stealth +5
Dmg Resist cold; nonmagic/nonsilver bludg/pierc/slash attacks
Dmg Immune fire, poison
Cond Immune poisoned
Senses darkvision 120'; #11
Languages Infernal, Common
Shapechanger The imp can use its action to polymorph into a beast

form that resembles a rat (speed 20'), a raven (20', fly 60'), or a
spider (20', climb 20'), or back into its true form. Its statistics are
the same in each form, except for the speed changes noted. Any
equipment it is wearing or carrying isn't transformed. It reverts to
its true form if it dies.
Devil's Sight Magical darkness doesn't impede its darkvision.
Magic Resistance Advantage on saves vs. spells/magic effects.
ACTIONS

Sting (Bite in Beast Form) ! +5, 5', 1 tgt. 5 (1d4+3)P, & the

target must make on a DC 11 Con save, taking 10 (3d6) poison


dmg on a failed save, or half if made.
Invisibility The imp magically turns invisible until it attacks, or
until its concentration ends (as if concentrating on a spell). Any
equipment the imp wears or carries is invisible w/it.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

055

Devil, Lemure

Hp 13 (3d8)
AC 7
Speed 15'

M fiend (devil) LE
Chall 0(10XP)

Str:10|+0 Dex:5|-3 Con:11|+0 Int:1|-5 Wis:11|+0 Cha:3|-4


Dmg Resist cold
Dmg Immune fire, poison
Cond Immune charmed, frightened, poisoned
Senses darkvision 120'; #10
Languages understands infernal but can't speak
Devil's Sight Magical darkness doesn't impede the its darkvision.
Hellish Rejuvenation A lemure that dies in the Nine Hells comes

back to life w/all its hit points in 1d10 days unless it is killed by a
good-aligned creature w/bless spell cast on that creature or its
remains are sprinkled w/holy water.
ACTIONS

Fist ! +3, 5', 1 tgt. 1 (1d4)B.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

056

Devil, Pit Fiend

Hp 300 (24d10+168)
AC 19 (natural armor)
Speed 30', fly 60'

L fiend (devil) LE
Chall 20(25,000XP)

Str:26|+8 Dex:14|+2 Con:24|+7 Int:22|+6 Wis:18|+4 Cha:24|+7


Saves Dex +8, Con +13, Wis +10
Dmg Resist cold; nonmagic bludg/pierc/slash attacks that aren't silvered
Dmg Immune fire, poison
Cond Immune poisoned
Senses truesight 120'; #14
Languages Infernal, telepathy 120'
Fear Aura Any creature hostile to the pit fiend that starts its turn within
20 feet of the pit fiend must make a DC 21 Wis save, unless the pit fiend
is incapacitated. On a failed save, the creature is frightened until the start
of its next turn. If a creature's save is successful, the creature is immune
to the pit fiend's Fear Aura for the next 24 hrs.
Magic Resistance Advantage on saves vs. spells/magic effects.
Magic Weapons The pit fiend's weapon attacks are magical.
Innate Spellcasting Cha (spell save DC 21) w/o material comps: At will:
detect magic, fireball; 3/day each: hold monster, wall of fire
ACTIONS

Multiattk Four attacks: one bite, one claws, one mace, & one tail.
Bite ! +14, 5', 1 tgt. 22 (4d6+8)P & the target must make DC 21
Con save or be poisoned. While poisoned in this way, the target can't
regain hit points & takes 21 (6d6) poison at the start of each of its turns.
The target can repeat the save at the end of each of its turns.
Claw ! +14, 10', 1 tgt. 17 (2d8+8)S.
Mace ! +14, 10', 1 tgt. 15 (2d6+8)B + 21 (6d6) fire.
Tail ! +14, 10', 1 tgt. 24 (3d10+8)B.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

057

Dinosaur, Plesiosaurus
L beast unaligned
Chall 2(450XP)

Hp 68 (8d10+24)
AC 13 (natural armor)
Speed 20', swim 40'

Str:18|+4 Dex:15|+2 Con:16|+3 Int:2|-4 Wis:12|+1 Cha:5|-3


Skills Percept +3, Stealth +4
Senses ; #13
Languages
Hold Breath Can hold its breath for 1 hr.
ACTIONS

Bite ! +6, 10', 1 tgt. 14 (3d6+4)P.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

058

Dinosaur, Triceratops
H beast unaligned
Chall 5(1,800XP)

Hp 95 (10d12+30)
AC 13 (natural armor)
Speed 50'

Str:22|+6 Dex:9|-1 Con:17|+3 Int:2|-4 Wis:11|+0 Cha:5|-3

Senses ; #10
Languages

Trampling Charge If it moves 20'+ straight to foe & hits w/gore on

same turn, target must make DC 13 Str save or be knocked


prone. If target is prone, the triceratops can make one stomp
attack against it as a bonus action.
ACTIONS

Gore ! +9, 5', 1 tgt. 24 (4d8+6)P.


Stomp ! +9, 5', one prone creature. 22 (3d10+6)B

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

059

Dinosaur, Tyrannosaurus
H beast unaligned
Chall 8(3,900XP)

Hp 136 (13d12+52)
AC 13 (natural armor)
Speed 50'

Str:25|+7 Dex:10|+0 Con:19|+4 Int:2|-4 Wis:12|+1 Cha:9|-1


Skills Percept +4
Senses ; #14
Languages
ACTIONS

Multiattk Two attacks: one w/its bite & one w/its tail. It can't

make both attacks against the same target.


Bite ! +10, 10', 1 tgt. 33 (4d12+7)P. If the target is a Med or
smaller creature, it is grappled (escape DC 17). Until this grapple
ends, the target is restrained, & the tyrannosaurus can't bite
another target.
Tail ! +10, 10', 1 tgt. 20 (3d8+7)B.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

060

Doppelganger

M monstrosity (shapechanger) Neutral


Chall 3(700XP)

Hp 52 (8d8+16)
AC 14
Speed 30'

Str:11|+0 Dex:18|+4 Con:14|+2 Int:11|+0 Wis:12|+1 Cha:14|+2


Skills Decept +6, Insight +3
Dmg Immune charmed
Senses darkvision 60'; #11
Languages Common
Shapechanger Can use its action to polymorph into a Small or

Med humanoid it has seen, or back into its true form. Its
statistics, other than its size, are the same in each form. Any
equipment it is wearing or carrying isn't transformed. It reverts to
its true form if it dies.
Ambusher Advantage on attacks vs. any foe it surprised.
Surprise Attack If it surprises a creature & hits w/an attack during
the first round of combat, target takes an extra 10 (3d6) dmg.
ACTIONS

Multiattk Two melee attacks.


Slam ! +6, 5', 1 tgt. 7 (1d6+4)B.
Read Thoughts The doppelganger magically reads the surface

thoughts of one creature within 60' of it. The effect can penetrate
barriers, but 3' of wood or dirt, 2' of stone, 2 inches of metal, or a
thin sheet of lead blocks it. While the target is in range, the
doppelganger can continue reading its thoughts, as long as the
doppelganger's concentration isn't broken (as if concentrating on
a spell). While reading the target's mind, the doppelganger has
advantage on Wis (Insight) & Cha (Deception, Intimidation, &
Persuasion) checks against the target.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

061

Dragon, Black Adult


H dragon CE
Chall 14(11,500XP)

Hp 195 (17d12+85)
AC 19 (natural armor)
Speed 40', fly 80', swim 40'

Str:23|+6 Dex:14|+2 Con:21|+5 Int:14|+2 Wis:13|+1 Cha:17|+3


Saves Dex +7, Con +10, Wis +6, Cha +8
Skills Percept +11, Stealth +7
Dmg Immune acid
Senses blindsight 60', darkvision 120'; #21
Languages Common, Draconic
Amphibious Can breathe air & water.
Legend Resist(3/Day) If it fails a save, it can choose to succeed.
ACTIONS

Multiattk Frightful Presence; one bite & two claws.


Bite ! +11, 10', 1 tgt. 17 (2d10+6)P + 4 (1d8) acid.
Claw ! +11, 5', 1 tgt. 13 (2d6+6)S.
Tail ! +11, 15', 1 tgt. 15 (2d8+6)B.
Frightful Presence Each creature of dragon's choice within 120' of it

& aware of it must make DC 16 Wis save or be frightened for 1


min. A creature can repeat the save at the end of each of its turns.
If a creature's save is successful or the effect ends for it, the
creature is immune to the dragon's Presence for 24 hrs.
Acid Breath (Recharge 5-6) Exhales acid in a 60' line that is 5' wide.
All in line make a DC 18 Dex save, taking 54 (12d8) acid dmg on
a failed save, or half if made.
LEGENDARY ACTIONS

Detect The dragon makes a Wis (Perception) check.


Tail Attack The dragon makes a tail attack.
Wing Attack (2 Actions) All within 10' make DC 19 Dex save or

take 13 (2d6+6)B & knocked prone. Then flies up to half speed.


Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

062

Dragon, Black Ancient

Hp 367 (21d20+147)
AC 22 (natural armor)
Speed 40', fly 80', swim 40'

G dragon CE
Chall 21(33,000XP)

Str:27|+8 Dex:14|+2 Con:25|+7 Int:16|+3 Wis:15|+2 Cha:19|+4


Saves Dex +9, Con +14, Wis +9, Cha +11
Skills Percept +16, Stealth +9
Dmg Immune acid
Senses blindsight 60', darkvision 120'; #26
Languages Common, Draconic
Amphibious Can breathe air & water.
Legend Resist(3/Day) If it fails a save, it can choose to succeed.
ACTIONS

Multiattk Frightful Presence; one bite & two claws.


Bite ! +15, 15', 1 tgt. 19 (2d10+8)P + 9 (2d8) acid.
Claw ! +15, 10', 1 tgt. 15 (2d6+8)S.
Tail ! +15, 20', 1 tgt. 17 (2d8+8)B.
Frightful Presence As adult, except save is DC 19.
Acid Breath (Recharge 5-6) 90'x10' line; 67(15d8); DC 22 Dex half.
LEGENDARY ACTIONS

Detect The dragon makes a Wis (Perception) check.


Tail Attack The dragon makes a tail attack.
Wing Attack (2 Actions) As adult, except 15' area; save is DC 23

Dex; 15 (2d6+8)B.

Dragon, Black Young


L dragon CE
Chall 7(2,900XP)

Hp 127 (15d10+45)
AC 18 (natural armor)
Speed 40', fly 80', swim 40'

Str:19|+4 Dex:14|+2 Con:17|+3 Int:12|+1 Wis:11|+0 Cha:15|+2


Saves Dex +5, Con +6, Wis +3, Cha +5
Skills Percept +6, Stealth +5
Dmg Immune acid
Senses blindsight 30', darkvision 120'; #16
Languages Common, Draconic
Amphibious Can breathe air & water.
ACTIONS

Multiattk Three attacks: one w/its bite & two w/its claws.
Bite ! +7, 10', 1 tgt. 15 (2d10+4)P + 4 (1d8) acid.
Claw ! +7, 5', 1 tgt. 11 (2d6+4)S.
Acid Breath (Recharge 5-6) 30'x5' line; 49(11d8); DC 14 Dex half.

Dragon, Black Wyrmling

Hp 33 (6d8+6)
AC 17 (natural armor)
Speed 30', fly 60', swim 30'

M dragon CE
Chall 2(450XP)

Str:15|+2 Dex:14|+2 Con:13|+1 Int:10|+0 Wis:11|+0 Cha:13|+1


Saves Dex +4, Con +3, Wis +2, Cha +3
Skills Percept +4, Stealth +4
Dmg Immune acid
Senses blindsight 10', darkvision 60'; #14
Languages Draconic
Amphibious Can breathe air & water.
ACTIONS

Bite ! +4, 5', 1 tgt. 7 (1d10+2)P + 2 (1d4) acid.


Acid Breath (Recharge 5-6) 15'x5' line; 22(5d8); DC 11 Dex half.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

063

Dragon, Blue Adult


H dragon LE
Chall 16(15,000XP)

Hp 225 (18d12+108)
AC 19(natural armor)

Speed 40', burrow 30', fly 80'


Str:25|+7 Dex:10|+0 Con:23|+6 Int:16|+3 Wis:15|+2 Cha:19|+4
Saves Dex +5, Con +11, Wis +7, Cha +9
Skills Percept +12, Stealth +5
Dmg Immune lightning
Senses blindsight 60', darkvision 120'; #22
Languages Common, Draconic
Legend Resist(3/Day) If it fails a save, it can choose to succeed.
ACTIONS

Multiattk Frightful Presence; one bite & two claws.


Bite ! +12, 10', 1 tgt. 18 (2d10+7)P + 5 (1d10) lightning.
Claw ! +12, 5', 1 tgt. 14 (2d6+7)S.
Tail ! +12, 15', 1 tgt. 16 (2d8+7)B.
Frightful Presence Each creature of dragon's choice within 120' of it

& aware of it must make DC 17 Wis save or be frightened for 1


min. A creature can repeat the save at the end of each of its turns.
If a creature's save is successful or the effect ends for it, the
creature is immune to the dragon's Presence for 24 hrs.
Lightning Breath (Recharge 5-6) Exhales lightning in a 90' line that
is 5' wide. All in line make a DC 19 Dex save, taking 66 (12d10)
lightning dmg on a failed save, or half if made.
LEGENDARY ACTIONS

Detect The dragon makes a Wis (Perception) check.


Tail Attack The dragon makes a tail attack.
Wing Attack (2 Actions) All within 10' make DC 20 Dex save or

take 14 (2d6+7)B & knocked prone. Then flies up to half speed.


Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

064

Dragon, Blue Ancient


G dragon LE
Chall 23(50,000XP)

Hp 481 (26d20+208)
AC 22 (natural armor)

Speed 40', burrow 40', fly 80'


Str:29|+9 Dex:10|+0 Con:27|+8 Int:18|+4 Wis:17|+3 Cha:21|+5
Saves Dex +7, Con +15, Wis +10, Cha +12
Skills Percept +17, Stealth +7
Dmg Immune lightning
Senses blindsight 60', darkvision 120'; #27
Languages Common, Draconic
Legend Resist(3/Day) If it fails a save, it can choose to succeed.
ACTIONS

Multiattk Frightful Presence; one bite & two claws.


Bite ! +16, 15', 1 tgt. 20 (2d10+9)P + 11 (2d10) lightning.
Claw ! +16, 10', 1 tgt. 16 (2d6+9)S.
Tail ! +16, 20', 1 tgt. 18 (2d8+9)B.
Frightful Presence As adult, except save is DC 20.
Lightning Breath (Recharge 5-6) 120'x10' line; 88(16d8); DC 23 Dex

half.

LEGENDARY ACTIONS

Detect The dragon makes a Wis (Perception) check.


Tail Attack The dragon makes a tail attack.
Wing Attack (2 Actions) As adult, except 15' area; save is DC 24

Dex; 16 (2d6+9)B.

Dragon, Blue Young


L dragon LE
Chall 9(5,000XP)

Hp 152 (16d10+64)
AC 18 (natural armor)

Speed 40', burrow 40', fly 80'


Str:21|+5 Dex:10|+0 Con:19|+4 Int:14|+2 Wis:13|+1 Cha:17|+3
Saves Dex +4, Con +8, Wis +5, Cha +7
Skills Percept +9, Stealth +4
Dmg Immune lightning
Senses blindsight 30', darkvision 120'; #19
Languages Common, Draconic
ACTIONS

Multiattk Three attacks: one w/its bite & two w/its claws.
Bite ! +9, 10', 1 tgt. 16 (2d10+5)P + 5 (1d10) lightning.
Claw ! +9, 5', 1 tgt. 12 (2d6+5)S.
Lightning Breath (Recharge 5-6) 60'x5' line; 55(10d10); DC 16 Dex

half.

Dragon, Blue Wyrmling


M dragon LE
Chall 3(700XP)

Hp 52 (8d8+16)
AC 17 (natural armor)

Speed 30', burrow 15', fly 60'


Str:17|+3 Dex:10|+0 Con:15|+2 Int:12|+1 Wis:11|+0 Cha:15|+2
Saves Dex +2, Con +4, Wis +2, Cha +4
Skills Percept +4, Stealth +2
Dmg Immune lightning
Senses blindsight 10', darkvision 60'; #14
Languages Draconic
ACTIONS

Bite ! +5, 5', 1 tgt. 8 (1d10+3)P + 3 (1d6) lightning.


Lightning Breath (Recharge 5-6) 30'x5' line; 22(4d10); DC 12 Dex

half.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

065

Dragon, Brass Adult


H dragon CG
Chall 13(10,000XP)

Hp 172 (15d12+75)
AC 18 (natural armor)

Speed 40', burrow 30', fly 80'


Str:23|+6 Dex:10|+0 Con:21|+5 Int:14|+2 Wis:13|+1 Cha:17|+3

Saves Dex +5, Con +10, Wis +6, Cha +8


Skills History +7, Percept +11, Persuade +8, Stealth +5
Dmg Immune fire
Senses blindsight 60', darkvision 120'; #21
Languages Common, Draconic
Legend Resist(3/Day) If it fails a save, it can choose to succeed.
ACTIONS

Multiattk Frightful Presence, one bite & two claws.


Bite ! +11, , 10', 1 tgt. 17 (2d10+6)P.
Claw ! +11, 5', 1 tgt. 13 (2d6+6)S.
Tail ! +11, 15', 1 tgt. 15 (2d8+6)B.
Frightful Presence Each creature of dragon's choice within 120' of it &
aware of it must make DC 16 Wis save or be frightened for 1 min. A
creature can repeat the save at the end of each of its turns. If a creature's
save is successful or the effect ends for it, the creature is immune to the
dragon's Presence for 24 hrs.
Breath Weapons (Recharge 5-6) It chooses one of:
Fire: Exhales fire in an 60' line that is 5' wide. All in line make a DC 18
Dex save, taking 49 (13d6) fire dmg on a failed save, or half if made.
Sleep: Exhales sleep gas in a 60' cone. All in area make DC 18 Con save
or fall unconscious for 10 min. Effect ends if creature takes dmg or
someone uses action to wake it.
LEGENDARY ACTIONS

Detect The dragon makes a Wis (Perception) check.


Tail Attack The dragon makes a tail attack.
Wing Attack (2 Actions) All within 10' make DC 19 Dex save or take 13
(2d6+6)B & knocked prone. Then flies up to half speed.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

066

Dragon, Brass Ancient


G dragon CG
Chall 20(25,000XP)

Hp 297 (17d20+119)
AC 20 (natural armor)

Speed 40', burrow 40', fly 80'


Str:27|+8 Dex:10|+0 Con:25|+7 Int:16|+3 Wis:15|+2 Cha:19|+4

Saves Dex +6, Con +13, Wis +8, Cha +10


Skills History +9, Percept +14, Persuade +10, Stealth +6
Dmg Immune fire
Senses blindsight 60', darkvision 120'; #24
Languages Common, Draconic
Legend Resist(3/Day) If it fails a save, it can choose to succeed.
ACTIONS

Multiattk Frightful Presence, one bite & two claws.


Bite ! +14, 15', 1 tgt. 19 (2d10+8)P.
Claw ! +14, 10', 1 tgt. 15 (2d6+8)S.
Tail ! +14, 20', 1 tgt. 17 (2d8+8)B.
Frightful Presence As adult, except save is DC 18.
Breath Weapons (Recharge 5-6) As adult, except:
Fire Breath: 90'x10' line; 56(16d6); DC 21 Dex half.
Sleep Breath: 90' cone; DC 21 Con negates.
Change Shape Polymorphs into humanoid or beast w/challenge up
to/equal its own, or back. Reverts if dead. Equipment worn/carried is
absorbed or borne by new form (its choice).
Retains alignment, hp, HD, speech, proficiencies, Legendary Resistance,
lair actions & Int, Wis, & Cha scores & Change Shape. Other stats &
capabilities replaced by new form's, except class features or legendary
actions of that form.
LEGENDARY ACTIONS

Detect The dragon makes a Wis (Perception) check.


Tail Attack The dragon makes a tail attack.
Wing Attack (2 Actions) As adult, except 15' area; save is DC 22 Dex;
dmg is 15 (2d6+8) bludgeoning.

Dragon, Brass Young


L dragon CG
Chall 6(2,300XP)

Hp 110 (13d10+39)
AC 17 (natural armor)

Speed 40', burrow 20', fly 80'


Str:19|+4 Dex:10|+0 Con:17|+3 Int:12|+1 Wis:11|+0 Cha:15|+2

Saves Dex +3, Con +6, Wis +3, Cha +5


Skills Percept +6, Persuade +5, Stealth +3
Dmg Immune fire
Senses blindsight 30', darkvision 120'; #20
Languages Common, Draconic
ACTIONS

Multiattk Three attacks: one w/its bite & two w/its claws.
Bite ! +7, 10', 1 tgt. 15 (2d10+4)P.
Claw ! +7, 5', 1 tgt. 11 (2d6+4)S.
Breath Weapons (Recharge 5-6) As adult, except:
Fire Breath: 40'x5' line; 42(12d6); DC 14 Dex half.
Sleep Breath: 30' cone; DC 14 Con negates.

Dragon, Brass Wyrmling


M dragon CG
Chall 1(200XP)

Hp 16 (3d8+3)
AC 16 (natural armor)

Speed 30', burrow 15', fly 60'


Str:15|+2 Dex:10|+0 Con:13|+1 Int:10|+0 Wis:11|+0 Cha:13|+1

Saves Dex +2, Con +3, Wis +2, Cha +3


Skills Percept +4, Stealth +2
Dmg Immune fire
Senses blindsight 10', darkvision 60'; #14
Languages Draconic
ACTIONS

Bite ! +4, 5', 1 tgt. 7 (1d10+2)P.


Breath Weapons (Recharge 5-6) As adult, except:
Fire Breath: 20'x5' line; 14(4d6); DC 11 Dex half.
Sleep Breath: 15' cone; DC 11 Con negates.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

067

Dragon, Bronze Adult


H dragon LG
Chall 15(13,000XP)

Hp 212 (17d12+102)
AC 19 (natural armor)
Speed 40', fly 80', swim 40'

Str:25|+7 Dex:10|+0 Con:23|+6 Int:16|+3 Wis:15|+2 Cha:19|+4

Saves Dex +5, Con +11, Wis +7, Cha +9


Skills Insight +7, Percept +12, Stealth +5
Dmg Immune lightning
Senses blindsight 60', darkvision 120'; #22
Languages Common, Draconic

Amphibious Can breathe air & water.


Legend Resist(3/Day) If it fails a save, it can choose to succeed.
ACTIONS

Multiattk Frightful Presence; one bite & two claws.


Bite ! +12, 10', 1 tgt. 18 (2d10+7)P.
Claw ! +12, 5', 1 tgt. 14 (2d6+7)S.
Tail ! +12, 15', 1 tgt. 16 (2d8+7)B.
Frightful Presence Each creature of dragon's choice within 120' of it & aware
of it must make DC 17 Wis save or be frightened for 1 min. A creature can
repeat the save at the end of each of its turns. If a creature's save is successful or
the effect ends for it, the creature is immune to the dragon's Presence for 24
hrs.
Breath Weapons (Recharge 5-6) It chooses one of:
Lightning Breath. Exhales lightning in a 90' line that is 5' wide. All in line
make a DC 19 Dex save, taking 66 (12d10) lightning dmg on a failed save, or
half if made.
Repulsion Breath. Exhales repulsion energy in a 30' cone. All in area make DC
19 Str save. On a failed save, the creature is pushed 60' away from the dragon.
LEGENDARY ACTIONS

Detect The dragon makes a Wis (Perception) check.


Tail Attack The dragon makes a tail attack.
Wing Attack (2 Actions) All within 10' make DC 20 Dex save or take 14
(2d6+7)B & knocked prone. Then flies up to half speed.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

068

Dragon, Bronze Ancient Hp 444 (24d20+192)


G dragon LG
AC 22 (natural armor)
Chall 22(41,000XP)
Speed 40', fly 80', swim 40'
Str:29|+9 Dex:10|+0 Con:27|+8 Int:18|+4 Wis:17|+3 Cha:21|+5
Saves Dex +7, Con +15, Wis +10, Cha +12
Skills Insight +10, Percept +17, Stealth +7
Dmg Immune lightning
Senses blindsight 60', darkvision 120'; #27
Languages Common, Draconic
Amphibious Can breathe air & water.
Legend Resist(3/Day) If it fails a save, it can choose to succeed.
ACTIONS

Multiattk Frightful Presence; one bite & two claws.


Bite ! +16, 15', 1 tgt. 20 (2d10+9)P.
Claw ! +16, 10', 1 tgt. 16 (2d6+9)S.
Tail ! +16, 20', 1 tgt. 18 (2d8+9)B.
Frightful Presence As adult, except save is DC 20.
Breath Weapons (Recharge 5-6) As adult, except:
Lightning: 120'x10' line; 88 (16d10); DC 23 Dex half.
Repulsion: 30' cone; DC 23 Str negates.
Change Shape Polymorphs into humanoid or beast w/challenge up
to/equal its own, or back. Reverts if dead. Equipment worn/carried is
absorbed or borne by new form (its choice).
Retains alignment, hp, HD, speech, proficiencies, Legendary Resistance,
lair actions & Int, Wis, & Cha scores & Change Shape. Other stats &
capabilities replaced by new form's, except class features or legendary
actions of that form.
LEGENDARY ACTIONS

Detect The dragon makes a Wis (Perception) check.


Tail Attack The dragon makes a tail attack.
Wing Attack (2 Actions) As adult, except 15' area; save is DC 24 Dex;
dmg is 16 (2d6+9) bludgeoning.

Dragon, Bronze Young


L dragon LG
Chall 8(3,900XP)

Hp 142 (15d10+60)
AC 18 (natural armor)
Speed 40', fly 80', swim 40'

Str:21|+5 Dex:10|+0 Con:19|+4 Int:14|+2 Wis:13|+1 Cha:17|+3

Saves Dex +3, Con +7, Wis +4, Cha +6


Skills Insight +4, Percept +7, Stealth +3
Dmg Immune lightning
Senses blindsight 30', darkvision 120'; #17
Languages Common, Draconic
Amphibious Can breathe air & water.
ACTIONS

Multiattk Frightful Presence; one bite & two claws.


Bite ! +8, 10', 1 tgt. 16 (2d10+5)P.
Claw ! +8, 5', 1 tgt. 12 (2d6+5)S.
Breath Weapons (Recharge 5-6) As adult, except:
Lightning: 60'x5' line; 55 (10d10); DC 15 Dex half.
Repulsion: 30' cone; DC 15 Str negates.

Dragon, Bronze

Hp 32 (5d8+10)
AC 17 (natural armor)
Speed 30', fly 60', swim 30'

M dragon LG
Chall 2(450XP)

Str:17|+3 Dex:10|+0 Con:15|+2 Int:12|+1 Wis:11|+0 Cha:15|+2

Saves Dex +2, Con +4, Wis +2, Cha +4


Skills Percept +4, Stealth +2
Dmg Immune lightning
Senses blindsight 10', darkvision 60'; #14
Languages Draconic
Amphibious Can breathe air & water.
ACTIONS

Bite ! +5, 5', 1 tgt. 8 (1d10+3)P.


Breath Weapons (Recharge 5-6) As adult, except:
Lightning: 40'x5' line; 16 (3d10); DC 12 Dex half.
Repulsion: 30' cone; DC 12 Str negates.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

069

Dragon, Copper Adult


H dragon CG
Chall 14(11,500XP)

Hp 184 (16d12+80)
AC 18 (natural armor)
Speed 40', climb 40', fly 80'

Str:23|+6 Dex:12|+1 Con:21|+5 Int:18|+4 Wis:15|+2 Cha:17|+3

Saves Dex +6, Con +10, Wis +7, Cha +8


Skills Decept +8, Percept +12, Stealth +6
Dmg Immune acid
Senses blindsight 60', darkvision 120'; #22
Languages Common, Draconic

Legend Resist(3/Day) If it fails a save, it can choose to succeed.


ACTIONS

Multiattk Frightful Presence; one bite & two claws.


Bite ! +11, 10', 1 tgt. 17 (2d10+6)P.
Claw ! +11, 5', 1 tgt. 13 (2d6+6)S.
Tail ! +11, 15', 1 tgt. 15 (2d8+6)B.
Frightful Presence Each creature of dragon's choice within 120' of it & aware
of it must make DC 16 Wis save or be frightened for 1 min. A creature can
repeat the save at the end of each of its turns. If a creature's save is successful or
the effect ends for it, the creature is immune to the dragon's Presence for 24
hrs.
Breath Weapons (Recharge 5-6) It chooses one of:
Acid: Exhales acid in an 60' line, 5' wide. All in line take 54(12d8) acid, DC 18
Dex save halves.
Slowing: Exhales gas in a 60' cone. All in area make DC 18 Con save. If failed,
creature can't use reactions, speed is halved, & can't make more than one
attack on its turn. It also can't use both an action & bonus action on its turn.
Effects last 1 min. Creature can re-save at end of each of its turns.
LEGENDARY ACTIONS

Detect The dragon makes a Wis (Perception) check.


Tail Attack The dragon makes a tail attack.
Wing Attack (2 Actions) All within 10' make DC 19 Dex save or take 13
(2d6+6)B & knocked prone. Then flies up to half speed.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

070

Dragon, Copper Ancient Hp 350 (20d20+140)


G dragon CG
AC 21 (natural armor)
Chall 21(33,000XP)
Speed 40', climb 40', fly 80'
Str:27|+8 Dex:12|+1 Con:25|+7 Int:20|+5 Wis:17|+3 Cha:19|+4
Saves Dex +8, Con +14, Wis +10, Cha +11
Skills Decept +11, Percept +17, Stealth +8
Dmg Immune acid
Senses blindsight 60', darkvision 120'; #27
Languages Common, Draconic
Legend Resist(3/Day) If it fails a save, it can choose to succeed.
ACTIONS

Multiattk Frightful Presence; one bite & two claws.


Bite ! +15, 15', 1 tgt. 19 (2d10+8)P.
Claw ! +15, 10', 1 tgt. 15 (2d6+8)S.
Tail ! +15, 20', 1 tgt. 17 (2d8+8)B.
Frightful Presence As adult, except save is DC 19.
Breath Weapons (Recharge 5-6) As adult, except:
Acid: 90'x10' line; 63 (14d8); DC 22 Dex half.
Slowing: 90' cone; DC 22 Con negates.
Change Shape Polymorphs into humanoid or beast w/challenge up
to/equal its own, or back. Reverts if dead. Equipment worn/carried is
absorbed or borne by new form (its choice).
Retains alignment, hp, HD, speech, proficiencies, Legendary Resistance,
lair actions & Int, Wis, & Cha scores & Change Shape. Other stats &
capabilities replaced by new form's, except class features or legendary
actions of that form.
LEGENDARY ACTIONS

Detect The dragon makes a Wis (Perception) check.


Tail Attack The dragon makes a tail attack.
Wing Attack (2 Actions) As adult, except 15' area; save is DC 23 Dex;
dmg is 15 (2d6+8) bludgeoning.

Dragon, Copper Young


L dragon CG
Chall 7(2,900XP)

Hp 119 (14d10+42)
AC 17 (natural armor)
Speed 40', climb 40', fly 80'

Str:19|+4 Dex:12|+1 Con:17|+3 Int:16|+3 Wis:13|+1 Cha:15|+2

Saves Dex +4, Con +6, Wis +4, Cha +5


Skills Decept +5, Percept +7, Stealth +4
Dmg Immune acid
Senses blindsight 30', darkvision 120'; #17
Languages Common, Draconic
ACTIONS

Multiattk Three attacks: one w/its bite & two w/its claws.
Bite ! +7, 10', 1 tgt. 15 (2d10+4)P.
Claw ! +7, 5', 1 tgt. 11 (2d6+4)S.
Breath Weapons (Recharge 5-6) As adult, except:
Acid: 40'x5' line; 40(9d8); DC 14 Dex half.
Slowing: 30' cone; DC 14 Con negates.

Dragon, Copper

Hp 22 (4d8+4)
AC 16 (natural armor)
Speed 30', climb 30', fly 60'

M dragon CG
Chall 1(200XP)

Str:15|+2 Dex:12|+1 Con:13|+1 Int:14|+2 Wis:11|+0 Cha:13|+1

Saves Dex +3, Con +3, Wis +2, Cha +3


Skills Percept +4, Stealth +3
Dmg Immune acid
Senses blindsight 10', darkvision 60'; #14
Languages Draconic
ACTIONS

Bite ! +4, 5', 1 tgt. 7 (1d10+2)P.


Breath Weapons (Recharge 5-6) As adult, except:
Acid: 20'x5' line; 18 (4d8); DC 11 Dex half
Slowing: 15' cone; DC 11 Con neagates.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

071

Dragon, Gold Adult


H dragon LG
Chall 17(18,000XP)

Hp 256 (19d12+133)
AC 19 (natural armor)
Speed 40', fly 80', swim 40'

Str:27|+8 Dex:14|+2 Con:25|+7 Int:16|+3 Wis:15|+2 Cha:24|+7

Saves Dex +8, Con +13, Wis +8, Cha +13


Skills Insight +8, Percept +14, Persuade +13, Stealth +8
Dmg Immune fire
Senses blindsight 60', darkvision 120'; #24
Languages Common, Draconic

Amphibious Can breathe air & water.


Legend Resist(3/Day) If it fails a save, it can choose to succeed.
ACTIONS

Multiattk Frightful Presence; one bite & two claws.


Bite ! +14, 10', 1 tgt. 19 (2d10+8)P.
Claw ! +14, 5', 1 tgt. 15 (2d6+8)S.
Tail ! +14, 15', 1 tgt. 17 (2d8+8)B.
Frightful Presence Dragon's choice of creatures within 120' & aware of it

frightened 1 min (DC 21 Wis negates). Target can re-save at end of each of its turns.
If creature saves or effect ends, target is immune to tarrasque's Presence for 24 hrs.
Breath Weapons (Recharge 5-6) It chooses one of:
Fire Breath. Exhales fire in 60' cone. All in area make a DC 21 Dex save taking 66
(12d10) fire, or half if made.
Weakening Breath. Exhales gas in a 60' cone. All in area make DC 21 Str save or
have disadvantage on Str-based attack rolls, Str checks, & Str saves for 1 min. A
creature can repeat the save at the end of each of its turns.
Change Shape Polymorphs into humanoid or beast w/challenge up to/equal its
own, or back. Reverts if dead. Equipment worn/carried is absorbed or borne by new
form (its choice).
Retains alignment, hp, HD, speech, proficiencies, Legendary Resistance, lair actions
& Int, Wis, & Cha scores & Change Shape. Other stats & capabilities replaced by
new form's, except class features or legendary actions of that form.
LEGENDARY ACTIONS

Detect The dragon makes a Wis (Perception) check.


Tail Attack The dragon makes a tail attack.
Wing Attack (2 Actions) All within 10' make DC 20 Dex save or take 15
(2d6+8)B & knocked prone. Then flies up to half speed.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

072

Dragon, Gold Ancient


G dragon LG
Chall 24(62,000XP)

Hp 546 (28d20+252)
AC 22 (natural armor)
Speed 40', fly 80', swim 40'

Str:30|+10 Dex:14|+2 Con:29|+9 Int:18|+4 Wis:17|+3 Cha:28|+9


Saves Dex +9, Con +16, Wis +10, Cha +16
Skills Insight +10, Percept +17, Persuade +16, Stealth +9
Dmg Immune fire
Senses blindsight 60', darkvision 120'; #27
Languages Common, Draconic
Amphibious Can breathe air & water.
Legend Resist(3/Day) If it fails a save, it can choose to succeed.
ACTIONS

Multiattk Frightful Presence; one bite & two claws.


Bite ! +17, 15', 1 tgt. 21 (2d10+10)P.
Claw ! +17, 10', 1 tgt. 17 (2d6+10)S.
Tail ! +17, 20', 1 tgt. 19 (2d8+10)B.
Frightful Presence As adult, except save is DC 24.
Breath Weapons (Recharge 5-6) As adult, except:

Fire: 90' cone; 71 (13d10) fire; DC 24 Dex half.


Weakening: 90' cone; DC 24 negates.
Change Shape As adult.
LEGENDARY ACTIONS

Detect The dragon makes a Wis (Perception) check.


Tail Attack The dragon makes a tail attack.
Wing Attack (2 Actions) As adult, except 15' area; save is DC 25

Dex; dmg is 17 (2d6+10) bludgeoning.

Dragon, Gold Young


L dragon LG
Chall 10(5,900XP)

Hp 178 (17d10+85)
AC 18 (natural armor)
Speed 40', fly 80', swim 40'

Str:23|+6 Dex:14|+2 Con:21|+5 Int:16|+3 Wis:13|+1 Cha:20|+5

Saves Dex +6, Con +9, Wis +5, Cha +9


Skills Insight +5, Percept +9, Persuade +9, Stealth +6
Dmg Immune fire
Senses blindsight 30', darkvision 120'; #19
Languages Common, Draconic
Amphibious Can breathe air & water.
ACTIONS

Multiattk Frightful Presence; one bite & two claws.


Bite ! +10, 10', 1 tgt. 17 (2d10+6)P.
Claw ! +10, 5', 1 tgt. 13 (2d6+6)S.
Breath Weapons (Recharge 5-6) As adult, except:
Fire: 30' cone; 55 (10d10); DC 17 Dex half
Weakening: 30' cone; DC 17 Str negates

Dragon, Gold Wyrmling

Hp 60 (8d8+24)
AC 17 (natural armor)
Speed 30', fly 60', swim 30'

M dragon LG
Chall 3(700XP)

Str:19|+4 Dex:14|+2 Con:17|+3 Int:14|+2 Wis:11|+0 Cha:16|+3

Saves Dex +4, Con +6, Wis +2, Cha +5


Skills Percept +4, Stealth +4
Dmg Immune fire
Senses blindsight 10', darkvision 60'; #14
Languages Draconic

Amphibious The dragon can breathe air & water.


ACTIONS

Bite ! +6, 5', 1 tgt. 9 (1d10+4)P.


Breath Weapons (Recharge 5-6) As adult, except:
Fire: 15' cone; 22 (4d10); DC 13 Dex half.
Weakening: 15' cone; DC 13 Str negates.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

073

Dragon, Green Adult


H dragon LE
Chall 15(13,000XP)

Hp 207 (18d12+90)
AC 19 (natural armor)
Speed 40', fly 80', swim 40'

Str:23|+6 Dex:12|+1 Con:21|+5 Int:18|+4 Wis:15|+2 Cha:17|+3


Saves Dex +6, Con +10, Wis +7, Cha +8
Skills Decept +8, Insight +7, Percept +12, Persuade +8, Stealth +6
Dmg Immune poison
Cond Immune poisoned
Senses blindsight 60', darkvision 120'; #22
Languages Common, Draconic
Amphibious The dragon can breathe air & water.
Legend Resist(3/Day) If it fails a save, it can choose to succeed.
ACTIONS

Multiattk Frightful Presence; one bite & two claws.


Bite ! +11, 10', 1 tgt. 17 (2d10+6)P +7 (2d6) poison.
Claw ! +11, 5', 1 tgt. 13 (2d6+6)S.
Tail ! +11, 15', 1 tgt. 15 (2d8+6)B.
Frightful Presence Each creature of dragon's choice within 120' of it

& aware of it must make DC 16 Wis save or be frightened for 1


min. A creature can repeat the save at the end of each of its turns. If
a creature's save is successful or the effect ends for it, the creature is
immune to the dragon's Presence for 24 hrs..
Poison Breath (Recharge 5-6) Exhales poisonous gas in a 60' cone. All
in area make a DC 18 Con save, taking 56 (16d6) poison dmg on a
failed save, or half if made.
LEGENDARY ACTIONS

Detect The dragon makes a Wis (Perception) check.


Tail Attack The dragon makes a tail attack.
Wing Attack (2 Actions) All within 10' make DC 19 Dex save or take

13 (2d6+6)B & knocked prone. Then flies up to half speed.


Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

074

Dragon, Green Ancient

Hp 385 (22d20+154)
AC 21 (natural armor)
Speed 40', fly 80', swim 40'

G dragon LE
Chall 22(41,000XP)

Str:27|+8 Dex:12|+1 Con:25|+7 Int:20|+5 Wis:17|+3 Cha:19|+4


Saves Dex +8, Con +14, Wis +10, Cha +11
Skills Decept +11, Insight +10, Percept +17, Persuade +11,

Stealth +8

Dmg Immune poison


Cond Immune poisoned
Senses blindsight 60', darkvision 120'; #27
Languages Common, Draconic
Amphibious The dragon can breathe air & water.
Legend Resist(3/Day) If it fails a save, it can choose to succeed.
ACTIONS

Multiattk Frightful Presence; one bite & two claws.


Bite ! +15, 15', 1 tgt. 19 (2d10+8)P + 10 (3d6) poison.
Claw ! +15, 10', 1 tgt. 22 (4d6+8)S.
Tail ! +15, 20', 1 tgt. 17 (2d8+8)B.
Frightful Presence As adult, except save is DC 19.
Poison Breath (Recharge 5-6) As adult except 90' cone; 77 (22d6);

DC 22 Con half.

LEGENDARY ACTIONS

Detect The dragon makes a Wis (Perception) check.


Tail Attack The dragon makes a tail attack.
Wing Attack (2 Actions) As adult, except 15' area; save is DC 23

Dex; dmg is 15 (2d6+8) bludgeoning.

Dragon, Green Young


L dragon LE
Chall 8(3,900XP)

Hp 136 (16d10+48)
AC 18 (natural armor)
Speed 40', fly 80', swim 40'

Str:19|+4 Dex:12|+1 Con:17|+3 Int:16|+3 Wis:13|+1 Cha:15|+2

Saves Dex +4, Con +6, Wis +4, Cha +5


Skills Decept +5, Percept +7, Stealth +4
Dmg Immune poison
Cond Immune poisoned
Senses blindsight 30', darkvision 120'; #17
Languages Common, Draconic
Amphibious Can breathe air & water.
ACTIONS

Multiattk Three attacks: one w/its bite & two w/its claws.
Bite ! +7, 10', 1 tgt. 15 (2d10+4)P + 7 (2d6) poison.
Claw ! +7, 5', 1 tgt. 11 (2d6+4)S.
Poison Breath (Recharge 5-6) 30' cone; 42(12d6); DC 14 Con half.

Dragon, Green Wyrmling

Hp 38 (7d8+7)
AC 17 (natural armor)
Speed 30', fly 60', swim 30'

M dragon LE
Chall 2(450XP)

Str:15|+2 Dex:12|+1 Con:13|+1 Int:14|+2 Wis:11|+0 Cha:13|+1

Saves Dex +3, Con +3, Wis +2, Cha +3


Skills Percept +4, Stealth +3
Dmg Immune poison
Cond Immune poisoned
Senses blindsight 10', darkvision 60'; #14
Languages Draconic
Amphibious Can breathe air & water.
ACTIONS

Bite ! +4, 5', 1 tgt. 7 (1d10+2)P + 3 (1d6) poison.


Poison Breath (Recharge 5-6) 15' cone; 21(6d6); DC 11 Con half.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

075

Dragon, Red Adult


H dragon CE
Chall 17(18,000XP)

Hp 256 (19d12+133)
AC 19 (natural armor)
Speed 40', climb 40', fly 80'

Str:27|+8 Dex:10|+0 Con:25|+7 Int:16|+3 Wis:13|+1 Cha:21|+5


Saves Dex +6, Con +13, Wis +7, Cha +11
Skills Percept +l3, Stealth +6
Dmg Immune fire
Senses blindsight 60', darkvision 120'; #23
Languages Common, Draconic
Legend Resist(3/Day) If it fails a save, it can choose to succeed.
ACTIONS

Multiattk Frightful Presence; one bite & two claws.


Bite ! +14, 10', 1 tgt. 19 (2d10+8)P + 7 (2d6) fire dmg.
Claw ! +14, 5', 1 tgt. 15 (2d6+8)S.
Tail ! +14, 15', 1 tgt. 17 (2d8+8)B.
Frightful Presence Each creature of dragon's choice within 120' of it

& aware of it must make DC 19 Wis save or be frightened for 1


min. A creature can repeat the save at the end of each of its turns.
If a creature's save is successful or the effect ends for it, the
creature is immune to the dragon's Presence for 24 hrs.
Fire Breath (Recharge 5-6) Exhales fire in a 60' cone. All in area
make a DC 21 Dex save, taking 63 (18d6) fire dmg on a failed
save, or half if made.
LEGENDARY ACTIONS

Detect The dragon makes a Wis (Perception) check.


Tail Attack The dragon makes a tail attack.
Wing Attack (2 Actions) All within 10' make DC 22 Dex save or

take 15 (2d6+8)B & knocked prone. Then flies up to half speed.


Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

076

Dragon, Red Ancient


G dragon CE
Chall 24(62,000XP)

Hp 546 (28d20+252)
AC 22 (natural armor)
Speed 40', climb 40', fly 80'

Str:30|+10 Dex:10|+0 Con:29|+9 Int:18|+4 Wis:15|+2 Cha:23|+6


Saves Dex +7, Con +16, Wis +9, Cha +13
Skills Percept +16, Stealth +7
Dmg Immune fire
Senses blindsight 60', darkvision 120'; #26
Languages Common, Draconic
Legend Resist(3/Day) If it fails a save, it can choose to succeed.
ACTIONS

Multiattk Frightful Presence; one bite & two claws.


Bite ! +17, 15', 1 tgt. 21 (2d10+10)P + 14 (4d6) fire.
Claw ! +17, 10', 1 tgt. 17 (2d6+10)S.
Tail ! +17, 20', 1 tgt. 19 (2d8+10)B.
Frightful Presence As adult, except save is DC 21.
Fire Breath (Recharge 5-6) As adult, except 90' cone; 91 (26d6); DC

24 Dex half.

LEGENDARY ACTIONS

Detect The dragon makes a Wis (Perception) check.


Tail Attack The dragon makes a tail attack.
Wing Attack (2 Actions) As adult, but 15' area; save is DC 25 Dex;

dmg is 17 (2d6+10) bludgeoning.

Dragon, Red Young


L dragon CE
Chall 10(5,900XP)

Hp 178 (17d10+85)
AC 18 (natural armor)
Speed 40', climb 40', fly 80'

Str:23|+6 Dex:10|+0 Con:21|+5 Int:14|+2 Wis:11|+0 Cha:19|+4


Saves Dex +4, Con +9, Wis +4, Cha +8
Skills Percept +8, Stealth +4
Dmg Immune fire
Senses blindsight 30', darkvision 120'; #18
Languages Common, Draconic
ACTIONS

Multiattk Three attacks: one w/its bite & two w/its claws.
Bite ! +10, 10', 1 tgt. 17 (2d10+6)P + 3 (1d6) fire.
Claw ! +10, 5', 1 tgt. 13 (2d6+6)S.
Fire Breath (Recharge 5-6) As adult, but 30' cone; 56 (16d6); DC 17 half.

Dragon, Red Wyrmling


M dragon CE
Chall 4(1,100XP)

Hp 75 (10d8+30)
AC 17 (natural armor)
Speed 30', climb 30', fly 60'

Str:19|+4 Dex:10|+0 Con:17|+3 Int:12|+1 Wis:11|+0 Cha:15|+2


Saves Dex +2, Con +5, Wis +2, Cha +4
Skills Percept +4, Stealth +2
Dmg Immune fire
Senses blindsight 10', darkvision 60'; #14
Languages Draconic
ACTIONS

Bite ! +6, 5', 1 tgt. 9 (1d10+4)P + 3 (1d6) fire.


Fire Breath (Recharge 5-6) As adult, but 15' cone; 24 (7d6); DC 13 half.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

077

Dragon, Silver Adult


H dragon LG
Chall 16(15,000XP)

Hp 243 (18d12+126)
AC 19 (natural armor)
Speed 40', fly 80'

Str:27|+8 Dex:10|+0 Con:25|+7 Int:16|+3 Wis:13|+1 Cha:21|+5

Saves Dex +5, Con +12, Wis +6, Cha +10


Skills Arcana +8, History +8, Percept +11, Stealth +5
Dmg Immune cold
Senses blindsight 60', darkvision 120'; #21
Languages Common, Draconic

Legend Resist(3/Day) If it fails a save, it can choose to succeed.


ACTIONS

Multiattk Frightful Presence; one bite & two claws.


Bite ! +13, 10', 1 tgt. 19 (2d10+8)P.
Claw ! +13, 5', 1 tgt. 15 (2d6+8)S.
Tail ! +13, 15', 1 tgt. 17 (2d8+8)B.
Frightful Presence Each creature of dragon's choice within 120' of it & aware of it

must make DC 18 Wis save or be frightened for 1 min. A creature can repeat the
save at the end of each of its turns. If a creature's save is successful or the effect ends
for it, the creature is immune to the dragon's Presence for 24 hrs.
Breath Weapons (Recharge 5-6) It chooses one of:
Cold: Exhales an icy blast in a 60' cone. All in area make a DC 20 Con save, taking
58 (13d8) cold dmg on a failed save, or half if made.
Paralyzing: Exhales paralyzing gas in a 60' cone. All in area make DC 20 Con save or
be paralyzed for 1 min. A creature can re-save at the end of each of its turns.
Change Shape Polymorphs into humanoid or beast w/challenge up to/equal its
own, or back. Reverts if dead. Equipment worn/carried is absorbed or borne by new
form (its choice).
Retains alignment, hp, HD, ability to speak, proficiencies, Legendary Resistance, lair
actions & Int, Wis, & Cha scores & Change Shape. Its stats & capabilities are
otherwise replaced by those of the new form, except class features or legendary
actions of that form.
LEGENDARY ACTIONS

Detect The dragon makes a Wis (Perception) check.


Tail Attack The dragon makes a tail attack.
Wing Attack (2 Actions) All within 10' make DC 21 Dex save or take 15
(2d6+8)B & knocked prone. Then flies up to half speed.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

078

Dragon, Silver Ancient


G dragon LG
Chall 23(50,000XP)

Hp 487 (25d20+225)
AC 22 (natural armor)
Speed 40', fly 80'

Str:30|+10 Dex:10|+0 Con:29|+9 Int:18|+4 Wis:15|+2 Cha:23|+6


Saves Dex +7, Con +16, Wis +9, Cha +13
Skills Arcana +11, History +11, Percept +16, Stealth +7
Dmg Immune cold
Senses blindsight 60', darkvision 120'; #26
Languages Common, Draconic
Legend Resist(3/Day) If it fails a save, it can choose to succeed.
ACTIONS

Multiattk Frightful Presence; one bite & two claws.


Bite ! +17, 15', 1 tgt. 21 (2d10+10)P.
Claw ! +17, 10', 1 tgt. 17 (2d6+10)S.
Tail ! +17, 20', 1 tgt. 19 (2d8+10)B.
Frightful Presence As adult, except save is DC 21.
Breath Weapons (Recharge 5-6) As adult, except:

Cold: 90' cone; 67 (15d8); DC 24 Dex half.


Paralyzing: 90' cone; DC 24 Con negates.
Change Shape As adult.
LEGENDARY ACTIONS

Detect The dragon makes a Wis (Perception) check.


Tail Attack The dragon makes a tail attack.
Wing Attack (2 Actions) As adult, except 15' area; save is DC 25

Dex; dmg is 17 (2d6+10) bludgeoning.

Dragon, Silver Young


L dragon LG
Chall 9(5,000XP)

Hp 168 (16d10+80)
AC 18 (natural armor)
Speed 40', fly 80'

Str:23|+6 Dex:10|+0 Con:21|+5 Int:14|+2 Wis:11|+0 Cha:19|+4

Saves Dex +4, Con +9, Wis +4, Cha +8


Skills Arcana +6, History +6, Percept +8, Stealth +4
Dmg Immune cold
Senses blindsight 30', darkvision 120'; #18
Languages Common, Draconic
ACTIONS

Multiattk Three attacks: one w/its bite & two w/its claws.
Bite ! +10, 10', 1 tgt. 17 (2d10+6)P.
Claw ! +10, 5', 1 tgt. 13 (2d6+6)S.
Breath Weapons (Recharge 5-6) As adult, except:
Cold: 30' cone; 54 (12d8); DC 17 Dex half.
Paralyzing: 30' cone; DC 17 Con negates.

Dragon, Silver Wyrmling


M dragon LG
Chall 2(450XP)

Hp 45 (6d8+18)
AC 17 (natural armor)
Speed 30', fly 60'

Str:19|+4 Dex:10|+0 Con:17|+3 Int:12|+1 Wis:11|+0 Cha:15|+2

Saves Dex +2, Con +5, Wis +2, Cha +4


Skills Percept +4, Stealth +2
Dmg Immune cold
Senses blindsight 10', darkvision 60'; #14
Languages Draconic
ACTIONS

Bite ! +6, 5', 1 tgt. 9 (1d10+4)P.


Breath Weapons (Recharge 5-6) As adult, except:
Cold: 15' cone; 18 (4d8); DC 13 Dex half.
Paralyzing: 15' cone; DC 13 Con negates.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

079

Dragon, White Adult


H dragon CE
Chall 13(10,000XP)

Hp 200 (16d12+96)
AC 18 (natural armor)

Speed 40', burrow 30', fly 80', swim 40'


Str:22|+6 Dex:10|+0 Con:22|+6 Int:8|-1 Wis:12|+1 Cha:12|+1

Saves Dex +5, Con +11, Wis +6, Cha +6


Skills Percept +11, Stealth +5
Dmg Immune cold
Senses blindsight 60', darkvision 120'; #21
Languages Common, Draconic
Ice Walk Can move across & climb icy surfaces without needing to make
an ability check. Additionally, difficult terrain composed of ice or snow
doesn't cost it extra moment.
Legend Resist(3/Day) If it fails a save, it can choose to succeed.
ACTIONS

Multiattk Frightful Presence; one bite & two claws.


Bite ! +11, 10', 1 tgt. 17(2d10+6)P+4(1d8)cold.
Claw ! +11, 5', 1 tgt. 13 (2d6+6)S.
Tail ! +11, 15', 1 tgt. 15 (2d8+6)B.
Frightful Presence Each creature of dragon's choice within 120' of it &
aware of it must make DC 14 Wis save or be frightened for 1 min. A
creature can repeat the save at the end of each of its turns. If a creature's
save is successful or the effect ends for it, the creature is immune to the
dragon's Presence for 24 hrs.
Cold Breath (Recharge 5-6) Exhales an icy blast in a 60' cone. All in area
make a DC 19 Con save, taking 54 (12d8) cold dmg on a failed save, or
half if made.
LEGENDARY ACTIONS

Detect The dragon makes a Wis (Perception) check.


Tail Attack The dragon makes a tail attack.
Wing Attack (2 Actions) As adult, except 15' area; save is DC 22 Dex; 15
(2d6+8) bludgeoning.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

080

Dragon, White Ancient


G dragon CE
Chall 20(25,000XP)

Hp 333 (18d20+144)
AC 20 (natural armor)

Speed 40', burrow 40', fly 80', swim 40'


Str:26|+8 Dex:10|+0 Con:26|+8 Int:10|+0 Wis:13|+1 Cha:14|+2
Saves Dex +6, Con +14, Wis +7, Cha +8
Skills Percept +13, Stealth +6
Dmg Immune cold
Senses blindsight 60', darkvision 120'; #23
Languages Common, Draconic
Ice Walk See Dragon, White Adult.
Legend Resist(3/Day) If it fails a save, it can choose to succeed.
ACTIONS

Multiattk Frightful Presence; one bite & two claws.


Bite ! +14, 15', 1 tgt. 19 (2d10+8)P + 9 (2d8) cold.
Claw ! +14, 10', 1 tgt. 15 (2d6+8)S.
Tail ! +14, 20', 1 tgt. 17 (2d8+8)B.
Frightful Presence As adult, except save is DC 21.
Cold Breath (Recharge 5-6) As adult, except 90' cone; 72 (16d8);

DC 22 half.

LEGENDARY ACTIONS

Detect The dragon makes a Wis (Perception) check.


Tail Attack The dragon makes a tail attack.
Wing Attack (2 Actions) All within 10' make DC 19 Dex save or

take 13 (2d6+6)B & knocked prone. Then flies up to half speed.

Dragon, White Young


L dragon CE
Chall 6(2,300XP)

Hp 133 (14d10+56)
AC 17 (natural armor)

Speed 40', burrow 20', fly 80', swim 40'


Str:18|+4 Dex:10|+0 Con:18|+4 Int:6|-2 Wis:11|+0 Cha:12|+1

Saves Dex +3, Con +7, Wis +3, Cha +4


Skills Percept +6, Stealth +3
Dmg Immune cold
Senses blindsight 30', darkvision 120'; #16
Languages Common, Draconic
Ice Walk See Dragon, White Adult.
ACTIONS

Multiattk Three attacks: one w/its bite & two w/its claws.
Bite ! +7, 10', 1 tgt. 15 (2d10+4)P + 4 (1d8) cold.
Claw ! +7, 5', 1 tgt. 11 (2d6+4)S.
Cold Breath (Recharge 5-6) As adult, except 30' cone; 45 (10d8); DC 15
half.

Dragon, White Wyrmling


M dragon CE
Chall 2(450XP)

Hp 32 (5d8+10)
AC 16 (natural armor)

Speed 30', burrow 15', fly 60', swim 30'


Str:14|+2 Dex:10|+0 Con:14|+2 Int:5|-3 Wis:10|+0 Cha:11|+0

Saves Dex +2, Con +4, Wis +2, Cha +2


Skills Percept +4, Stealth +2
Dmg Immune cold
Senses blindsight 10', darkvision 60'; #14
Languages Draconic
ACTIONS

Bite ! +4, 5', 1 tgt. 7 (1d10+2)P + 2 (1d4) cold.


Cold Breath (Recharge 5-6) As adult, except 15' cone; 22 (5d8); DC 12
half.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas
081

Dragon Turtle

Hp 341 (22d20+10)
AC 20 (natural armor)
Speed 20', swim 40'

G dragon N
Chall 17(18,000XP)

Str:25|+7 Dex:10|+0 Con:20|+5 Int:10|+0 Wis:12|+1 Cha:12|+1


Saves Dex +6, Con +11, Wis +7
Dmg Resist fire
Senses darkvision 120'; #11
Languages Aquan, Draconic
Amphibious Can breathe air & water.
ACTIONS

Multiattk Three attacks: one w/its bite & two w/its claws. It can

make one tail attack in place of its two claw attacks.


Bite ! +13, 15', 1 tgt. 26 (3d12+7)P.
Claw ! +13, 10', 1 tgt. 16 (2d8+7)S.
Tail ! +13, 15', 1 tgt. 26 (3d12+7)B. If the target is a creature, it
must make DC 20 Str save or be pushed up to 10' away from the
dragon turtle & knocked prone.
Steam Breath (Recharge 5-6) The dragon turtle exhales scalding
steam in a 60' cone. All in area make a DC 18 Con save, taking
52 (15d6) fire dmg on a failed save, or half if made. Being
underwater doesn't grant resistance against this dmg.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

082

Drider

Hp 123 (13d10+52)
AC 19 (natural armor)
Speed 30', climb 30'

L monstrosity CE
Chall 6(2,300XP)

Str:16|+3 Dex:16|+3 Con:18|+4 Int:13|+1 Wis:14|+2 Cha:12|+1


Skills Percept +5, Stealth +9
Senses darkvision 120'; #15
Languages Elvish, Undercommon
Fey Ancestry Advantage on saves against being charmed, & magic

can't put it to sleep.


Innate Spellcasting Wis (DC 13) w/o material comps: At will:
dancing lights; 1/day each: darkness, faerie fire
Spider Climb Can climb difficult surfaces, including upside down
on ceilings, without needing an ability check.
Sunlight Sensitivity While in sunlight, has disadvantage on attack
rolls, as well as on Wis (Perception) checks that rely on sight.
Web Walker Ignores webbing movement restrictions.
ACTIONS

Multiattk Three attacks, either w/its longsword or its longbow. It

can replace one of these w/bite attack.


Bite ! +6, 5', one creature. 2 (1d4)P + 9 (2d8) poison.
Longsword ! +6, 5', 1 tgt. 7 (1d8+3)S, or 8 (1d10+3)S if used
w/two hands.
Longbow " +6, 150/600', 1 tgt. 7 (1d8+3)P + 4 (1d8) poison.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

083

Dryad

Hp 22 (5d8)
AC 11 (16 w/barkskin)
Speed 30'

M fey N
Chall 1(200XP)

Str:10|+0 Dex:12|+1 Con:11|+0 Int:14|+2 Wis:15|+2 Cha:18|+4


Skills Percept +4, Stealth +5
Senses darkvision 60'; #14
Languages Elvish, Sylvan
Innate Spellcasting Cha (DC 14) w/o material comps: At will:
druidcraft; 3/day each: entangle, goodberry; 1/day each: barkskin,
pass without trace, shillelagh
Magic Resistance Advantage on saves vs. spells & magical effects.
Speak w/Beasts & Plants As if they shared a language.
Tree Stride Once on her turn, can use 10' of movement to step
magically into a living tree within reach & emerge from a 2nd living
tree within 60' of the first, appearing in open space within 5' of 2nd
tree. Both trees must be large or bigger.
ACTIONS

Club ! +2 to hit (+6 to hit w/shillelagh), reach 5', 1 tgt. 2 (1 d4)B,

or 8 (1d8+4)B w/shillelagh.
Fey Charm She targets one humanoid or beast she sees within 30'. If
target can see her, it must make DC 14 Wis save or be charmed.
The charmed creature regards her as a trusted friend to be heeded
& protected. Target isn't under dryad's control, but takes her
requests/actions in most favorable way.
Each time she or its allies do anything harmful to it, it can repeat
the save. Or the effect lasts 24 hrs or until the dryad dies, is on a
different plane of existence from target, or ends effect as a bonus
action. If target's save is successful, target is immune to the dryad's
Fey Charm for 24 hrs. She can have no more than one humanoid
& up to three beasts charmed at a time.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

084

Duergar

Hp 26 (4d8+4)
AC 16 (scale mail, shield)
Speed 25'

M humanoid (dwarf) LE
Chall 1(200XP)

Str:14|+2 Dex:11|+0 Con:14|+2 Int:11|+0 Wis:10|+0 Cha:9|-1


Dmg Resist poison
Senses darkvision 120'; #10
Languages Dwarvish, Undercommon
Duergar Resilience Advantage on saves vs. poison, spells, &

illusions, & resists charmed/paralyzed.


Sunlight Sensitivity Disadvantage on attacks, as well as on Wis
(Perception) checks that rely on sight.
ACTIONS

Enlarge (Recharges after a Short or Long Rest) For 1 min, it magically

increases in size, along w/anything worn/carried. While enlarged,


it is Large, doubles dmg dice on Str-based weapons (incl), &
makes Str checks & Str saves w/advantage. If it lacks the room to
become Large, it attains the maximum size possible in space
available.
War Pick ! +4, 5', 1 tgt. 6 (1d8+2)P, or 11 (2d8+2)P while
enlarged.
Javelin !" +4, 5' or range 30/120', 1 tgt. 5 (1d6+2)P, or 9
(2d6+2)P while enlarged.
Invisibility (Recharges after a Short or Long Rest) Magically turns
invisible until it attacks, casts a spell, or uses its Enlarge, or until
its concentration is broken, up to 1 hr (as if concentrating on a
spell). Any equipment the duergar wears or carries is invisible
w/it.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

085

Eagle

Hp 3 (1d6)
AC 12
Speed 10', fly 60'

S beast unaligned
Chall 0(10XP)

Str:6|-2 Dex:15|+2 Con:10|+0 Int:2|-4 Wis:14|+2 Cha:7|-2


Skills Percept +4
Senses ; #14
Languages
Keen Sight Advantage on Wis (Perception) checks that rely on

sight.

ACTIONS

Talons ! +4, 5', 1 tgt. 4 (1d4+2)S.

Eagle, Giant

Hp 26 (4d10+4)
AC 13
Speed 10', fly 80'

L beast NG
Chall 1(200XP)

Str:16|+3 Dex:17|+3 Con:13|+1 Int:8|-1 Wis:14|+2 Cha:10|+0


Skills Percept +4
Senses ; #14
Languages Giant Eagle, understands Common & Auran but can't

speak

Keen Sight Advantage on Wis (Perception) checks that rely on

sight.

ACTIONS

Multiattk Two attacks: one w/its beak & one w/its talons.
Beak ! +5, 5', 1 tgt. 6 (1d6+3)P.
Talons ! +5, 5', 1 tgt. 10 (2d6+3)S.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

086

Elemental, Air

Hp 90 (12d10+24)
AC 15
Speed 0', fly 90' (hover)

L elemental N
Chall 5(1,800XP)

Str:14|+2 Dex:20|+5 Con:14|+2 Int:6|-2 Wis:10|+0 Cha:6|-2


Dmg Resist lightning; thunder; nonmagic bludg/pierc/slash

attacks

Dmg Immune poison


Cond Immune exhaustion, grappled, paralyzed, petrified,

poisoned, prone, restrained, unconscious


Senses darkvision 60'; #10
Languages Auran
Air Form Can enter a hostile creature's space & stop there. It can
move through a space as narrow as 1 inch wide without
squeezing.
ACTIONS

Multiattk Two slam attacks.


Slam ! +8, 5', 1 tgt. 14 (2d8+5)B.
Whirlwind (Recharge 4-6) Each creature in the elemental's space

must make a DC 13 Str save. On a failure, a target takes 15


(3d8+2)B & is flung up 20' away from the elemental in a random
direction & knocked prone. If a thrown target strikes an object,
such as a wall or floor, the target takes 3 (1d6)B for every 10 feet
it was thrown. If the target is thrown at another creature, that
creature must make DC 13 Dex save or take the same dmg & be
knocked prone.
If the save is successful, the target takes half the bludg & isn't
flung away or knocked prone.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

087

Elemental, Earth
L elemental N
Chall 5(1,800XP)

Hp 126 (12d10+60)
AC 17 (natural armor)
Speed 30', burrow 30'

Str:20|+5 Dex:8|-1 Con:20|+5 Int:5|-3 Wis:10|+0 Cha:5|-3


Vuln thunder
Dmg Resist nonmagic bludg/pierc/slash attacks
Dmg Immune poison
Cond Immune exhaustion, paralyzed, petrified, poisoned,

unconscious
Senses darkvision 60', tremorsense 60'; #10
Languages Terran
Earth Glide Can burrow through nonmagical, unworked earth &
stone. While doing so, the elemental doesn't disturb the material
it moves through.
Siege Monster Deals double dmg to objects & structures.
ACTIONS

Multiattk Two slam attacks.


Slam ! +8, 10', 1 tgt. 14 (2d8+5)B.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

088

Elemental, Fire

Hp 102 (12d10+36)
AC 13
Speed 50'

L elemental N
Chall 5(1,800XP)

Str:10|+0 Dex:17|+3 Con:16|+3 Int:6|-2 Wis:10|+0 Cha:7|-2


Dmg Resist nonmagic bludg/pierc/slash attacks
Dmg Immune fire, poison
Cond Immune exhaustion, grappled, paralyzed, petrified,

poisoned, prone, restrained, unconscious


Senses darkvision 60'; #10
Languages Ignan
Fire Form Can move through a space as narrow as 1 inch wide
without squeezing. A creature that touches the elemental or hits
it w/melee attack while within 5' of it takes 5 (1d10) fire dmg. In
addition, the elemental can enter a hostile creature's space & stop
there. The first time it enters a creature's space on a turn, that
creature takes 5 (1d10) fire dmg & catches fire; until someone
takes an action to douse the fire, the creature takes 5 (1d10) fire
dmg at the start of each of its turns.
Illumination Sheds bright light in a 30' radius & dim light in an
additional 30'.
Water Susceptibility For every 5' it moves in water, or for every
gallon of water splashed on it, it takes 1 cold dmg.
ACTIONS

Multiattk The elemental makes two touch attacks.


Touch ! +6, 5', 1 tgt. 10 (2d6+3) fire dmg. If the target is a

creature or a flammable object, it ignites. Until a creature takes an


action to douse the fire, the target takes 5 (1d10) fire dmg at the
start of each of its turns.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

089

Elemental, Water
L elemental N
Chall 5(1,800XP)

Hp 114 (12d10+48)
AC 14 (natural armor)
Speed 30', swim 90'

Str:18|+4 Dex:14|+2 Con:18|+4 Int:5|-3 Wis:10|+0 Cha:8|-1


Dmg Resist acid; nonmagic bludg/pierc/slash attacks
Dmg Immune poison
Cond Immune exhaustion, grappled, paralyzed, petrified,

poisoned, prone, restrained, unconscious


Senses darkvision 60'; #10
Languages Aquan
Water Form Can enter a hostile creature's space & stop there. It
can move through a space as narrow as 1 inch wide without
squeezing.
Freeze If the elemental takes cold dmg, it partially freezes; its
speed is reduced by 20' until the end of its next turn.
ACTIONS

Multiattk Two slam attacks.


Slam ! +7, 5', 1 tgt. 13 (2d8+4)B.
Whelm (Recharge 4-6) Each creature in the elemental's space must

make a DC 15 Str save of takes 13 (2d8+4)B. If it is Large or


smaller, it is also grappled (escape DC 14). Until this grapple
ends, target is restrained & can't breathe unless it can breathe
water. If the save is successful, target is pushed out of the
elemental's space.
It can grapple one Large creature or up to two Med or smaller
creatures at once. At the start of each of its turns, each target
grappled by it takes 13 (2d8+4)B. A creature within 5 feet of it
can pull a creature or object out by taking an action to succeed on
DC 14 Str check.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

090

Elephant

Hp 76 (8d12+24)
AC 12 (natural armor)
Speed 40'

H beast unaligned
Chall 4(1,100XP)

Str:22|+6 Dex:9|-1 Con:17|+3 Int:3|-4 Wis:11|+0 Cha:6|-2

Senses ; #10
Languages

Trampling Charge If the elephant moves at least 20' straight toward

a creature & then hits it w/gore attack on the same turn, that
target must make DC 12 Str save or be knocked prone. If the
target is prone, the elephant can make one stomp attack against it
as a bonus action.
ACTIONS

Gore ! +8, 5', 1 tgt. 18 (3d8+6)P.


Stomp ! +8, 5', one prone creature. 21 (3d10+6)B.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

091

Elf, Drow

Hp 13 (3d8)
AC 15 (chain shirt)
Speed 30'

M humanoid (elf) NE
Chall 1/4(50XP)

Str:10|+0 Dex:14|+2 Con:10|+0 Int:11|+0 Wis:11|+0 Cha:12|+1


Skills Percept +2, Stealth +4
Senses darkvision 120'; #12
Languages Elvish, Undercommon
Fey Ancestry Advantage on saves against being charmed, & magic

can't put the drow to sleep.


Innate Spellcasting Cha (DC 11) w/o material comps:At will:
dancing lights; 1/day each: darkness, faerie fire
Sunlight Sensitivity While in sunlight, has disadvantage on attack
rolls, as well as on Wis (Perception) checks that rely on sight.
ACTIONS

Shortsword ! +4, 5', 1 tgt. 5 (1d6+2)P.


Hand Crossbow " +4, 30/120', 1 tgt. 5 (1d6+2)P, & the target

must make DC 13 Con save or be poisoned for 1 hr. If the save


fails by 5 or more, the target is also unconscious while poisoned
in this way. The target wakes up if it takes dmg or if another
creature takes an action to shake it awake.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

092

Elk

Hp 13 (2d10+2)
AC 10
Speed 50'

L beast unaligned
Chall 1/4(50XP)

Str:16|+3 Dex:10|+0 Con:12|+1 Int:2|-4 Wis:10|+0 Cha:6|-2

Senses ; #10
Languages

Charge If it moves 20'+ straight to foe & hits w/ram on same

turn, target takes +7(2d6)S. Creatures must make DC 13 Str save


or be knocked prone.
ACTIONS

Ram ! +5, 5', 1 tgt. 6 (1d6+3)B.


Hooves ! +5, 5', one prone creature. 8 (2d4+3)B.

Elk, Giant

Hp 42 (5d12+10)
AC 14 (natural armor)
Speed 60'

H beast unaligned
Chall 2(450XP)

Str:19|+4 Dex:16|+3 Con:14|+2 Int:7|-2 Wis:14|+2 Cha:10|+0


Skills Percept +4
Senses ; #14
Languages Giant Elk, understands Common, Elvish, & Sylvan

but can't speak


Charge If it moves 20'+ straight to foe & hits w/tusk on same
turn, target takes +7(2d6)S. Creatures must make DC 14 Str save
or be knocked prone.
ACTIONS

Ram ! +6, 10', 1 tgt. 11 (2d6+4)B.


Hooves ! +6, 5', 1 prone target. 22 (4d8+4)B.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

093

Ettercap

Hp 44 (8d8+8)
AC 13 (natural armor)
Speed 30', climb 30'

M monstrosity NE
Chall 2(450XP)

Str:14|+2 Dex:15|+2 Con:13|+1 Int:7|-2 Wis:12|+1 Cha:8|-1


Skills Percept +3, Stealth +4, Survival +3
Senses darkvision 60'; #13
Languages
Spider Climb Can climb difficult surfaces, including upside down

on ceilings, without needing to make an ability check.


Web Sense While in contact w/web, it knows the exact location of
any other creature in contact w/the same web.
Web Walker Ignores movement restrictions caused by webbing.
ACTIONS

Multiattk Two attacks: one w/its bite & one w/its claws.
Bite ! +4, 5', one creature. 6 (1d8+2)P + 4 (1d8) poison dmg.

The target must make DC 11 Con save or be poisoned for 1 min.


The creature can repeat the save at the end of each of its turns.
Claws ! +4, 5', 1 tgt. 7 (2d4+2)S.
Web (Recharge 5-6) " +4, 30/60', one Large or smaller creature.
The creature is restrained by webbing. As an action, the
restrained creature can make a DC 11 Str check, escaping from
the webbing on a success. The effect ends if the webbing is
destroyed. The webbing has AC 10, 5 hit points, resistance to
bludg, & immunity to poison & psychic dmg.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

094

Ettin

Hp 85 (10d10+30)
AC 12 (natural armor)
Speed 40'

L giant CE
Chall 4(1,100XP)

Str:21|+5 Dex:8|-1 Con:17|+3 Int:6|-2 Wis:10|+0 Cha:8|-1


Skills Percept +4
Senses darkvision 60'; #14
Languages Giant, Orc
Two Heads Advantage on Wis (Perception) checks & on saves

against being blinded, charmed, deafened, frightened, stunned, &


knocked unconscious.
Wakeful When one head is asleep, its other head is awake.
ACTIONS

Multiattk Two attacks: one w/its battleaxe & one w/its

morningstar.
Battleaxe ! +7, 5', 1 tgt. 14 (2d8+5)S.
Morningstar ! +7, 5', 1 tgt. 14 (2d8+5)P.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

095

Frog

Hp 1 (1d4-1)
AC 11

T beast unaligned
Chall 0(10XP)

Speed 20', swim 20'


Str:1|-5 Dex:13|+1 Con:8|-1 Int:1|-5 Wis:8|-1 Cha:3|-4

Skills Percept +1, Stealth +3


Senses darkvision 30'; #11
Languages

Amphibious Cn breathe air & water


Standing Leap The frog's long jump is up to 10' & its high jump is up to
5', w/ or w/o running start.

Frog, Giant

Hp 18 (4d8)
AC 11

M beast unaligned
Chall 1/4(50XP)

Speed 30', swim 30'


Str:12|+1 Dex:13|+1 Con:11|+0 Int:2|-4 Wis:10|+0 Cha:3|-4

Skills Percept +2, Stealth +3


Senses darkvision 30'; #12
Languages

Amphibious Can breathe air & water


Standing Leap Long jump is up to 20'; high jump is 10', w/ or w/o running
start.
ACTIONS

Bite ! +3, 5', 1 tgt. 4 (1d6+1)P, & the target is grappled (escape DC 11).
Until this grapple ends, target is restrained, & frog can't bite another target.
Swallow Makes 1 bite vs. Small or smaller target it is grappling. If it hits,
target is swallowed, & grapple ends. Swallowed target is blinded &
restrained, has total cover against attacks & other effects outside, but takes
5(2d4) acid at start of each of frog's turns. Can have only one foe swallowed
at a time. If frog dies, swallowed foe is unrestrained; escapes w/5' move,
exiting prone.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

096

Fungi, Shrieker

Hp 13 (3d8)
AC 5
Speed 0'

M plant unaligned
Chall 0(10XP)

Str:1|-5 Dex:1|-5 Con:10|+0 Int:1|-5 Wis:3|-4 Cha:1|-5


Cond Immune blinded, deafened, frightened
Senses blindsight 30' (blind beyond this radius); #6
Languages
False Appearance While the shrieker remains motionless, it is

indistinguishable from an ordinary fungus.


ACTIONS

Shriek When bright light or a creature is within 30 feet of the

shrieker, it emits a shriek audible within 300 feet of it. The


shrieker continues to shriek until the disturbance moves out of
range & for 1d4 of the shrieker's turns afterward.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

097

Fungi, Violet Fungus


M plant unaligned
Chall 1/4(50XP)

Hp 18 (4d8)
AC 5
Speed 5'

Str:3|-4 Dex:1|-5 Con:10|+0 Int:1|-5 Wis:3|-4 Cha:1|-5


Cond Immune blinded, deafened, frightened
Senses blindsight 30' (blind beyond this radius); #6
Languages
False Appearance While the violet fungus remains motionless, it is

indistinguishable from an ordinary fungus.


ACTIONS

Multiattk 1d4 Rotting Touch attacks.


Rotting Touch ! +2, 10', one creature. 4 (1d8) necrotic dmg.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

098

Gargoyle

Hp 52 (7d8+21)
AC 15 (natural armor)
Speed 30', fly 60'

M elemental CE
Chall 2(450XP)

Str:15|+2 Dex:11|+0 Con:16|+3 Int:6|-2 Wis:11|+0 Cha:7|-2


Dmg Resist nonmagic bludg/pierc/slash attacks that aren't

adamantine

Dmg Immune poison


Cond Immune exhaustion, petrified, poisoned
Senses darkvision 60'; #10
Languages Terran
False Appearance While the gargoyle remains motion less, it is

indistinguishable from an inanimate statue.


ACTIONS

Multiattk Two attacks: one w/its bite & one w/its claws.
Bite ! +4, 5', 1 tgt. 5 (1d6+2)P.
Claws ! +4, 5', 1 tgt. 5 (1d6+2)S.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

099

Genie, Djinni

Hp 161 (14d10+84)
AC 17 (natural armor)
Speed 30', fly 90'

L elemental CG
Chall 11(7,200XP)

Str:21|+5 Dex:15|+2 Con:22|+6 Int:15|+2 Wis:16|+3 Cha:20|+5


Saves Dex +6, Wis +7, Cha +9
Dmg Immune lightning, thunder
Senses darkvision 120'; #13
Languages Auran
Elemental Demise Upon death, its body disintegrates into a warm breeze,
leaving behind only equipment worn/carried.
Innate Spellcasting Cha (DC 17, +9 to hit w/spell attacks), no material
comps: At will: detect evil & good, detect magic, thunderwave 3/day
each: create food & water (can create wine instead of water), tongues,
wind walk; 1/day each: conjure elemental (air elemental only), creation,
gaseous form, invisibility, major image, plane shift
ACTIONS

Multiattk Three scimitar attacks.


Scimitar ! +9, 5', 1 tgt. 12 (2d6+5)S + 3 (1d6) lightning or thunder
dmg (djinni's choice).
Create Whirlwind A 5' radius, 30' tall cylinder of swirling air magically
forms on a point the djinni can see within 120' of it. The whirlwind lasts
as long as the djinni maintains concentration (as if concentrating on a
spell). Any creature but the djinni that enters the whirlwind must make
DC 18 Str save or be restrained by it. The djinni can move the whirlwind
up to 60' as an action, & creatures restrained by the whirlwind move
w/it. The whirlwind ends if the djinni loses sight of it.
A creature can use its action to free a creature restrained by the
whirlwind, including itself, by succeeding on a DC 18 Str check. If the
check succeeds, the creature is no longer restrained & moves to the
nearest space outside the whirlwind.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

100

Genie, Efreeti

Hp 200 (16d10+112)
AC 17 (natural armor)
Speed 40', fly 60'

L elemental LE
Chall 11(7,200XP)

Str:22|+6 Dex:12|+1 Con:24|+7 Int:16|+3 Wis:15|+2 Cha:16|+3


Saves Int +7, Wis +6, Cha +7
Dmg Immune fire
Senses darkvision 120'; #12
Languages Ignan
Elemental Demise Upon death, it disintegrates in a flash of fire &

puff of smoke, leaving behind only what it wore/carried.


Innate Spellcasting Cha (DC 15, +7 to hit w/spell attacks), no
material comps: At will: detect magic; 3/day: enlarge/reduce,
tongues; 1/day each: conjure elemental (fire elemental only),
gaseous form, invisibility, major image, plane shift, wall of fire
ACTIONS

Multiattk Two scimitar attacks or uses its Hurl Flame twice.


Scimitar ! +10, 5', 1 tgt. 13 (2d6+6)S + 7 (2d6) fire.
Hurl Flame Ranged Spell Attack: +7, 120', 1 tgt. 17 (5d6) fire.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

101

Ghost

Hp 45 (10d8)
AC 11
Speed 0', fly 40'

M undead any alignment


Chall 4(1,100XP)

Str:7|-2 Dex:13|+1 Con:10|+0 Int:10|+0 Wis:12|+1 Cha:17|+3

Dmg Resist acid, fire, lightning, thunder; nonmagic bludg/pierc/slash attacks


Dmg Immune cold, necrotic, poison
Cond Immune charmed, exhaustion, frightened, grappled, paralyzed,
petrified, poisoned, prone, restrained
Senses darkvision 60'; #11
Languages any languages it knew in life
Ethereal Sight 60' into Ethereal Plane if on Material; vice versa.
Incorporeal Movement Moves through others & objects as if diff. terrain.
Takes 5 (1d10) force dmg if it ends turn in object.
ACTIONS

Withering Touch ! +5, 5', 1 tgt. 17 (4d6+3) necrotic dmg.


Etherealness Enters Ethereal Plane from Material, or vice versa. Is visible on
Material while in Border Ethereal, & vice versa, but can't affect or be affected
by anything on other plane.
Horrifying Visage Each non-undead creature within 60' that can see it make
DC 13 Wis save or frightened 1 min. If save fails by 5+, target also ages 1d4x10
years. Frightened target can re-save at end of each of its turns. If target's save is
successful or effect ends, target is immune to this ghost's Horrifying Visage for
24 hrs. Greater restoration reverses aging if within 24 hrs.
Possession (Recharge 6) One humanoid within 5' the ghost can see must
make DC 13 Cha save or be possessed; it then disappears, & target is
incapacitated & loses control of body. Ghost controls body; target is aware.
Ghost can't be targeted by any attack, spell, or other effect, except ones that
turn undead. It retains alignment, Int, Wis, Cha, & immunity to charm &
frighten. It otherwise uses possessed target's stats, but doesn't gain access to
target's knowledge, class features, or proficiencies. Possession lasts until body
drops to 0 hp, ghost ends it as bonus action, or ghost is turned or forced out
by effect like dispel evil & good. When possession ends, it reappears in an
unoccupied space within 5'. Target is immune to this ghost's Possession for 24
hrs after svaing or after possession ends.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas
102

Ghoul

Hp 22 (5d8)
AC 12
Speed 30'

M undead CE
Chall 1(200XP)

Str:13|+1 Dex:15|+2 Con:10|+0 Int:7|-2 Wis:10|+0 Cha:6|-2


Cond Immune charmed, exhaustion, poisoned
Senses darkvision 60'; #10
Languages Common
ACTIONS

Bite ! +2, 5', one creature. 9 (2d6+2)P.


Claws ! +4, 5', 1 tgt. 7 (2d4+2)S. If the target is a creature other

than an elf or undead, it must make DC 10 Con save or be


paralyzed for 1 min. The target can repeat the save at the end of
each of its turns.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

103

Ghoul, Ghast

Hp 36 (8d8)
AC 13
Speed 30'

M undead CE
Chall 2(450XP)

Str:16|+3 Dex:17|+3 Con:10|+0 Int:11|+0 Wis:10|+0 Cha:8|-1


Dmg Immune necrotic
Cond Immune charmed, exhaustion, poisoned
Senses darkvision 60'; #10
Languages Common
Stench Any creature that starts its turn within 5' of the ghast

must make DC 10 Con save or be poisoned until the start of its


next turn. On a successful save, the creature is immune to the
ghast's Stench for 24 hrs.
Turn Defiance The ghast & any ghouls within 30' of it have
advantage on saves against effects that turn undead.
ACTIONS

Bite ! +3, 5', one creature. 12 (2d8+3)P.


Claws ! +5, 5', 1 tgt. 10 (2d6+3)S. If the target is a creature

other than an undead, it must make DC 10 Con save or be


paralyzed for 1 min. The target can repeat the save at the end of
each of its turns.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

104

Giant, Cloud

H giant NG (50%) or NE (50%)


Chall 9(5,000XP)

Hp 200 (16d12+96)
AC 14 (natural armor)
Speed 40'

Str:27|+8 Dex:10|+0 Con:22|+6 Int:12|+1 Wis:16|+3 Cha:16|+3


Saves Con +10, Wis +7, Cha +7
Skills Insight +7, Percept +7
Senses ; #17
Languages Common, Giant
Keen Smell Advantage on Wis (Perception) checks that rely on

smell.

Innate Spellcasting Cha (DC 16) w/o material comps:At will: detect

magic, fog cloud, light; 3/day each: feather fall, fly, [-]misty step,
telekinesis; 1/day each: control weather, gaseous form
ACTIONS

Multiattk Two morningstar attacks.


Morningstar ! +12, 10', 1 tgt. 21 (3d8+8)P.
Rock " +12, 60/240', 1 tgt. 30 (4d10+8)B.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

105

Giant, Fire

Hp 162 (13d12+78)
AC 18 (plate)
Speed 30'

H giant LE
Chall 9(5,000XP)

Str:25|+7 Dex:9|-1 Con:23|+6 Int:10|+0 Wis:14|+2 Cha:13|+1


Saves Dex +3, Con +10, Cha +5
Skills Athletics +11, Percept +6
Dmg Immune fire
Senses ; #16
Languages Giant
ACTIONS

Multiattk Two greatsword attacks.


Greatsword ! +11, 10', 1 tgt. 28 (6d6+7)S.
Rock " +11, 60/240', 1 tgt. 29 (4d10+7)B.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

106

Giant, Frost

Hp 138 (12d12+60)
AC 15 (patchwork armor)
Speed 40'

H giant NE
Chall 8(3,900XP)

Str:23|+6 Dex:9|-1 Con:21|+5 Int:9|-1 Wis:10|+0 Cha:12|+1


Saves Con +8, Wis +3, Cha +4
Skills Athletics +9, Percept +3
Dmg Immune cold
Senses ; #13
Languages Giant
ACTIONS

Multiattk Two greataxe attacks.


Greataxe ! +9, 10', 1 tgt. 25 (3d12+6)S.
Rock " +9, 60/240', 1 tgt. 28 (4d10+6)B.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

107

Giant, Hill

Hp 105 (10d12+40)
AC 13 (natural armor)
Speed 40'

H giant CE
Chall 5(1,800XP)

Str:21|+5 Dex:8|-1 Con:19|+4 Int:5|-3 Wis:9|-1 Cha:6|-2


Skills Percept +2
Senses ; #12
Languages Giant
ACTIONS

Multiattk Two greatclub attacks.


Greatclub ! +8, 10', 1 tgt. 18 (3d8+5)B.
Rock " +8, 60/240', 1 tgt. 21 (3d10+5)B.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

108

Giant, Stone

Hp 126 (11d12+55)
AC 17 (natural armor)
Speed 40'

H giant N
Chall 7(2,900XP)

Str:23|+6 Dex:15|+2 Con:20|+5 Int:10|+0 Wis:12|+1 Cha:9|-1


Saves Dex +5, Con +8, Wis +4
Skills Athletics +12, Percept +4
Senses darkvision 60'; #14
Languages Giant
Stone Camouflage Advantage on Dex (Stealth) checks made to

hide in rocky terrain.

ACTIONS

Multiattk Two greatclub attacks.


Greatclub ! +9, 15', 1 tgt. 19 (3d8+6)B.
Rock " +9, 60/240', 1 tgt. 28 (4d10+6)B. If the target is a

creature, it must make DC 17 Str save or be knocked prone.


REACTIONS

Rock Catching If a rock or similar object is hurled at the giant, the

giant can, w/successful DC 10 Dex save, catch the missile & take
no bludg from it.

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109

Giant, Storm

Hp 230 (20d12+100)
AC 16 (scale mail)
Speed 50', swim 50'

H giant CG
Chall 13(10,000XP)

Str:29|+9 Dex:14|+2 Con:20|+5 Int:16|+3 Wis:18|+4 Cha:18|+4


Saves Str +14, Con +10, Wis +9, Cha +9
Skills Arcana +8, Athletics +14, History +8, Percept +9
Dmg Resist cold
Dmg Immune lightning, thunder
Senses ; #19
Languages Common, Giant
Amphibious Can breathe air & water.
Innate Spellcasting Cha (DC 17) w/o material comps:At will: detect

magic, feather fall, levitate, light; 3/day each: control weather,


water breathing
ACTIONS

Multiattk Two greatsword attacks.


Greatsword ! +14, 10', 1 tgt. 30 (6d6+9)S.
Rock " +14, 60/240', 1 tgt. 35 (4d12+9)B.
Lightning Strike (Recharge 5-6) The giant hurls a magical lightning

bolt at a point it can see within 500 feet of it. Each creature
within 10 feet of that point must make a DC 17 Dex save, taking
54 (12d8) lightning dmg on a failed save, or half if made.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

110

Gibbering Mouther
M aberration N
Chall 2(450XP)

Hp 67 (9d8+27)
AC 9
Speed 10', swim 10'

Str:10|+0 Dex:8|-1 Con:16|+3 Int:3|-4 Wis:10|+0 Cha:6|-2


Cond Immune prone
Senses darkvision 60'; #10
Languages
Aberrant Ground Ground in a 10' radius around it is doughlike

difficult terrain. Anyone that starts its turn in the area must make
DC 10 Str save or have 0 speed until its next turn begins.
Gibbering Babbles incoherently while it can see any creature &
isn't incapacitated. Each creature that starts its turn within 20 feet
of it & can hear the gibbering must make DC 10 Wis save. On
failure, creature can't take reactions until start of its next turn &
rolls a d8 to determine what it does this turn. On 1-4, it does
nothing. On 5/6, it takes no action or bonus action & uses all
movement to move in a random direction. On 7/8, foe makes a
melee attack against a randomly determined creature within reach
or does nothing if it can't.
ACTIONS

Multiattk One bite attack and, if it can, uses its Blinding Spittle.
Bites ! +2, 5', one creature. 17 (5d6)P. If the target is Med or

smaller, it must make DC 10 Str save or be knocked prone. If the


target is killed by this dmg, it is absorbed into the mouther.
Blinding Spittle (Recharge 5-6) The mouther spits a chemical glob at
a point it can see within 15 feet of it. The glob explodes in a
blinding flash of light on impact. Each creature within 5 feet of
the flash must make DC 13 Dex save or be blinded until the end
of the mouther's next turn.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

111

Gnoll

Hp 22 (5d8)
AC 15 (hide armor, shield)
Speed 30'

M humanoid (gnoll) CE
Chall 1/2(100XP)

Str:14|+2 Dex:12|+1 Con:11|+0 Int:6|-2 Wis:10|+0 Cha:7|-2

Senses darkvision 60'; #10


Languages Gnoll

Rampage When the gnoll reduces a creature to 0 hit points

w/melee attack on its turn, the gnoll can take a bonus action to
move up to half its speed & make a bite attack.
ACTIONS

Bite ! +4, 5', 1 tgt. 4 (1d4+2)P.


Spear !" +4, 5' or range 20/60', 1 tgt. 5 (1d6+2)P, or 6

(1d8+2)P if used w/two hands to make a melee attack.


Longbow " +3, 150/600', 1 tgt. 5 (1d8+1)P.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

112

Gnome, Deep (Svirfneblin)


S humanoid (gnome) NG
Chall 1/2(100XP)

Hp 16 (3d6+6)
AC 15 (chain shirt)
Speed 20'

Str:15|+2 Dex:14|+2 Con:14|+2 Int:12|+1 Wis:10|+0 Cha:9|-1


Skills Investigation +3, Percept +2, Stealth +4
Senses darkvision 120'; #12
Languages Gnomish, Terran, Undercommon
Stone Camouflage Advantage on Dex (Stealth) checks made to

hide in rocky terrain.


Gnome Cunning Advantage on Int, Wis, & Cha saves against
magic.
Innate Spellcasting Int (DC 11) w/o material comps:At will:
nondetection (self only)
1/day each: blindness/deafness, blur, disguise self
ACTIONS

War Pick ! +4, 5', 1 tgt. 6 (1d8+2)P.


Poisoned Dart " +4, 30/120', 1 tgt. 4 (1d4+2)P, & the target

must make DC 12 Con save or be poisoned for 1 min. The target


can repeat the save at the end of each of its turns.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

113

Goat

Hp 4 (1d8)
AC 10
Speed 40'

M beast unaligned
Chall 0(10XP)

Str:12|+1 Dex:10|+0 Con:11|+0 Int:2|-4 Wis:10|+0 Cha:5|-3

Senses ; #10
Languages

Charge If it moves 20'+ straight to foe & hits w/ram on same

turn, target takes +2(1d4)B. Creatures must make DC 10 Str save


or be knocked prone.
Sure-Footed Advantage on Str & Dex saves made against effects
that would knock it prone.
ACTIONS

Ram ! +3, 5', 1 tgt. 3 (1d4+1)B.

Goat, Giant

Hp 19 (3d10+3)
AC 11 (natural armor)
Speed 40'

L beast unaligned
Chall 1/2(100XP)

Str:17|+3 Dex:11|+0 Con:12|+1 Int:3|-4 Wis:12|+1 Cha:6|-2

Senses ; #11
Languages

Charge If it moves 20'+ straight to foe & hits w/ram on same

turn, target takes +5(2d4)B. Creatures must make DC 13 Str save


or be knocked prone.
Sure-Footed Advantage on Str & Dex saves made against effects
that would knock it prone.
ACTIONS

Ram ! +5, 5', 1 tgt. 8 (2d4+3)B.


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114

Goblin

Hp 7 (2d6)
AC 15 (leather, shield)
Speed 30'

S humanoid (goblinoid) NE
Chall 1/4(50XP)

Str:8|-1 Dex:14|+2 Con:10|+0 Int:10|+0 Wis:8|-1 Cha:8|-1


Skills Stealth +6
Senses darkvision 60'; #9
Languages Common, Goblin
Nimble Escape The goblin can take the Disengage or Hide action

as a bonus action on each of its turns.


ACTIONS

Scimitar ! +4, 5', 1 tgt. 5 (1d6+2)S.


Shortbow " +4, 80/320', 1 tgt. 5 (1d6+2)P.

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115

Golem, Clay

Hp 133 (14d10+56)
AC 14 (natural armor)
Speed 20'

L construct unaligned
Chall 9(5,000XP)

Str:20|+5 Dex:9|-1 Con:18|+4 Int:3|-4 Wis:8|-1 Cha:1|-5


Dmg Immune acid, poison, psychic; nonmagic bludg/pierc/slash attacks
that aren't adamantine
Cond Immune charmed, exhaustion, frightened, paralyzed, petrified,
poisoned
Senses darkvision 60'; #9
Languages understands creator's languages but can't speak
Acid Absorption Whenever if is subjected to acid dmg, takes no dmg &
instead regains hp equal to the acid dmg.
Berserk Whenever the golem starts its turn w/60 hit points or fewer, roll
a d6. On a 6, the golem goes berserk. On each of its turns while berserk,
the golem attacks the nearest creature it can see. If no creature is near
enough to move to & attack, the golem attacks an object, w/preference
for an object smaller than itself. Once the golem goes berserk, it
continues to do so until it is destroyed or regains all its hit points.
Immutable Form Immune to any spell/effect that alters its form.
Magic Resistance Advantage on saves vs. spells/magic effects.
Magic Weapons Its weapon attacks are magical.
ACTIONS

Multiattk Two slam attacks.


Slam ! +8, 5', 1 tgt. 16 (2d10+5)B. If the target is a creature, it must
make DC 15 Con save or have its hit point maximum reduced by an
amount equal to the dmg taken. The target dies if this attack reduces its
hit point maximum to 0. The reduction lasts until removed by greater
restoration spell or other magic.
Haste (Recharge 5-6) Until the end of its next turn, the golem magically
gains a +2 bonus to its AC, has advantage on Dex saves, & can use its
slam attack as a bonus action.
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116

Golem, Flesh

Hp 93 (11d8+44)
AC 9
Speed 30'

M construct N
Chall 5(1,800XP)

Str:19|+4 Dex:9|-1 Con:18|+4 Int:6|-2 Wis:10|+0 Cha:5|-3


Dmg Immune lightning, poison; nonmagic bludg/pierc/slash attacks
that aren't adamantine
Cond Immune charmed, exhaustion, frightened, paralyzed, petrified,
poisoned
Senses darkvision 60'; #10
Languages understands creator's languages but can't speak
Berserk Whenever the golem starts its turn w/40 hit points or fewer, roll
a d6. On a 6, the golem goes berserk. On each of its turns while berserk,
the golem attacks the nearest creature it can see. If no creature is near
enough to move to & attack, the golem attacks an object, w/preference
for an object smaller than itself. Once the golem goes berserk, it
continues to do so until it is destroyed or regains all its hit points.
Creatorcan try to calm it by speaking firmly & persuasively if within 60'.
Golem must be able to hear creator, who must take an action to make a
DC 15 Cha (Persuasion) check. If check succeeds, it ceases being berserk.
If it takes dmg while still at 40 hp or fewer, it might go berserk again.
Aversion of Fire If the golem takes fire dmg, it has disadvantage on attack
rolls & ability checks until the end of its next turn.
Immutable Form Immune to any form-altering spell/effect.
Lightning Absorption Whenever the golem is subjected to lightning
dmg, it takes no dmg & instead regains a number of hit points equal to
the lightning dmg dealt.
Magic Resistance Advantage on saves vs. spells/magic effects.
Magic Weapons Its weapon attacks are magical.
ACTIONS

Multiattk Two slam attacks.


Slam ! +7, 5', 1 tgt. 13 (2d8+4)B.

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117

Golem, Iron

Hp 210 (20d10+100)
AC 20 (natural armor)
Speed 30'

L construct unaligned
Chall 16(15,000XP)

Str:24|+7 Dex:9|-1 Con:20|+5 Int:3|-4 Wis:11|+0 Cha:1|-5


Dmg Immune fire, poison, psychic; nonmagic bludg/pierc/slash

attacks that aren't adamantine


Cond Immune charmed, exhaustion, frightened, paralyzed,
petrified, poisoned
Senses darkvision 120'; #10
Languages understands creator's languages but can't speak
Fire Absorption Whenever the golem is subjected to fire dmg, it
takes no dmg & instead regains a number of hit points equal to
the fire dmg dealt.
Immutable Form The golem is immune to any spell or effect that
would alter its form.
Magic Resistance Advantage on saves vs. spells/magic effects.
Magic Weapons The golem's weapon attacks are magical.
ACTIONS

Multiattk Two melee attacks.


Slam ! +13, 5', 1 tgt. 20 (3d8+7)B.
Sword ! +13, 10', 1 tgt. 23 (3d10+7)S.
Poison Breath (Recharge 5-6) The golem exhales poisonous gas in a

15' cone. All in area make a DC 19 Con save, taking 45 (l0d8)


poison dmg on a failed save, or half if made.

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118

Golem, Stone

Hp 178 (17d10+85)
AC 17 (natural armor)
Speed 30'

L construct unaligned
Chall 10(5,900XP)

Str:22|+6 Dex:9|-1 Con:20|+5 Int:3|-4 Wis:11|+0 Cha:1|-5


Dmg Immune poison, psychic; nonmagic bludg/pierc/slash

attacks that aren't adamantine


Cond Immune charmed, exhaustion, frightened, paralyzed,
petrified, poisoned
Senses darkvision 120'; #10
Languages understands creator's languages but can't speak
Immutable Form The golem is immune to any spell or effect that
would alter its form.
Magic Resistance Advantage on saves vs. spells/magic effects.
Magic Weapons Its weapon attacks are magical.
ACTIONS

Multiattk Two slam attacks.


Slam ! +10, 5', 1 tgt. 19 (3d8+6)B.
Slow (Recharge 5-6) The golem targets one or more creatures it can

see within 10' of it. Each target must make a DC 17 Wis save
against this magic. On a failed save, a target can't use reactions, its
speed is halved, & it can't make more than one attack on its turn.
In addition, the target can take either an action or a bonus action
on its turn, not both. These effects last for 1 min. A target can
repeat the save at the end of each of its turns.

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119

Gorgon

Hp 114 (12d10+48)
AC 19 (natural armor)
Speed 40'

L monstrosity unaligned
Chall 5(1,800XP)

Str:20|+5 Dex:11|+0 Con:18|+4 Int:2|-4 Wis:12|+1 Cha:7|-2


Skills Percept +4
Dmg Immune petrified
Senses darkvision 60'; #14
Languages
Trampling Charge If the gorgon moves at least 20 feet straight

toward a creature & then hits it w/gore attack on the same turn,
that target must make DC 16 Str save or be knocked prone. If
the target is prone, the gorgon can make one attack w/its hooves
against it as a bonus action.
ACTIONS

Gore ! +8, 5', 1 tgt. 18 (2d12+5)P.


Hooves ! +8, 5', 1 tgt. 16 (2d10+5)B.
Petrifying Breath (Recharge 5-6) The gorgon exhales petrifying gas in

a 30' cone. All in area make DC 13 Con save. On a failed save, a


target begins to turn to stone & is restrained. The restrained
target must repeat the save at the end of its next turn. On a
success, the effect ends on the target. On a failure, the target is
petrified until freed by the greater restoration spell or other
magic.

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120

Grick

Hp 27 (6d8)
AC 14 (natural armor)
Speed 30', climb 30'

M monstrosity N
Chall 2(450XP)

Str:14|+2 Dex:14|+2 Con:11|+0 Int:3|-4 Wis:14|+2 Cha:5|-3


Dmg Resist nonmagic bludg/pierc/slash attacks
Senses darkvision 60'; #12
Languages
Stone Camouflage Advantage on Dex (Stealth) checks made to

hide in rocky terrain.

ACTIONS

Multiattk One attack w/its tentacles. If that attack hits, it can

make one beak attack against the same target.


Tentacles ! +4, 5', 1 tgt. 9 (2d6+2)S.
Beak ! +4, 5', 1 tgt. 5 (1d6+2)P.

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121

Griffon

Hp 59 (7d10+21)
AC 12
Speed 30', fly 80'

L monstrosity unaligned
Chall 2(450XP)

Str:18|+4 Dex:15|+2 Con:16|+3 Int:2|-4 Wis:13|+1 Cha:8|-1


Skills Percept +5
Senses darkvision 60'; #15
Languages
Keen Sight Advantage on Wis (Perception) checks that rely on

sight.

ACTIONS

Multiattk Two attacks: one w/its beak & one w/its claws.
Beak ! +6, 5', 1 tgt. 8 (1d8+4)P.
Claws ! +6, 5', 1 tgt. 11 (2d6+4)S.

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122

Grimlock

Hp 11 (2d8+2)
AC 11
Speed 30'

M humanoid (grimlock) NE
Chall 1/4(50XP)

Str:16|+3 Dex:12|+1 Con:12|+1 Int:9|-1 Wis:8|-1 Cha:6|-2


Skills Athletics +5, Percept +3, Stealth +3
Dmg Immune blinded
Senses blindsight 30' or 10' while deafened (blind beyond this

radius); #13
Languages Undercommon
Blind Senses Can't use its blindsight while deafened & unable to
smell.
Keen Hearing & Smell Advantage on Wis (Perception) checks that
rely on hearing or smell.
Stone Camouflage Advantage on Dex (Stealth) checks made to
hide in rocky terrain.
ACTIONS

Spiked Bone Club ! +5, 5', 1 tgt. 5 (1d4+3)B + 2 (1d4)P.

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123

Hag, Green

Hp 82 (11d8+33)
AC 17 (natural armor)
Speed 30'

M fey NE
Chall 3(700XP)

Str:18|+4 Dex:12|+1 Con:16|+3 Int:13|+1 Wis:14|+2 Cha:14|+2


Skills Arcana +3, Decept +4, Percept +4, Stealth +3
Senses darkvision 60'; #14
Languages Common, Draconic, Sylvan
Amphibious Can breathe air & water.
Innate Spellcasting Cha (DC 12) w/o material comps: At will:

dancing lights, minor illusion, vicious mockery


Mimicry Can mimic animal sounds & humanoid voices. DC 14
Wis (Insight) check to know they are imitations.
ACTIONS

Claws ! +6, 5', 1 tgt. 13 (2d8+4)S.


Illusory Appearance She & worn/carried items look like another of

her size/shape. Illusion ends w/bonus action or if dead. Touch


reveals her, or examine w/action: DC 20 Int (Investigate) check.
Invisible Passage She & equipment worn/carried magically turns
invisible until attack/cast or concentration ends. Leaves no
physical evidence of passagecan be tracked only by magic.

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124

Hag, Night

Hp 112 (15d8+45)
AC 17 (natural armor)
Speed 30'

M fiend NE
Chall 5(1,800XP)

Str:18|+4 Dex:15|+2 Con:16|+3 Int:16|+3 Wis:14|+2 Cha:16|+3


Skills Decept +7, Insight +6, Percept +6, Stealth +6
Dmg Resist cold, fire; nonmagic bludg/pierc/slash attacks that

aren't silvered

Cond Immune charmed


Senses darkvision 120'; #16
Languages Abyssal, Common, Infernal, Primordial
Innate Spellcasting Cha (DC 13, +5 to hit) w/o material comps: At

will: detect magic, magic missile; 2/day each: plane shift (self), ray
of enfeeblement, sleep
Magic Resist Advantage vs. spell/magic effect saves.
ACTIONS

Claws (Hag Form Only) ! +7, 5', 1 tgt. 13 (2d8+4)S.


Change Shape Polymorphs into Small or Med female humanoid

& back. Stats same. Items worn/carried not transformed. Reverts


if it dies.
Etherealness If she possesses her heartstone, magically enters
Ethereal Plane from Material & back.
Nightmare Haunting (1/Day) On Ethereal Plane, magical touch
sleeping humanoid on Material gives bad visions. Protection from
evil, magic circle prevents. If visions last 1+ hr: target has no rest,
hp max cut by 5 (1d10) (fixed w/greater restoration or similar). If
hp max is 0, it dies. If evil, soul trapped in soul bag.

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125

Hag, Sea

Hp 52 (7d8+21)
AC 14 (natural armor)
Speed 30', swim 40'

M fey CE
Chall 2(450XP)

Str:16|+3 Dex:13|+1 Con:16|+3 Int:12|+1 Wis:12|+1 Cha:13|+1

Senses darkvision 60'; #11


Languages Aquan, Common, Giant

Amphibious Can breathe air & water.


Horrific Appearance Humanoid starting its turn within 30 feet of

her & can see her true form makes a DC 11 Wis save or
frightened for 1 min. Can repeat save at end of each turn,
w/disadvantage if hag is in line of sight. Whether saved or effect
ends, creature is immune to this for 24 hrs.
Unless target is surprised or hag's form reveal is sudden, target
can avert eyes & avoid initial save. Until start of next turn,
creature that averts eyes has disadvantage on attacks against hag.
ACTIONS

Claws ! +5, 5', 1 tgt. 10 (2d6+3)S.


Death Glare The hag targets one frightened creature she can see

within 30' of her. If the target can see the hag, it must make DC
11 Wis save against this magic or drop to 0 hit points.
Illusory Appearance She & worn/carried items look like another of
her size/shape. Illusion ends w/bonus action or if dead. Touch
reveals her, or examine w/action: DC 20 Int (Investigate) check.

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126

Harpy

Hp 38 (7d8+7)
AC 11
Speed 20', fly 40'

M monstrosity CE
Chall 1(200XP)

Str:12|+1 Dex:13|+1 Con:12|+1 Int:7|-2 Wis:10|+0 Cha:13|+1

Senses ; #10
Languages Common

ACTIONS

Multiattk Two attacks: one w/its claws & one w/its club.
Claws ! +3, 5', 1 tgt. 6 (2d4+1)S.
Club ! +3, 5', 1 tgt. 3 (1d4+1)B.
Luring Song The harpy sings a magical melody. Every humanoid

& giant within 300' of the harpy that can hear the song must
make DC 11 Wis save or be charmed until the song ends. The
harpy must take a bonus action on its subsequent turns to
continue singing. It can stop singing at any time. The song ends
if the harpy is incapacitated.
While charmed by the harpy, a target is incapacitated &
ignores the songs of other harpies. If the charmed target is more
than 5' away from the harpy, the target can take the Dash action
on its turn to move toward the harpy by the most direct route. It
doesn't avoid opportunity attacks, but before moving into
damaging terrain, such as lava or a pit, & whenever it takes dmg
from a source other than the harpy, a target can repeat the save.
A creature can also repeat the save at the end of each of its turns.
If a creature's save is successful, the effect ends on it.
A target that successfully saves is immune to this harpy's song
for the next 24 hrs.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

127

Hawk

Hp 1 (1d4-1)
AC 13
Speed 10', fly 60'

T beast unaligned
Chall 0(10XP)

Str:5|-3 Dex:16|+3 Con:8|-1 Int:2|-4 Wis:14|+2 Cha:6|-2


Skills Percept +4
Senses ; #14
Languages
Keen Sight Advantage on Wis (Perception) checks that rely on

sight.

ACTIONS

Talons ! +5, 5', 1 tgt. 1 slash.

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128

Hell Hound

Hp 45 (7d8+14)
AC 15 (natural armor)
Speed 50'

M fiend LE
Chall 3(700XP)

Str:17|+3 Dex:12|+1 Con:14|+2 Int:6|-2 Wis:13|+1 Cha:6|-2


Skills Percept +5
Dmg Immune fire
Senses darkvision 60'; #15
Languages understands Infernal but can't speak it
Keen Hearing & Smell Advantage on Wis (Perception) checks that

rely on hearing or smell.


Pack Tactics Advantage on an attack roll against a creature if at
least one of the hound's allies is within 5' of the creature & the
ally isn't incapacitated.
ACTIONS

Bite ! +5, 5', 1 tgt. 7 (1d8+3)P + 7 (2d6) fire dmg.


Fire Breath (Recharge 5-6) The hound exhales fire in a 15' cone. All

in area make a DC 12 Dex save, taking 21 (6d6) fire dmg on a


failed save, or half if made.

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129

Hippogriff

Hp 19 (3d10+3)
AC 11
Speed 40 ft, fly 60'

L monstrosity unaligned
Chall 1(200XP)

Str:17|+3 Dex:13|+1 Con:13|+1 Int:2|-4 Wis:12|+1 Cha:8|-1


Skills Percept +5
Senses ; #15
Languages
Keen Sight Advantage on Wis (Perception) checks that rely on

sight.

ACTIONS

Multiattk Two attacks: one w/its beak & one w/its claws.
Beak ! +5, 5', 1 tgt. 8 (1d10+3)P.
Claws ! +5, 5', 1 tgt. 10 (2d6+3)S.

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130

Hobgoblin

Hp 11 (2d8+2)
AC 18 (chain mail, shield)
Speed 30'

M humanoid (goblinoid) LE
Chall 1/2(100XP)

Str:13|+1 Dex:12|+1 Con:12|+1 Int:10|+0 Wis:10|+0 Cha:9|-1

Senses darkvision 60'; #10


Languages Common, Goblin

Martial Advantage Once per turn, the hobgoblin can deal an extra 7

(2d6) dmg to a creature it hits w/weapon attack if that creature is


within 5' of an ally of the hobgoblin that isn't incapacitated.
ACTIONS

Longsword ! +3, 5', 1 tgt. 5 (1d8+1)S, or 6 (1d10+1)S if used

w/two hands.
Longbow " +3, 150/600', 1 tgt. 5 (1d8+1)P.

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131

Homunculus

Hp 5 (2d4)
AC 13 (natural armor)
Speed 20', fly 40'

T construct N
Chall 0(10XP)

Str:4|-3 Dex:15|+2 Con:11|+0 Int:10|+0 Wis:10|+0 Cha:7|-2


Dmg Immune poison
Cond Immune charmed, poisoned
Senses darkvision 60'; #10
Languages understands creator's languages but can't speak
Telepathic Bond While the homunculus is on the same plane of

existence as its master, it can magically convey what it senses to


its master, & the two can communicate telepathically.
ACTIONS

Bite ! +4, 5', 1 tgt. 1 pierc, & the target must make DC 10

Con save or be poisoned for 1 min. If the save fails by 5 or more,


the target is instead poisoned for 5 (1d10) min & unconscious
while poisoned in this way.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

132

Horse, Draft

Hp 19 (3d10+3)
AC 10
Speed 40'

L beast unaligned
Chall 1/4(50XP)

Str:18|+4 Dex:10|+0 Con:12|+1 Int:2|-4 Wis:11|+0 Cha:7|-2

Senses ; #10
Languages

ACTIONS

Hooves ! +6, 5', 1 tgt. 9 (2d4+4)B.

Horse, Riding

Hp 13 (2d10+2)
AC 10
Speed 60'

L beast unaligned
Chall 1/4(50XP)

Str:16|+3 Dex:10|+0 Con:12|+1 Int:2|-4 Wis:11|+0 Cha:7|-2

Senses ; #10
Languages

ACTIONS

Hooves ! +5, 5', 1 tgt. 8 (2d4+3)B.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

133

Horse, Warhorse
L beast unaligned
Chall 1/2(100XP)

Hp 19 (3d10+3)
AC 11
Speed 60'

Str:18|+4 Dex:12|+1 Con:13|+1 Int:2|-4 Wis:12|+1 Cha:7|-2

Senses ; #11
Languages

Trampling Charge If the horse moves at least 20' straight toward a

creature & then hits it w/hooves attack on the same turn, that
target must make DC 14 Str save or be knocked prone. If the
target is prone, the horse can make another attack w/its hooves
against it as a bonus action.
ACTIONS

Hooves ! +6, 5', 1 tgt. 11 (2d6+4)B.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

134

Hydra

Hp 172 (15d12+75)
AC 15 (natural armor)
Speed 30', swim 30'

H monstrosity unaligned
Chall 8(3,900XP)

Str:20|+5 Dex:12|+1 Con:20|+5 Int:2|-4 Wis:10|+0 Cha:7|-2


Skills Percept +6
Senses darkvision 60'; #16
Languages
Hold Breath Can hold its breath for 1 hr.
Multiple Heads The hydra has five heads. While it has more than

one head, the hydra has advantage on saves against being blinded,
charmed, deafened, frightened, stunned, & knocked
unconscious.
Whenever the hydra takes 25 or more dmg in a single turn, one
of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, it grows two heads for each of its heads
that died since its last turn, unless it has taken fire dmg since its
last turn. The hydra regains 10 hit points for each head regrown
in this way.
Reactive Heads For each head the hydra has beyond one, it gets an
extra reaction that can be used only for opportunity attacks.
Wakeful While the hydra sleeps, at least one of its heads is awake.
ACTIONS

Multiattk The hydra makes as many bite attacks as it has heads.


Bite ! +8, 10', 1 tgt. 10 (1d10+5)P.

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135

Hyena

Hp 5 (1d8+1)
AC 11
Speed 50'

M beast unaligned
Chall 0(10XP)

Str:11|+0 Dex:13|+1 Con:12|+1 Int:2|-4 Wis:12|+1 Cha:5|-3


Skills Percept +3
Senses ; #13
Languages
Pack Tactics The hyena has advantage on an attack roll against a

creature if at least one of the hyena's allies is within 5' of the


creature & the ally isn't incapacitated.
ACTIONS

Bite Wpn Attk: +2, 5', 1 tgt. 3 (1d6)P.

Hyena, Giant

Hp 45 (6d10+12)
AC 12
Speed 50'

L beast unaligned
Chall 1(200XP)

Str:16|+3 Dex:14|+2 Con:14|+2 Int:2|-4 Wis:12|+1 Cha:7|-2


Skills Percept +3
Senses ; #13
Languages
Rampage When the hyena reduces a creature to 0 hit points

w/melee attack on its turn, the hyena can take a bonus action to
move up to half its speed & make a bite attack.
ACTIONS

Bite ! +5, 5', 1 tgt. 10 (2d6+3)P.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

136

Invisible Stalker
M elemental N
Chall 6(2,300XP)

Hp 104 (16d8+32)
AC 14

Speed 50', fly 50' (hover)


Str:16|+3 Dex:19|+4 Con:14|+2 Int:10|+0 Wis:15|+2 Cha:11|+0
Skills Percept +8, Stealth +10
Dmg Resist nonmagic bludg/pierc/slash attacks
Dmg Immune poison
Cond Immune exhaustion, grappled, paralyzed, petrified,
poisoned, prone, restrained, unconscious
Senses darkvision 60'; #18
Languages Auran, understands Common but doesn't speak it
Invisibility The stalker is invisible.
Faultless Tracker The stalker is given a quarry by its summoner.
The stalker knows the direction & distance to its quarry as long
as the two of them are on the same plane of existence. The
stalker also knows the location of its summoner.
ACTIONS

Multiattk Two slam attacks.


Slam ! +6, 5', 1 tgt. 10 (2d6+3)B.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

137

Jackal

Hp 3 (1d6)
AC 12
Speed 40'

S beast unaligned
Chall 0(10XP)

Str:8|-1 Dex:15|+2 Con:11|+0 Int:3|-4 Wis:12|+1 Cha:6|-2


Skills Percept +3
Senses ; #13
Languages
Keen Hearing & Smell Advantage on Wis (Perception) checks that

rely on hearing or smell.


Pack Tactics Advantage on an attack roll against a creature if at
least one of the jackal's allies is within 5' of the creature & the ally
isn't incapacitated.
ACTIONS

Bite ! +1, 5', 1 tgt. 1 (1d4-1)P.

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138

Killer Whale

Hp 90 (12d12+12)
AC 12 (natural armor)
Speed 0ft., swim 60'

H beast unaligned
Chall 3(700XP)

Str:19|+4 Dex:10|+0 Con:13|+1 Int:3|-4 Wis:12|+1 Cha:7|-2


Skills Percept +3
Senses blindsight 120'; #13
Languages
Echolocation Can't use its blindsight while deafened.
Hold Breath Can hold its breath for 30 min
Keen Hearing Advantage on Wis (Perception) checks that rely on

hearing.

ACTIONS

Bite ! +6, 5', 1 tgt. 21 (5d6+4)P.

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139

Kobold

Hp 5 (2d6-2)
AC 12
Speed 30'

S humanoid (kobold) LE
Chall 1/8(25XP)

Str:7|-2 Dex:15|+2 Con:9|-1 Int:8|-1 Wis:7|-2 Cha:8|-1

Senses darkvision 60'; #8


Languages Common, Draconic

Sunlight Sensitivity While in sunlight, the kobold has disadvantage

on attack rolls, as well as on Wis (Perception) checks that rely on


sight.
Pack Tactics The kobold has advantage on an attack roll against a
creature if at least one of the kobold's allies is within 5' of the
creature & the ally isn't incapacitated.
ACTIONS

Dagger ! +4, 5', 1 tgt. 4 (1d4+2)P.


Sling " +4, 30/120', 1 tgt. 4 (1d4+2)B.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

140

Kraken

Hp 472 (27d20+189)
AC 18 (natural armor)
Speed 20', swim 60'

G monstrosity (titan) CE
Chall 23(50,000XP)

Str:30|+10 Dex:11|+0 Con:25|+7 Int:22|+6 Wis:18|+4 Cha:20|+5

Saves Str +17, Dex +7, Con +45, Int +13, Wis +11
Dmg Immune lightning; nonmagic bludg/pierc/slash attacks
Cond Immune frightened, paralyzed
Senses truesight 120'; #14
Languages understands Abyssal, Celestial, Infernal, & Primordial but can't speak,
telepathy 120'

Amphibious Can breathe air & water.


Freedom of Movement Ignores difficult terrain, & magical effects can't reduce its
speed or restrain it. Can use 5' movement to escape nonmagical restraints/grappled.
Siege Monster Deals double dmg to objects & structures.
ACTIONS

Multiattk Three tentacles, each can be replaced w/one Fling.


Bite ! +17, 5', 1 tgt. 23 (3d8+10)P. If foe is up to Large & grappled by it, foe is

swallowed, grapple ends. Swallowed foe is blinded, restrained, has total cover vs.
attacks & effects outside, but takes 42 (12d6) acid at start of each of kraken's turns. If
kraken takes 50+ dmg on 1 turn from inside it, it makes DC 25 Con save at end of
that turn or regurgitates all swallowed creatures, which fall prone within 10 feet of it.
If kraken dies, swallowed foe is unrestrained; escapes w/15' move, exiting prone.
Tentacle ! +17, 30', 1 tgt. 20 (3d6+10)B, & foe grappled (escape DC 18). Until
this grapple ends, target is restrained. Kraken has 10 tentacles, each can grapple 1 foe.
Fling Up to Large object or foe grappled is thrown up to 60' in random direction &
knocked prone. Thrown foe takes 3 (1d6)B/10' thrown if it hits solid surface. If
thrown at another, other takes same dmg & knocked prone (DC 18 Dex negates).
Lightning Storm Creates 3 bolts of lightning, each can strike a target it can see
within 120' of it. Target takes 22 (4d10) lightning (DC 23 Dex save halves.)
LEGENDARY ACTIONS

Tentacle Attack or Fling One tentacle or uses its Fling.


Lightning Storm (2 Actions) The kraken uses Lightning Storm.
Ink Cloud (3 Actions) If underwater, kraken expels ink cloud in 60' radius. Cloud
spreads around corners, area is heavily obscured to other creatures. All except kraken
that end turn there takes 16 (3d10) poison (DC 23 Con save halves). Strong current
disperses cloud, otherwise disappears at end of kraken's next turn.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

141

Lamia

Hp 97 (13d10+26)
AC 13 (natural armor)
Speed 30'

L monstrosity CE
Chall 4(1,100XP)

Str:16|+3 Dex:13|+1 Con:15|+2 Int:14|+2 Wis:15|+2 Cha:16|+3


Skills Decept +7, Insight +4, Stealth +3
Senses darkvision 60'; #12
Languages Abyssal, Common
Innate Spellcasting Cha (DC 13) w/o material comps: At will:

disguise self (any humanoid form), major image 3/day each:


charm person, mirror image, scrying, suggestion 1/day: geas
ACTIONS

Multiattk Two attacks: one w/its claws & one w/its dagger or

Intoxicating Touch.
Claws ! +5, 5', 1 tgt. 14 (2d10+3)S.
Dagger ! +5, 5', 1 tgt. 5 (1d4+3)P.
Intoxicating Touch Melee Spell Attack: +5, 5', one creature. The
target is magically cursed for 1 hr. Until the curse ends, the target
has disadvantage on Wis saves & all ability checks.

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142

Lich

Hp 135 (18d8+54)
AC 17 (natural armor)
Speed 30'

M undead any evil alignment


Chall 21(33,000XP)

Str:11|+0 Dex:16|+3 Con:16|+3 Int:20|+5 Wis:14|+2 Cha:16|+3

Saves Con +10, Int +12, Wis +9


Skills Arcana +18, History +12, Insight +9, Percept +9
Dmg Resist cold, lightning, necrotic
Dmg Immune poison; nonmagic bludg/pierc/slash attacks
Cond Immune charmed, exhaustion, frightened, paralyzed, poisoned
Senses truesight 120'; #19
Languages Common + up to five other languages

Legend Resist(3/Day) If it fails a save, it can choose to succeed.


Rejuvenation If it has a phylactery, destroyed lich gains new body in 1d10
days, regaining all hp & active again. New body appears within 5' of phylactery.
Spellcasting 18th-level Int-based (DC 20, +12 to hit); wizard spells prepared:
Cantrips (at will) mage hand, prestidigitation, ray of frost; 1st level (4 slots)
detect magic, magic missile, shield, thunderwave; 2nd (3) detect thoughts,
invisibility, acid arrow, mirror image; 3rd (3) animate dead, counterspell, dispel
magic, fireball; 4th (3) blight, dimension door; 5th (3) cloudkill, scrying; 6th
(1) disintegrate, globe of invulnerability; 7th (1) finger of death, plane shift; 8th
(1) dominate monster, power word stun; 9th (1) power word kill
Turn Resistance Advantage on saves vs. any effect that turns undead.
ACTIONS

Paralyzing Touch Melee Spell Attack: +12, 5', 1 tgt. 10 (3d6) cold. DC 18
Con save or paralyzed 1 min; can re-save at end of each of its turns.
LEGENDARY ACTIONS

Cantrip It casts a cantrip.


Paralyzing Touch (2 Actions) It uses its Paralyzing Touch.
Frightening Gaze (2 Actions) Fixes its gaze on one foe it can see within 10
feet of it. Target makes DC 18 Wis save or is frightened 1 min. Target can resave at the end of each of its turns. If the save is successful or the effect ends,
target is immune to the lich's gaze for 24 hrs.
Disrupt Life (3 Actions) Each living creature within 20 feet of the lich takes
taking 21 (6d6) necrotic dmg on a failed save (DC 18 Con save halves).
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas
143

Lion

Hp 26 (4d10+4)
AC 12
Speed 50'

L beast unaligned
Chall 1(200XP)

Str:17|+3 Dex:15|+2 Con:13|+1 Int:3|-4 Wis:12|+1 Cha:8|-1


Skills Percept +3, Stealth +6
Senses ; #13
Languages
Keen Smell Advantage on Wis (Perception) checks that rely on

smell.

Pack Tactics Advantage on an attack roll against a creature if at

least one of the lion's allies is within 5' of the creature & the ally
isn't incapacitated.
Pounce If the lion moves at least 20' straight toward a creature &
then hits it w/claw attack on the same turn, that target must
make DC 13 Str save or be knocked prone. If the target is prone,
the lion can make one bite attack against it as a bonus action.
Running Leap With a 10' running start, the lion can long jump up
to 25'
ACTIONS

Bite ! +5, 5', 1 tgt. 7 (1d8+3)P.


Claw ! +5, 5', 1 tgt. 6 (1d6+3)S.

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144

Lizard

Hp 2 (1d4)
AC 10

T beast unaligned
Chall 0(10XP)

Speed 20', climb 20'


Str:2|-4 Dex:11|+0 Con:10|+0 Int:1|-5 Wis:8|-1 Cha:3|-4
Senses darkvision 30'; #9
Languages
ACTIONS

Bite ! +0, 5', 1 tgt. 1 pierc.

Lizard, Giant

Hp 19 (3d10+3)
AC 12 (natural armor)
Speed 30', climb 30'

L beast unaligned
Chall 1/4(50XP)

Str:15|+2 Dex:12|+1 Con:13|+1 Int:2|-4 Wis:10|+0 Cha:5|-3

Senses darkvision 30'; #10


Languages

ACTIONS

Bite ! +4, 5', 1 tgt. 6 (1d8+2)P.

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145

Lizardfolk

Hp 22 (4d8+4)
AC 15 (natural, shield)
Speed 30', swim 30'

M humanoid (lizardfolk) N
Chall 1/2(100XP)

Str:15|+2 Dex:10|+0 Con:13|+1 Int:7|-2 Wis:12|+1 Cha:7|-2


Skills Percept +3, Stealth +4, Survival +5
Senses ; #13
Languages Draconic
Hold Breath Can hold its breath for 15 min.
ACTIONS

Multiattk Two melee attacks, each one w/different weapon.


Bite ! +4, 5', 1 tgt. 5 (1d6+2)P.
Heavy Club ! +4, 5', 1 tgt. 5 (1d6+2)B.
Javelin !" +4, 5' or range 30/120', 1 tgt. 5 (1d6+2)P.
Spiked Shield ! +4, 5', 1 tgt. 5 (1d6+2)P.

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146

Lycanthrope, Werebear Hp 135 (18d8+54)


M humanoid(hmn,shapechanger) NG AC 10 (11 bear/hybrid form)
Chall 5(1,800XP)
Speed 30' (40', climb 30' in bear or hybrid
Str:19|+4 Dex:10|+0 Con:17|+3 Int:11|+0 Wis:12|+1 Cha:12|+1
Skills Percept +7
Dmg Immune bludg/pierc/slash dmg from nonmagic weapons
that aren't silvered
Senses ; #17
Languages Common (can't speak in bear form)
Shapechanger Can use its action to polymorph into a Large bearhumanoid hybrid or into a Large bear, or back into its true
humanoid form. Its stats, other than size & AC, are the same in
each form. Any equipment it is wearing or carrying isn't
transformed. Reverts to true form upon death.
Keen Smell Advantage on WisGlom (Perception) checks that rely
on smell.
ACTIONS

Multiattk In bear form, it makes two claw attacks. In humanoid

form, it makes two greataxe attacks. In hybrid form, it can attack


like a bear or a humanoid.
Bite (Bear or Hybrid Form) ! +7, 5', 1 tgt. 15 (2d10+4)P. If the
target is a humanoid, it must make DC 14 Con save or be cursed
w/werebear lycanthropy.
Claw (Bear or Hybrid Form) ! +7, 5', 1 tgt. 13 (2d8+4)S.
Greataxe (Humanoid or Hybrid Form) ! +7, 5', 1 tgt. 10
(1d12+4)S.

Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

147

Lycanthrope, Wereboar
Hp 78 (12d8+24)
M humanoid(hmn,shapechanger) NE AC 10 (11 boar/hybrid form)
Chall 4(1,100XP)
Speed 30' (40' in boar form)
Str:17|+3 Dex:10|+0 Con:15|+2 Int:10|+0 Wis:11|+0 Cha:8|-1
Skills Percept +2
Dmg Immune bludg/pierc/slash dmg from nonmagic weapons
that aren't silvered
Senses ; #12
Languages Common (can't speak in boar form)
Shapechanger Can use its action to polymorph into a boarhumanoid hybrid or into a boar, or back into its true humanoid
form. Its stats, other than AC, are the same in each form. Any
equipment it is wearing or carrying isn't transformed. Reverts to
true form upon death.
Charge (Boar or Hybrid Form) If it moves 15'+ straight to foe & hits
w/tusks on same turn, target takes +7(2d6)S. Creatures must
make DC 13 Str save or be knocked prone.
Relentless (Recharges after a Short or Long Rest) If it takes 14 dmg or
less that would reduce it to 0 hp, it is reduced to 1 hp instead.
ACTIONS

Multiattk (Humanoid or Hybrid Form) Two attacks, only one of

which can be w/its tusks.

Maul (Humanoid or Hybrid Form) ! +5, 5', 1 tgt. 10 (2d6+3)B.


Tusks (Boar or Hybrid Form) ! +5, 5', 1 tgt. 10 (2d6+3)S. If the

target is a humanoid, it must make DC 12 Con save or be cursed


w/wereboar lycanthropy.

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148

Lycanthrope, Wererat
M humanoid(hmn,shapechanger) LE
Chall 2(450XP)

Hp 33 (6d8+6)
AC 12
Speed 30'

Str:10|+0 Dex:15|+2 Con:12|+1 Int:11|+0 Wis:10|+0 Cha:8|-1


Skills Percept +2, Stealth +4
Dmg Immune bludg/pierc/slash dmg from nonmagic weapons

that aren't silvered


Senses darkvision 60' (rat form only); #12
Languages Common (can't speak in rat form)
Shapechanger Can use its action to polymorph into a rathumanoid hybrid or into a giant rat, or back into its true
humanoid form. Its stats, other than size, are the same in each
form. Any equipment it is wearing or carrying isn't transformed.
Reverts to true form upon death.
Keen Smell Advantage on Wis (Perception) checks that rely on
smell.
ACTIONS

Multiattk (Humanoid or Hybrid Form Only) Two attacks, only one of

which can be a bite.

Bite (Rat or Hybrid Form). ! +4, 5', 1 tgt. 4 (1d4+2)P. If the

target is a humanoid, it must make DC 11 Con save or be cursed


w/wererat lycanthropy.
Shortsword (Humanoid or Hybrid Form) ! +4, 5', 1 tgt. 5
(1d6+2)P.
Hand Crossbow (Humanoid or Hybrid Form) " +4, 30/120', 1 tgt. 5
(1d6+2)P.

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149

Lycanthrope, Weretiger
M humanoid(hmn,shapechanger) N
Chall 4(1,100XP)

Hp 120 (16d8+48)
AC 12

Speed 30' (40' in tiger form)


Str:17|+3 Dex:15|+2 Con:16|+3 Int:10|+0 Wis:13|+1 Cha:11|+0

Skills Percept +5, Stealth +4


Dmg Immune bludg/pierc/slash dmg from nonmagic weapons that
aren't silvered
Senses darkvision 60'; #15
Languages Common (can't speak in tiger form)
Shapechanger Can use its action to polymorph into a tiger-humanoid
hybrid or into a tiger, or back into its true humanoid form. Its stats,
other than size, are the same in each form. Any equipment it is wearing
or carrying isn't transformed. Reverts to true form upon death.
Keen Hearing & Smell Advantage on Wis (Perception) checks that rely
on hearing or smell.
Pounce (Tiger or Hybrid Form) If it moves 15+ feet straight toward a
creature & then hits it w/claw attack on the same turn, target makes DC
14 Str save or knocked prone. If target is prone, weretiger can make 1
bite against it as bonus action.
ACTIONS

Multiattk (Humanoid or Hybrid Form Only) In humanoid form, it


makes two scimitar attacks or two longbow attacks. In hybrid form, it
can attack like a humanoid or make two claw attacks.
Bite (Tiger or Hybrid Form) ! +5, 5', 1 tgt. 8 (1d10+3)P. If the target
is a humanoid, it must make DC 13 Con save or be cursed w/weretiger
lycanthropy.
Claw (Tiger or Hybrid Form) ! +5, 5', 1 tgt. 7 (1d8+3)S.
Scimitar (Humanoid or Hybrid Form) ! +5, 5', 1 tgt. 6 (1d6+3)S.
Longbow (Humanoid or Hybrid Form) " +4, 150/600', 1 tgt. 6
(1d8+2)P.
Creature Decks: 5e SRD (Almost) Text Only Creatures 2016 Inkwell Ideas

150

Lycanthrope, Werewolf
Hp 58 (9d8+18)
M humanoid(hmn,shapechanger) CE AC 11 (12 wolf/hybrid form)
Chall 3(700XP)
Speed 30' (40' in wolf form)
Str:15|+2 Dex:13|+1 Con:14|+2 Int:10|+0 Wis:11|+0 Cha:10|+0
Skills Percept +4, Stealth +3
Dmg Immune bludg/pierc/slash dmg from nonmagic weapons
that aren't silvered
Senses ; #14
Languages Common (can't speak in wolf form)
Shapechanger Can use its action to polymorph into a wolfhumanoid hybrid or into a wolf, or back into its true humanoid
form. Its stats, other than AC, are the same in each form. Any
equipment it is wearing or carrying isn't transformed. Reverts to
true form upon death.
Keen Hearing & Smell Advantage on Wis (Perception) checks that
rely on hearing or smell.
ACTIONS

Multiattk (Humanoid or Hybrid Form) The werewolf makes two

attacks: one w/its bite & one w/its claws or spear.


Bite (Wolf or Hybrid Form) ! +4, 5', 1 tgt. 6 (1d8+2)P. If the
target is a humanoid, it must make DC 12 Con save or be cursed
w/werewolf lycanthropy.
Claws (Hybrid Form) ! +4, 5', one creature. 7 (2d4+2)S.
Spear (Humanoid Form) !" +4, 5' or range 20/60', one creature.
5 (1d6+2)P, or 6 (1d8+2)P if used w/two hands to make a melee
attack.

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151

Magmin

Hp 9 (2d6+2)
AC 14 (natural armor)
Speed 30'

S elemental CN
Chall 1/2(100XP)

Str:7|-2 Dex:15|+2 Con:12|+1 Int:8|-1 Wis:11|+0 Cha:10|+0


Dmg Resist nonmagic bludg/pierc/slash attacks
Dmg Immune fire
Senses darkvision 60'; #10
Languages Ignan
Death Burst When the magmin dies, it explodes in a burst of fire

& magma. Each creature within 10' of it must make a DC 11


Dex save, taking 7 (2d6) fire dmg on a failed save, or half if made.
Flammable objects that aren't being worn or carried in that area
are ignited.
Ignited Illumination As a bonus action, the magmin can set itself
ablaze or extinguish its flames. While ablaze, the magmin sheds
bright light in a 10' radius & dim light for an additional 10'
ACTIONS

Touch ! +4, 5', 1 tgt. 7 (2d6) fire dmg. If the target is a creature

or a flammable object, it ignites. Until a creature takes an action


to douse the fire, the target takes 3 (1d6) fire dmg at the end of
each of its turns.

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152

Mammoth

Hp 126 (11d12+55)
AC 13 (natural armor)
Speed 40'

H beast unaligned
Chall 6(2,300XP)

Str:24|+7 Dex:9|-1 Con:21|+5 Int:3|-4 Wis:11|+0 Cha:6|-2

Senses ; #10
Languages

Trampling Charge If the mammoth moves at least 20' straight

toward a creature & then hits it w/gore attack on the same turn,
that target must make DC 18 Str save or be knocked prone. If
the target is prone, the mammoth can make one stomp attack
against it as a bonus action.
ACTIONS

Gore ! +10, 10', 1 tgt. 25 (4d8+7)P.


Stomp ! +10, 5', one prone creature. 29 (4d10+7)B.

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153

Manticore

Hp 68 (8d10+24)
AC 14 (natural armor)
Speed 30', fly 50'

L monstrosity LE
Chall 3(700XP)

Str:17|+3 Dex:16|+3 Con:17|+3 Int:7|-2 Wis:12|+1 Cha:8|-1

Senses darkvision 60'; #11


Languages Common

Tail Spike Regrowth It has twenty-four tail spikes. Used spikes

regrow when the manticore finishes a long rest.


ACTIONS

Multiattk Three attacks: one w/its bite & two w/its claws or three

w/its tail spikes.


Bite ! +5, 5', 1 tgt. 7 (1d8+3)P.
Claw ! +5, 5', 1 tgt. 6 (1d6+3)S.
Tail Spike " +5, 100/200', 1 tgt. 7 (1d8+3)P.

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Mastiff

Hp 5 (1d8+1)
AC 12
Speed 40'

M beast unaligned
Chall 1/8(25XP)

Str:13|+1 Dex:14|+2 Con:12|+1 Int:3|-4 Wis:12|+1 Cha:7|-2


Skills Percept +3
Senses ; #13
Languages
Keen Hearing & Smell Advantage on Wis (Perception) checks that

rely on hearing or smell.

ACTIONS

Bite ! +3, 5', 1 tgt. 4 (1d6+1)P. If the target is a creature, it

must make DC 11 Str save or be knocked prone.

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Medusa

Hp 127 (17d8+51)
AC 15 (natural armor)
Speed 30'

M monstrosity LE
Chall 6(2,300XP)

Str:10|+0 Dex:15|+2 Con:16|+3 Int:12|+1 Wis:13|+1 Cha:15|+2


Skills Decept +5, Insight +4, Percept +4, Stealth +5
Senses darkvision 60'; #14
Languages Common
Petrifying Gaze When creature that can see the medusa's eyes starts

its turn within 30', medusa can force it to make a DC 14 Con


save if the medusa isn't incapacitated & can see the foe. If the
save fails by 5 or more, creature is instantly petrified. Otherwise, a
creature that fails the save begins to turn to stone & is restrained.
Restrained creature must repeat the save at the end of its next
turn, becoming petrified on failure or ending the effect on
success. The petrification lasts until creature is freed by greater
restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the gaze at
the start of its turn. If so, it can't see the medusa until the start of
its next turn, when it can avert its eyes again. If creature looks at
the medusa in the meantime, it must immediately save.
If it sees itself reflected on a polished surface within 30' of it & in
bright light, it is affected by its own gaze.
ACTIONS

Multiattk Makes either three melee attacksone w/its snake hair

& two w/its shortswordor two ranged attacks w/its longbow.


Snake Hair ! +5, 5', 1 tgt. 4 (1d4+2)P + 14 (4d6) poison.
Shortsword ! +5, 5', 1 tgt. 5 (1d6+2)P.
Longbow " +5, 150/600', 1 tgt. 6 (1d8+2)P + 7 (2d6) poison.
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Mephit, Dust

Hp 17 (5d6)
AC 12
Speed 30', fly 30'

S elemental NE
Chall 1/2(100XP)

Str:5|-3 Dex:14|+2 Con:10|+0 Int:9|-1 Wis:11|+0 Cha:10|+0


Skills Percept +2, Stealth +4
Vuln fire
Dmg Immune poison
Cond Immune poisoned
Senses darkvision 60'; #12
Languages Auran, Terran
Death Burst When the mephit dies, it explodes in a burst of dust.

Each creature within 5' of it must then make DC 10 Con save or


be blinded for 1 min. A blinded creature can repeat the save on
each of its turns.
Innate Spellcasting (1/Day) Cha (DC 10) no material components:
sleep
ACTIONS

Claws ! +4, 5', one creature. 4 (1d4+2)S.


Blinding Breath (Recharge 6) The mephit exhales a 15' cone of

blinding dust. All in area make DC 10 Dex save or be blinded for


1 min. A creature can repeat the save at the end of each of its
turns.

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Mephit, Ice

Hp 21 (6d6)
AC 11
Speed 30', fly 30'

S elemental NE
Chall 1/2(100XP)

Str:7|-2 Dex:13|+1 Con:10|+0 Int:9|-1 Wis:11|+0 Cha:12|+1


Skills Percept +2, Stealth +3
Vuln bludgeoning, fire
Dmg Immune cold, poison
Cond Immune poisoned
Senses darkvision 60'; #12
Languages Aquan, Auran
Death Burst When the mephit dies, it explodes in a burst of

jagged ice. Each creature within 5' of it must make a DC 10 Dex


save, taking 4 (1d8)S on a failed save, or half if made.
False Appearance While the mephit remains motionless, it is
indistinguishable from an ordinary shard of ice.
Innate Spellcasting (1/Day) Cha (DC 10) no material components:
fog cloud
ACTIONS

Claws ! +3, 5', 1 tgt. 3 (1d4+1)S + 2 (1d4) cold dmg.


Frost Breath (Recharge 6) The mephit exhales a 15' cone of cold air.

All in area make DC 10 Dex save, taking 5 (2d4) cold dmg on a


failed save, or half if made.

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Mephit, Magma

Hp 22 (5d6+5)
AC 11
Speed 30', fly 30'

S elemental NE
Chall 1/2(100XP)

Str:8|-1 Dex:12|+1 Con:12|+1 Int:7|-2 Wis:10|+0 Cha:10|+0


Skills Stealth +3
Vuln cold
Dmg Immune fire, poison
Cond Immune poisoned
Senses darkvision 60'; #10
Languages Ignan, Terran
Death Burst When the mephit dies, it explodes in a burst of lava.

Each creature within 5' of it must make a DC 11 Dex save,


taking 7 (2d6) fire dmg on a failed save, or half if made.
False Appearance While the mephit remains motionless, it is
indistinguishable from an ordinary mound of magma.
Innate Spellcasting (1/Day) Cha (DC 10) no material components:
heat metal
ACTIONS

Claws ! +3, 5', 1 tgt. 3 (1d4+1)S + 2 (1d4) fire dmg.


Fire Breath (Recharge 6) The mephit exhales a 15' cone of fire. All

in area make a DC 11 Dex save, taking 7 (2d6) fire dmg on a


failed save, or half if made.

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Mephit, Steam

Hp 21 (6d6)
AC 10
Speed 30', fly 30'

S elemental NE
Chall 1/4(50XP)

Str:5|-3 Dex:11|+0 Con:10|+0 Int:11|+0 Wis:10|+0 Cha:12|+1


Dmg Immune fire, poison
Cond Immune poisoned
Senses darkvision 60'; #10
Languages Aquan, Ignan
Death Burst When the mephit dies, it explodes in a cloud of

steam. Each creature within 5' of the mephit must make DC 10


Dex save or take 4 (1d8) fire dmg.
Innate Spellcasting (1/Day) Cha (DC 10) no material components:
blur
ACTIONS

Claws ! +2, 5', 1 tgt. 2 (1d4)S + 2 (1d4) fire dmg.


Steam Breath (Recharge 6) The mephit exhales a 15' cone of

scalding steam. All in area make DC 10 Dex save, taking 4 (1d8)


fire dmg on a failed save, or half if made.
Variant: Summon Mephits (1/Day) The mephit has a 25 percent
chance of summoning 1d4 mephits of its kind. A summoned
mephit appears in an unoccupied space within 60 feet of its
summoner, acts as an ally of its summoner, & can't summon
other mephits. It remains for 1 min, until it or its summoner
dies, or until its summoner dismisses it as an action.

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Merfolk

Hp 11 (2d8+2)
AC 11
Speed 10', swim 40'

M humanoid (merfolk) N
Chall 1/8(25XP)

Str:10|+0 Dex:13|+1 Con:12|+1 Int:11|+0 Wis:11|+0 Cha:12|+1


Skills Percept +2
Senses ; #12
Languages Aquan, Common
Amphibious Can breathe air & water.
ACTIONS

Spear !" +2, 5' or range 20/60', 1 tgt. 3 (1d6)P, or 4 (1d8)P if

used w/two hands to make a melee attack.

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Merrow

Hp 45 (6d10+12)
AC 13 (natural armor)
Speed 10', swim 40'

L monstrosity CE
Chall 2(450XP)

Str:18|+4 Dex:10|+0 Con:15|+2 Int:8|-1 Wis:10|+0 Cha:9|-1

Senses darkvision 60'; #12


Languages Abyssal, Aquan

Amphibious Can breathe air & water.


ACTIONS

Multiattk Two attacks: one w/its bite & one w/its claws or

harpoon.
Bite ! +6, 5', 1 tgt. 8 (1d8+4)P.
Claws ! +6, 5', 1 tgt. 9 (2d4+4)S.
Harpoon !" +6, 5' or range 20/60', 1 tgt. 11 (2d6+4)P. If the
target is a Huge or smaller creature, it must succeed on a Str
contest against the merrow or be pulled up to 20 feet toward the
merrow.

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Mimic

M monstrosity (shapechanger) N
Chall 2(450XP)

Hp 58 (9d8+18)
AC 12 (natural armor)
Speed 15'

Str:17|+3 Dex:12|+1 Con:15|+2 Int:5|-3 Wis:13|+1 Cha:8|-1


Skills Stealth +5
Dmg Immune acid
Cond Immune prone
Senses darkvision 60'; #11
Languages
Shapechanger The mimic can use its action to polymorph into an

object or back into its true, amorphous form. Its statistics are the
same in each form. Any equipment it is wearing or carrying isn 't
transformed. It reverts to its true form if it dies.
Adhesive (Object Form Only) The mimic adheres to anything that
touches it. A Huge or smaller creature adhered to the mimic is
also grappled by it (escape DC 13). Ability checks made to escape
this grapple have disadvantage.
False Appearance (Object Form Only) While the mimic remains
motionless, it is indistinguishable from an ordinary object.
Grappler The mimic has advantage on attack rolls against any
creature grappled by it.
ACTIONS

Pseudopod ! +5, 5', 1 tgt. 7 (1d8+3)B. If the mimic is in object

form, the target is subjected to its Adhesive trait.


Bite ! +5, 5', 1 tgt. 7 (1d8+3)P + 4 (1d8) acid dmg.

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Minotaur

Hp 76 (9d10+27)
AC 14 (natural armor)
Speed 40'

L monstrosity CE
Chall 3(700XP)

Str:18|+4 Dex:11|+0 Con:16|+3 Int:6|-2 Wis:16|+3 Cha:9|-1


Skills Percept +7
Senses darkvision 60'; #17
Languages Abyssal
Charge If it moves 10'+ straight to foe & hits w/gore on same

turn, target takes +9(2d8)p. Creatures must make DC 14 Str save


or be pushed up to 10' away & knocked prone.
Labyrinthine Recall Can perfectly recall any path it has traveled.
Reckless At the start of its turn, the minotaur can gain advantage
on all melee weapon attack rolls it makes during that turn, but
attack rolls against it have advantage until the start of its next
turn.
ACTIONS

Greataxe ! +6, 5', 1 tgt. 17 (2d12+4)S.


Gore ! +6, 5', 1 tgt. 13 (2d8+4)P.

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Mule

Hp 11 (2d8+2)
AC 10
Speed 40'

M beast unaligned
Chall 1/8(25XP)

Str:14|+2 Dex:10|+0 Con:13|+1 Int:2|-4 Wis:10|+0 Cha:5|-3

Senses ; #10
Languages

Beast of Burden The mule is considered to be a Large animal for

the purpose of determining its carrying capacity.


Sure-Footed The mule has advantage on Str & Dex saves made
against effects that would knock it prone.
ACTIONS

Hooves ! +2, 5', 1 tgt. 4 (1d4+2)B.

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Mummy

Hp 58 (9d8+18)
AC 11 (natural armor)
Speed 20'

M undead LE
Chall 3(700XP)

Str:16|+3 Dex:8|-1 Con:15|+2 Int:6|-2 Wis:10|+0 Cha:12|+1


Saves Wis +2
Vuln fire
Dmg Resist nonmagic bludg/pierc/slash attacks
Dmg Immune necrotic, poisoned
Cond Immune charmed, exhaustion, frightened, paralyzed,

poisoned
Senses darkvision 60'; #10
Languages the languages it knew in life
ACTIONS

Multiattk Dreadful Glare & one Rotting Fist attack.


Rotting Fist ! +5, 5', 1 tgt. 10 (2d6+3)B + 10 (3d6) necrotic

dmg. If the target is a creature, it is cursed w/mummy rot (DC


16 Con negates). The cursed target can't regain hp, & its hp max
decreases by 10 (3d6) every 24 hrs that elapse. If curse reduces
target's hp max to 0, target dies, & body turns to dust. Curse
lasts until remove curse or other magic removes.
Dreadful Glare It targets one creature it can see within 60' of it. If
the target can see the mummy, it must make DC 11 Wis save
against this magic or become frightened until the end of the
mummy's next turn. If the target fails the save by 5 or more, it is
also paralyzed for the same duration. A target that succeeds on
the save is immune to the Dreadful Glare of all mummies (but
not mummy lords) for next 24 hrs.
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Mummy Lord

Hp 97 (13d8+39)
AC 17 (natural armor)
Speed 20'

M undead LE
Chall 15(13,000XP)

Str:18|+4 Dex:10|+0 Con:17|+3 Int:11|+0 Wis:18|+4 Cha:16|+3

Saves Con +8, Int +5, Wis +9, Cha +8


Skills History +5, Religion +5
Vuln bludgeoning
Dmg Immune necrotic, poison; nonmagic bludg/pierc/slash attacks
Cond Immune charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60'; #14
Languages the languages it knew in life

Magic Resistance Advantage on saves vs. spells/magic effects.


Rejuvenation Destroyed mummy lord gains a new body in 24 hrs if heart is intact,
regaining all hp & active again. New body appears within 5' of heart.
Spellcasting 10th-level Wis-based (DC 17, +9 to hit) spellcaster w/cleric spells
prepared: Cantrips (at will): sacred flame, thaumaturgy; 1st(4 slots): command,
guiding bolt, shield of faith; 2nd(3): hold person, silence, spiritual weapon; 3rd(3):
animate dead, dispel magic; 4th(3): divination, guardian of faith; 5th(2): contagion,
insect plague; 6th(1): harm
ACTIONS

Multiattk Dreadful Glare & one Rotting Fist attack.


Rotting Fist ! +9, 5', 1 tgt. 14 (3d6+4)B + 21 (6d6) necrotic. See also Mummy.
Dreadful Glare See Mummy; except DC 16 Wis negates & a successful save makes
target immune to this from mummies & mummy lords for 24 hrs.
LEGENDARY ACTIONS

Attack Makes one attack w/its rotting fist or uses its Dreadful Glare.
Blinding Dust Blinding dust & sand swirls magically around it. All within 5 feet of

it make DC 16 Con save or be blinded until end of foe's next turn.


Blasphemous Word (2 Actions) Each non-undead within 10' that can hear the
word make DC 16 Con save or stunned until end of mummy lord's next turn.
Channel Negative Energy (2 Actions) Creatures within 60', including behind
barriers & around corners, can't regain hp until the end of mummy lord's next turn.
Whirlwind of Sand (2 Actions) Transforms into sand whirlwind, moves up to 60
feet, & reverts to normal form. While a whirlwind, is immune to all dmg, & can't be
grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or
carried remain in its possession.
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Naga, Guardian

Hp 127 (15d10+45)
AC 18 (natural armor)
Speed 40'

L monstrosity LG
Chall 10(5,900XP)

Str:19|+4 Dex:18|+4 Con:16|+3 Int:16|+3 Wis:19|+4 Cha:18|+4


Saves Dex +8, Con +7, Int +7, Wis +8, Cha +8
Dmg Immune poison
Cond Immune charmed, poisoned
Senses darkvision 60'; #14
Languages Celestial, Common
Rejuvenation If it dies, returns to life in 1d6 days & regains all hp.

Only a wish spell can prevent this trait from functioning.


Spellcasting 11th-level Wis-based (spell save DC 16, +8 to hit)
spellcaster, only verbal components to cast. It has the following
cleric spells prepared: Cantrips (at will): mending, sacred flame,
thaumaturgy; 1st level (4 slots): command, cure wounds, shield
of faith; 2nd(3): calm emotions, hold person; 3rd(3): bestow
curse, clairvoyance; 4th(3): banishment, freedom of movement;
5th(2): flame strike, geas; 6th(1): true seeing
ACTIONS

Bite ! +8, 10', one creature. 8 (1d8+4)P, & the target must

make a DC 15 Con save, taking 45 (10d8) poison dmg on a failed


save, or half if made.
Spit Poison " +8, 15/30', one creature. The target must make a
DC 15 Con save, taking 45 (10d8) poison dmg on a failed save, or
half if made.

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Naga, Spirit

Hp 75 (10d10+20)
AC 15 (natural armor)
Speed 40'

L monstrosity CE
Chall 8(3,900XP)

Str:18|+4 Dex:17|+3 Con:14|+2 Int:16|+3 Wis:15|+2 Cha:16|+3


Saves Dex +6, Con +5, Wis +5, Cha +6
Dmg Immune poison
Cond Immune charmed, poisoned
Senses darkvision 60'; #12
Languages Abyssal, Common
Rejuvenation If it dies, returns to life in 1d6 days & regains all its

hp. Only a wish spell can prevent this trait from functioning.
Spellcasting 10th-level Int-based (DC 14, +6 to hit) spellcaster;
needs only verbal components to cast its spells. It has the
following wizard spells prepared: Cantrips (at will): mage hand,
minor illusion, ray of frost; 1st level (4 slots): charm person,
detect magic, sleep; 2nd(3): detect thoughts, hold person; 3rd(3):
lightning bolt, water breathing; 4th(3): blight, dimension door;
5th(2): dominate person
ACTIONS

Bite ! +7, 10', one creature. 7 (1d6+4)P, & the target must

make a DC 13 Con save, taking 31 (7d8) poison dmg on a failed


save, or half if made.

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Nightmare

Hp 68 (8d10+24)
AC 13 (natural armor)
Speed 60', fly 90'

L fiend NE
Chall 3(700XP)

Str:18|+4 Dex:15|+2 Con:16|+3 Int:10|+0 Wis:13|+1 Cha:15|+2


Dmg Immune fire
Senses ; #11
Languages understands Abyssal, Common, & Infernal but can't

speak

Confer Fire Resistance Can grant resistance to fire dmg to anyone

riding it.

Illumination Sheds bright light in a 10' radius & dim light for an

additional 10 feet.

ACTIONS

Hooves ! +6, 5', 1 tgt. 13 (2d8+4)B + 7 (2d6) fire dmg.


Ethereal Stride The nightmare & up to three willing creatures

within 5 feet of it magically enter the Ethereal Plane from the


Material Plane, or vice versa.

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Octopus

Hp 3 (1d6)
AC 12

S beast unaligned
Chall 0(10XP)

Speed 5', swim 30'


Str:4|-3 Dex:15|+2 Con:11|+0 Int:3|-4 Wis:10|+0 Cha:4|-3
Skills Percept +2, Stealth +4
Senses darkvision 30'; #12
Languages
Hold Breath While out of water, the octopus can hold its breath
for 30 min.
Underwater Camouflage Advantage on Dex (Stealth) checks made
while underwater.
Water Breathing Can breathe only underwater.
ACTIONS

Tentacles ! +4, 5', 1 tgt. 1 bludg, & the target is grappled

(escape DC 10). Until this grapple ends, the octopus can't use its
tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest) A 5-foot-radius
cloud of ink extends all around the octopus if it is underwater.
The area is heavily obscured for 1 min, although a significant
current can disperse the ink. After releasing the ink, the octopus
can use the Dash action as a bonus action.

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Octopus, Giant

Hp 52 (8d10+8)
AC 11
Speed 10', swim 60'

L beast unaligned
Chall 1(200XP)

Str:17|+3 Dex:13|+1 Con:13|+1 Int:4|-3 Wis:10|+0 Cha:4|-3


Skills Percept +4, Stealth +5
Senses darkvision 60'; #14
Languages
Hold Breath While out of water, the octopus can hold its breath

for 1 hr.

Underwater Camouflage Advantage on Dex (Stealth) checks made

while underwater.
Water Breathing Can breathe only underwater.
ACTIONS

Tentacles ! +5, 15', 1 tgt. 10 (2d6+3)B. If the target is a creature,

it is grappled (escape DC 16). Until this grapple ends, the target


is restrained, & the octopus can't use its tentacles on another
target.
Ink Cloud (Recharges after a Short or Long Rest) A 20-foot-radius
cloud of ink extends all around the octopus if it is underwater.
The area is heavily obscured for 1 min, although a significant
current can disperse the ink. After releasing the ink, the octopus
can use the Dash action as a bonus action.

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Ogre

Hp 59 (7d10+21)
AC 11 (hide armor)
Speed 40'

L giant CE
Chall 2(450XP)

Str:19|+4 Dex:8|-1 Con:16|+3 Int:5|-3 Wis:7|-2 Cha:7|-2

Senses darkvision 60'; #8


Languages Common, Giant

ACTIONS

Greatclub ! +6, 5', 1 tgt. 13 (2d8+4)B.


Javelin !" +6, 5' or range 30/120', 1 tgt. 11 (2d6+4)P.

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Oni

Hp 110 (13d10+39)
AC 16 (chain mail)
Speed 30', fly 30'

L giant LE
Chall 7(2,900XP)

Str:19|+4 Dex:11|+0 Con:16|+3 Int:14|+2 Wis:12|+1 Cha:15|+2


Saves Dex +3, Con +6, Wis +4, Cha +5
Skills Arcana +5, Decept +8, Percept +4
Senses darkvision 60'; #14
Languages Common, Giant
Innate Spellcasting Cha (DC 13) w/o material comps:At will:

darkness, invisibility; 1/day each: charm person, cone of cold,


gaseous form, sleep
Magic Weapons Its weapon attacks are magical.
Regeneration Regains 10 hit points at the start of its turn if it has
at least 1 hit point.
ACTIONS

Multiattk Two attacks, either w/its claws or its glaive.


Claw (Oni Form Only) ! +7, 5', 1 tgt. 8 (1d8+4)S.
Glaive ! +7, 10', 1 tgt. 15 (2d10+4)S, or 9 (1d10+4)S in Small or

Med form.

Change Shape The oni magically polymorphs into a Small or Med

humanoid, into a Large giant, or back into its true form. Other
than its size, its statistics are the same in each form. The only
equipment that is transformed is its glaive, which shrinks so that
it can be wielded in humanoid form. If the oni dies, it reverts to
its true form, & its glaive reverts to its normal size.

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Ooze, Black Pudding


L ooze unaligned
Chall 4(1,100XP)

Hp 85 (10d10+30)
AC 7
Speed 20', climb 20'

Str:16|+3 Dex:5|-3 Con:16|+3 Int:1|-5 Wis:6|-2 Cha:1|-5


Dmg Immune acid, cold, lightning, slashing
Cond Immune blinded, charmed, deafened, exhaustion, frightened,
prone
Senses blindsight 60' (blind beyond this radius); #8
Languages
Amorphous Can move through a space as narrow as 1 inch wide without
squeezing.
Corrosive Form A creature that touches the pudding or hits it w/melee
attack while within 5 feet of it takes 4 (1d8) acid dmg. Any nonmagical
weapon made of metal or wood that hits the pudding corrodes. After
dealing dmg, the weapon takes a permanent & cumulative -1 penalty to
dmg rolls. If its penalty drops to -5, the weapon is destroyed.
Nonmagical ammunition made of metal or wood that hits the pudding
is destroyed after dealing dmg. The pudding can eat through 2-inchthick, nonmagical wood or metal in 1 round.
Spider Climb The pudding can climb difficult surfaces, including upside
down on ceilings, without needing to make an ability check.
ACTIONS

Pseudopod ! +5, 5', 1 tgt. 6 (1d6+3)B + 18 (4d8) acid dmg. In


addition, nonmagical armor worn by the target is partly dissolved &
takes a permanent & cumulative -1 penalty to the AC it offers. The
armor is destroyed if the penalty reduces its AC to 10.
REACTIONS

Split When a pudding that is Med or larger is subjected to lightning or


slash, it splits into two new puddings if it has at least 10 hit points. Each
new pudding has hit points equal to half the original pudding's, rounded
down. New puddings are one size smaller than the original pudding.
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Ooze, Gelatinous Cube


L ooze unaligned
Chall 2(450XP)

Hp 84 (8d10+40)
AC 6
Speed 15'

Str:14|+2 Dex:3|-4 Con:20|+5 Int:1|-5 Wis:6|-2 Cha:1|-5

Cond Immune blinded, charmed, deafened, exhaustion, frightened, prone


Senses blindsight 60' (blind beyond this radius); #8
Languages
Ooze Cube Takes up entire space. Others can enter, but one that does so is
subjected to Engulf & has disadvantage on the save.
Creatures inside can be seen but have total cover.
A creature within 5' of the cube can take an action to pull a creature or object
out of the cube. Doing so requires DC 12 Str check, & creature making the
attempt takes 10 (3d6) acid.
Can hold only 1 Large or 4 Med or smaller creatures at a time.
Transparent Even when in plain sight, a DC 15 Wis (Perception) check is
needed to spot a cube that has not moved or attacked. Any that enter its space
while unaware of it is surprised.
ACTIONS

Pseudopod ! +4, 5', one creature. 10 (3d6) acid dmg.


Engulf Moves up to its speed. While doing so, it can enter Large or smaller
creatures' spaces. Whenever it enters a creature's space, creature makes a DC
12 Dex save.
If successful, creature can choose to be pushed 5' back or to the side of the
cube. A creature that chooses not to be pushed suffers the consequences of a
failed save.
On a failed save, cube enters the creature's space, & creature takes 10 (3d6)
acid & is engulfed. Engulfed creature can't breathe, is restrained, & takes 21
(6d6) acid at start of each of cube's turns. When cube moves, engulfed creature
moves w/it.
Engulfed creature can try to escape by taking an action to make a DC 12 Str
check. On success, it escapes & enters a space of its choice within 5 feet of the
cube.
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176

Ooze, Gray Ooze


M ooze unaligned
Chall 1/2(100XP)

Hp 22 (3d8+9)
AC 8
Speed 10', climb 10'

Str:12|+1 Dex:6|-2 Con:16|+3 Int:1|-5 Wis:6|-2 Cha:2|-4


Skills Stealth +2
Dmg Resist acid, cold, fire
Cond Immune blinded, charmed, deafened, exhaustion,

frightened, prone
Senses blindsight 60' (blind beyond this radius); #8
Languages
Amorphous The ooze can move through a space as narrow as 1
inch wide without squeezing.
Corrode Metal Any nonmagical weapon made of metal that hits
the ooze corrodes. After dealing dmg, the weapon takes a
permanent & cumulative -1 penalty to dmg rolls. If its penalty
drops to -5, the weapon is destroyed. Nonmagical ammunition
made of metal that hits the ooze is destroyed after dealing dmg.
The ooze can eat through 2-inch-thick, nonmagical metal in 1
round.
False Appearance While the ooze remains motionless, it is
indistinguishable from an oily pool or wet rock.
ACTIONS

Pseudopod ! +3, 5', 1 tgt. 4 (1d6+1)B + 7 (2d6) acid dmg, & if

the target is wearing nonmagical metal armor, its armor is partly


corroded & takes a permanent & cumulative -1 penalty to the
AC it offers. The armor is destroyed if the penalty reduces its AC
to 10.
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177

OOze, Ochre Jelly


L ooze unaligned
Chall 2(450XP)

Hp 45 (6d10+12)
AC 8
Speed 10', climb 10'

Str:15|+2 Dex:6|-2 Con:14|+2 Int:2|-4 Wis:6|-2 Cha:1|-5


Dmg Resist acid
Dmg Immune lightning, slashing
Cond Immune blinded, charmed, deafened, exhaustion,

frightened, prone
Senses blindsight 60' (blind beyond this radius); #8
Languages
Amorphous The jelly can move through a space as narrow as 1
inch wide without squeezing.
Spider Climb The jelly can climb difficult surfaces, including upside
down on ceilings, without needing to make an ability check.
ACTIONS

Pseudopod ! +4, 5', 1 tgt. 9 (2d6+2)B + 3 (1d6) acid dmg.


REACTIONS

Split When a jelly that is Med or larger is subjected to lightning

or slash, it splits into two new jellies if it has at least 10 hit points.
Each new jelly has hit points equal to half the original jelly's,
rounded down. New jellies are one size smaller than the original
jelly.

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178

Orc

Hp 15 (2d8+6)
AC 13 (hide armor)
Speed 30'

M humanoid (orc) CE
Chall 1/2(100XP)

Str:16|+3 Dex:12|+1 Con:16|+3 Int:7|-2 Wis:11|+0 Cha:10|+0


Skills Intimidation +2
Senses darkvision 60'; #10
Languages Common, Orc
Aggressive As a bonus action, the orc can move up to its speed

toward a hostile creature that it can see.


ACTIONS

Greataxe ! +5, 5', 1 tgt. 9 (1d12+3)S.


Javelin !" +5, 5' or range 30/120', 1 tgt. 6 (1d6+3)P.

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179

Otyugh

Hp 114 (12d10+48)
AC 14 (natural armor)
Speed 30'

L aberration N
Chall 5(1,800XP)

Str:16|+3 Dex:11|+0 Con:19|+4 Int:6|-2 Wis:13|+1 Cha:6|-2


Saves Con +7
Senses darkvision 120'; #11
Languages Otyugh
Limited Telepathy Can magically transmit simple messages &

images to any creature within 120' of it that can understand a


language. The receiving creature can't telepathically respond.
ACTIONS

Multiattk Three attacks: one w/its bite & two w/its tentacles.
Bite ! +6, 5', 1 tgt. 12 (2d8+3)P. If the target is a creature, it

must make DC 15 Con save against disease or become poisoned


until the disease is cured. Every 24 hrs that elapse, the target
must repeat the save, reducing its hp max by 5 (1d10) on a
failure. The disease is cured on a success. The target dies if the
disease reduces its hp max to 0. This reduction to the target's hp
max lasts until the disease is cured.
Tentacle ! +6, 10', 1 tgt. 7 (1d8+3)B + 4 (1d8)P. If the target is
Med or smaller, it is grappled (escape DC 13) & restrained until
the grapple ends. It has two tentacles, each can grapple one
target.
Tentacle Slam The otyugh slams creatures grappled by it into each
other or a solid surface. Each creature must make DC 14 Str save
or take 10 (2d6+3)B & be stunned until the end of the otyugh's
next turn. On a successful save, the target takes half the bludg &
isn't stunned.
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180

Owl

Hp 1 (1d4-1)
AC 11
Speed 5', fly 60'

T beast unaligned
Chall 0(10XP)

Str:3|-4 Dex:13|+1 Con:8|-1 Int:2|-4 Wis:12|+1 Cha:7|-2


Skills Percept +3, Stealth +3
Senses darkvision 120'; #13
Languages
Flyby Doesn't provoke opportunity attacks when it flies out of an

enemy's reach.

Keen Hearing & Sight Advantage on Wis (Perception) checks that

rely on hearing or sight.

ACTIONS

Talons ! +3, 5', 1 tgt. 1 slash.

Owl, Giant

Hp 19 (3d10+3)
AC 12
Speed 5', fly 60'

L beast N
Chall 1/4(50XP)

Str:13|+1 Dex:15|+2 Con:12|+1 Int:8|-1 Wis:13|+1 Cha:10|+0


Skills Percept +5, Stealth +4
Senses darkvision 120'; #15
Languages Giant Owl, understands Common, Elvish, & Sylvan

but can't speak


Flyby Doesn't provoke opportunity attacks when it flies out of an
enemy's reach.
Keen Hearing & Sight Advantage on Wis (Perception) checks that
rely on hearing or sight.
ACTIONS

Talons ! +3, 5', 1 tgt. 8 (2d6+1)S.

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181

Owlbear

Hp 59 (7d10+21)
AC 13 (natural armor)
Speed 40'

L monstrosity unaligned
Chall 3(700XP)

Str:20|+5 Dex:12|+1 Con:17|+3 Int:3|-4 Wis:12|+1 Cha:7|-2


Skills Percept +3
Senses darkvision 60'; #13
Languages
Keen Sight & Smell Advantage on Wis (Perception) checks that

rely on sight or smell.

ACTIONS

Multiattk Two attacks: one w/its beak & one w/its claws.
Beak ! +7, 5', one creature. 10 (1d10+5)P.
Claws ! +7, 5', 1 tgt. 14 (2d8+5)S.

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182

Panther

Hp 13 (3d8)
AC 12

M beast unaligned
Chall 1/4(50XP)

Speed 50', climb 40'


Str:14|+2 Dex:15|+2 Con:10|+0 Int:3|-4 Wis:14|+2 Cha:7|-2
Skills Percept +4, Stealth +6
Senses ; #14
Languages
Keen Smell The panther has advantage on Wis (Perception)
checks that rely on smell.
Pounce If the panther moves at least 20' straight toward a creature
& then hits it w/claw attack on the same turn, that target must
make DC 12 Str save or be knocked prone. If the target is prone,
the panther can make one bite attack against it as a bonus action.
ACTIONS

Bite ! +4, 5', 1 tgt. 5 (1d6+2)P.


Claw ! +4, 5', 1 tgt. 4 (1d4+2)S.

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183

Pegasus

Hp 59 (7d10+21)
AC 12
Speed 60', fly 90'

L celestial CG
Chall 2(450XP)

Str:18|+4 Dex:15|+2 Con:16|+3 Int:10|+0 Wis:15|+2 Cha:13|+1


Saves Dex +4, Wis +4, Cha +3
Skills Percept +6
Senses ; #16
Languages understands Celestial, Common, Elvish, & Sylvan but

can't speak

ACTIONS

Hooves ! +6, 5', 1 tgt. 11 (2d6+4)B.

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184

Phase Spider

Hp 32 (5d10+5)
AC 13 (natural armor)
Speed 30', climb 30'

L monstrosity unaligned
Chall 3(700XP)

Str:15|+2 Dex:15|+2 Con:12|+1 Int:6|-2 Wis:10|+0 Cha:6|-2


Skills Stealth +6
Senses darkvision 60'; #10
Languages
Ethereal Jaunt As a bonus action, the spider can magically shift

from the Material Plane to the Ethereal Plane, or vice versa.


Spider Climb Can climb difficult surfaces, including upside down
on ceilings, without needing to make an ability check.
Web Walker The spider ignores movement restrictions caused by
webbing.
ACTIONS

Bite ! +4, 5', one creature. 7 (1d10+2)P, & the target must

make a DC 11 Con save, taking 18 (4d8) poison dmg on a failed


save, or half if made. If the poison dmg reduces the target to 0 hit
points, the target is stable but poisoned for 1 hr, even after
regaining hit points, & is paralyzed while poisoned in this way.

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185

Pony

Hp 11 (2d8+2)
AC 10
Speed 40'

M beast unaligned
Chall 1/8(25XP)

Str:15|+2 Dex:10|+0 Con:13|+1 Int:2|-4 Wis:11|+0 Cha:7|-2

Senses ; #10
Languages

ACTIONS

Hooves ! +4, 5', 1 tgt. 7 (2d4+2)B.

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186

Pseudodragon

Hp 7 (2d4+2)
AC 13 (natural armor)
Speed 15', fly 60'

T dragon NG
Chall 1/4(50XP)

Str:6|-2 Dex:15|+2 Con:13|+1 Int:10|+0 Wis:12|+1 Cha:10|+0


Skills Percept +3, Stealth +4
Senses blindsight 10', darkvision 60'; #13
Languages understands Common & Draconic but can't speak
Keen Senses The pseudodragon has advantage on Wis (Perception)

checks that rely on sight, hearing, or smell.


Magic Resistance Advantage on saves vs. spells/magic effects.
Limited Telepathy Can magically communicate simple ideas,
emotions, & images telepathically w/any creature within 100' of it
that can understand a language.
Variant: Familiar The pseudodragon can serve another creature as a
familiar, forming a magic, telepathic bond w/that willing
companion. While the two are bonded, the companion can sense
what the pseudodragon senses as long as they are within 1 mile of
each other. While the pseudodragon is within 10 feet of its
companion, the companion shares the pseudodragon's Magic
Resistance trait. At any time & for any reason, the pseudodragon
can end its service as a familiar, ending the telepathic bond.
ACTIONS

Bite ! +4, 5', 1 tgt. 4 (1d4+2)P.


Sting ! +4, 5', 1 tgt. 4 (1d4+2)P, & the target must make DC

11 Con save or become poisoned for 1 hr. If the save fails by 5 or


more, the target falls unconscious for the same duration, or until
it takes dmg or another creature uses an action to shake it awake.
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187

Purple Worm

Hp 247 (15d20+90)
AC 18 (natural armor)
Speed 50', burrow 30'

G monstrosity unaligned
Chall 15(13,000XP)

Str:28|+9 Dex:7|-2 Con:22|+6 Int:1|-5 Wis:8|-1 Cha:4|-3


Saves Con +11, Wis +4
Senses blindsight 30', tremorsense 60'; #9
Languages
Tunneler Can burrow through solid rock at half its burrow speed

& leaves a 10-foot-diameter tunnel in its wake.


ACTIONS

Multiattk Two attacks: one w/its bite & one w/its stinger.
Bite ! +9, 10', 1 tgt. 22 (3d8+9)P. If the target is a Large or

smaller creature, it must make DC 19 Dex save or be swallowed


by the worm. A swallowed creature is blinded & restrained, it has
total cover against attacks & other effects outside the worm, & it
takes 21 (6d6) acid dmg at the start of each of the worm's turns.
If the worm takes 30 dmg or more on a single turn from a
creature inside it, the worm must make DC 21 Con save at the
end of that turn or regurgitate all swallowed creatures, which fall
prone in a space within 10 feet of the worm. If the worm dies, a
swallowed creature is no longer restrained by it & can escape
from the corpse by using 20' of movement, exiting prone.
Tail Stinger ! +9, 10', one creature. 19 (3d6+9)P, & the target
must make a DC 19 Con save, taking 42 (12d6) poison dmg on a
failed save, or half if made.

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188

Quipper

Hp 1 (1d4-1)
AC 13
Speed 0', swim 40'

T beast unaligned
Chall 0(10XP)

Str:2|-4 Dex:16|+3 Con:9|-1 Int:1|-5 Wis:7|-2 Cha:2|-4

Senses darkvision 60'; #8


Languages

Blood Frenzy Advantage on melee attack rolls against any creature

that doesn't have all its hit points.


Water Breathing Can breathe only underwater.
ACTIONS

Bite ! +5, 5', 1 tgt. 1 pierc.

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189

Rakshasa

Hp 110 (13d8+52)
AC 16 (natural armor)
Speed 40'

M fiend LE
Chall 13(10,000XP)

Str:14|+2 Dex:17|+3 Con:18|+4 Int:13|+1 Wis:16|+3 Cha:20|+5


Skills Decept +10, Insight +8
Vuln piercing from magic weapons wielded by good creatures
Dmg Immune nonmagic bludg/pierc/slash attacks
Senses darkvision 60'; #13
Languages Common, Infernal
Limited Magic Immunity Immune to spells of 6th level or lower

unless it wishes to be affected. It has advantage on saves against all


other spells & magical effects.
Innate Spellcasting Cha (DC 18, +10 to hit) w/o material comps:At
will: detect thoughts, disguise self, mage hand, minor illusion;
3/day each: charm person, detect magic, invisibility, major image,
suggestion; 1/day each: dominate person, fly, plane shift, true
seeing
ACTIONS

Multiattk Two claw attacks


Claw ! +7, 5', 1 tgt. 9 (2d6+2)S, & the target is cursed if it is a

creature. The magical curse takes effect whenever the target takes
a short or long rest, filling the target's thoughts w/horrible
images & dreams. The cursed target gains no benefit from
finishing a short or long rest. The curse lasts until it is lifted by a
remove curse spell or similar magic.

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190

Rat

Hp 1 (1d4-1)
AC 10
Speed 20'

T beast unaligned
Chall 0(10XP)

Str:2|-4 Dex:11|+0 Con:9|-1 Int:2|-4 Wis:10|+0 Cha:4|-3

Senses darkvision 30'; #10


Languages

Keen Smell Advantage on Wis (Perception) checks that rely on

smell.

ACTIONS

Bite ! +0, 5', 1 tgt. 1 pierc.

Rat, Giant

Hp 7 (2d6)
AC 12
Speed 30'

S beast unaligned
Chall 1/8(25XP)

Str:7|-2 Dex:15|+2 Con:11|+0 Int:2|-4 Wis:10|+0 Cha:4|-3

Senses darkvision 60'; #10


Languages

Keen Smell Advantage on Wis (Perception) checks that rely on

smell.

Pack Tactics Advantage on an attack roll against a creature if at

least one of the rat's allies is within 5' of the creature & the ally
isn't incapacitated.
ACTIONS

Bite ! +4, 5', 1 tgt. 4 (1d4+2)P.

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191

Rat, Giant (Diseased)


S beast unaligned
Chall 1/8(25XP)

Hp 7 (2d6)
AC 12
Speed 30'

Str:7|-2 Dex:15|+2 Con:11|+0 Int:2|-4 Wis:10|+0 Cha:4|-3

Senses darkvision 60'; #10


Languages

Keen Smell Advantage on Wis (Perception) checks that rely on

smell.

Pack Tactics Advantage on an attack roll against a creature if at

least one of the rat's allies is within 5' of the creature & the ally
isn't incapacitated.
ACTIONS

Bite ! +3, 5', 1 tgt. 3 (1d4+2)P. If the target is a creature, it

must make DC 10 Con save or contract a disease. Until the


disease is cured, the target can't regain hit points except by
magical means, & the target's hit point maximum decreases by 3
(1d6) every 24 hrs. If the target's hit point maximum drops to 0
as a result of this disease, the target dies.

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192

Raven

Hp 1 (1d4-1)
AC 12
Speed 10', fly 50'

T beast unaligned
Chall 0(10XP)

Str:2|-4 Dex:14|+2 Con:8|-1 Int:2|-4 Wis:12|+1 Cha:6|-2


Skills Percept +3
Senses ; #13
Languages
Mimicry The raven can mimic simple sounds it has heard, such as

a person whispering, a baby crying, or an animal chittering. A


creature that hears the sounds can tell they are imitations
w/successful DC 10 Wis (Insight) check.
ACTIONS

Beak ! +4, 5', 1 tgt. 1 pierc.

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193

Remorhaz

Hp 195 (17d12+85)
AC 17 (natural armor)
Speed 30', burrow 20'

H monstrosity unaligned
Chall 11(7,200XP)

Str:24|+7 Dex:13|+1 Con:21|+5 Int:4|-3 Wis:10|+0 Cha:5|-3


Dmg Immune cold, fire
Senses darkvision 60', tremorsense 60'; #10
Languages
Heated Body A creature that touches the remorhaz or hits

w/melee attack while within 5 feet takes 10 (3d6) fire.


ACTIONS

Bite ! +11, 10', 1 tgt. 40 (6d10+7)P + 10 (3d6) fire dmg. If the

target is a creature, it is grappled (escape DC 17). Until this


grapple ends, the target is restrained, & the remorhaz can't bite
another target.
Swallow Makes 1 bite vs. Med or smaller target it is grappling. If it
hits, creature takes by dmg & is swallowed, & grapple ends.
Swallowed target is blinded & restrained, has total cover against
attacks & other effects outside, but takes 21 (6d6) acid at start of
each of remorhaz's turns. If remorhaz takes 30+ dmg on a single
turn from a creature inside it, remorhaz makes a DC 15 Con save
at the end of that turn or regurgitate all swallowed creatures,
which fall prone in a space within 10 feet of the remorhaz. If
remorhaz dies, swallowed foe is unrestrained; escapes w/15' move,
exiting prone.

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194

Rhinoceros

Hp 45 (6d10+12)
AC 11 (natural armor)
Speed 40'

L beast unaligned
Chall 2(450XP)

Str:21|+5 Dex:8|-1 Con:15|+2 Int:2|-4 Wis:12|+1 Cha:6|-2

Senses ; #11
Languages

Charge If the rhinoceros moves at least 20' straight toward a target

& then hits it w/gore attack on the same turn, the target takes an
extra 9 (2d8)B. If the target is a creature, it must make DC 15 Str
save or be knocked prone.
ACTIONS

Gore ! +7, 5', 1 tgt. 14 (2d8+5)B.

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195

Roc

Hp 248 (16d20+80)
AC 15 (natural armor)
Speed 20', fly 120'

G monstrosity unaligned
Chall 11(7,200XP)

Str:28|+9 Dex:10|+0 Con:20|+5 Int:3|-4 Wis:10|+0 Cha:9|-1


Saves Dex +4, Con +9, Wis +4, Cha +3
Skills Percept +4
Senses ; #14
Languages
Keen Sight Advantage on Wis (Perception) checks that rely on

sight.

ACTIONS

Multiattk Two attacks: one w/its beak & one w/its talons.
Beak ! +13, 10', 1 tgt. 27 (4d8+9)P.
Talons ! +13, 5', 1 tgt. 23 (4d6+9)S, & the target is grappled

(escape DC 19). Until this grapple ends, the target is restrained,


& the roc can't use its talons on another target.

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196

Roper

Hp 93 (11d10+33)
AC 20 (natural armor)
Speed 10', climb 10'

L monstrosity NE
Chall 5(1,800XP)

Str:18|+4 Dex:8|-1 Con:17|+3 Int:7|-2 Wis:16|+3 Cha:6|-2


Skills Percept +6, Stealth +5
Senses darkvision 60'; #16
Languages
False Appearance While it remains motionless, it is

indistinguishable from a normal cave formation, such as a


stalagmite.
Grasping Tendrils The roper can have up to six tendrils at a time.
Each tendril can be attacked (AC 20; 10 hit points; immunity to
poison & psychic dmg). Destroying a tendril deals no dmg to the
roper, which can extrude a replacement tendril on its next turn.
A tendril can also be broken if a creature takes an action &
succeeds on a DC 15 Str check against it.
Spider Climb The roper can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability
check.
ACTIONS

Multiattk Four attacks w/its tendrils, uses Reel, & one bite.
Bite ! +7, 5', 1 tgt. 22 (4d8+4)P.
Tendril ! +7, 50', one creature. The target is grappled (escape

DC 15). Until the grapple ends, the target is restrained & has
disadvantage on Str checks & Str saves, & the roper can't use the
same tendril on another target.
Reel The roper pulls each creature grappled by it up to 25' straight
toward it.
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197

Rust Monster

Hp 27 (5d8+5)
AC 14 (natural armor)
Speed 40'

M monstrosity unaligned
Chall 1/2(100XP)

Str:13|+1 Dex:12|+1 Con:13|+1 Int:2|-4 Wis:13|+1 Cha:6|-2

Senses darkvision 60'; #11


Languages

Iron Scent The rust monster can pinpoint, by scent, the location

of ferrous metal within 30 feet of it.


Rust Metal Any nonmagical weapon made of metal that hits the
rust monster corrodes. After dealing dmg, the weapon takes a
permanent & cumulative -1 penalty to dmg rolls. If its penalty
drops to -5, the weapon is destroyed. Non magical ammunition
made of metal that hits the rust monster is destroyed after
dealing dmg.
ACTIONS

Bite ! +3, 5', 1 tgt. 5 (1d8+1)P.


Antennae The rust monster corrodes a nonmagical ferrous metal

object it can see within 5 feet of it. If the object isn't being worn
or carried, the touch destroys a 1' cube of it. If the object is being
worn or carried by a creature, the creature can make a DC 11 Dex
save to avoid the rust monster's touch.
If the object touched is either metal armor or a metal shield being
worn or carried, its takes a permanent & cumulative -1 penalty to
the AC it offers. Armor reduced to an AC of 10 or a shield that
drops to a +0 bonus is destroyed. If the object touched is a held
metal weapon, it rusts as described in the Rust Metal trait.

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198

Sahuagin

Hp 22 (4d8+4)
AC 12 (natural armor)
Speed 30', swim 40'

M humanoid (sahuagin) LE
Chall 1/2(100XP)

Str:13|+1 Dex:11|+0 Con:12|+1 Int:12|+1 Wis:13|+1 Cha:9|-1


Skills Percept +5
Senses darkvision 120'; #15
Languages Sahuagin
Blood Frenzy Advantage on melee attack rolls against any creature

that doesn't have all its hit points.


Limited Amphibiousness Can breathe air & water, but it needs to
be submerged at least once every 4 hrs to avoid suffocating.
Shark Telepathy Can magically command any shark within 120' of
it, using a limited telepathy.
ACTIONS

Multiattk Two melee attacks: one w/its bite & one w/its claws or

spear.
Bite ! +3, 5', 1 tgt. 3 (1d4+1)P.
Claws ! +3, 5', 1 tgt. 3 (1d4+1)S.
Spear !" +3, 5' or range 20/60', 1 tgt. 4 (1d6+1)P, or 5
(1d8+1)P if used w/two hands to make a melee attack.

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199

Salamander

Hp 90 (12d10+24)
AC 15 (natural armor)
Speed 30'

L elemental NE
Chall 5(1,800XP)

Str:18|+4 Dex:14|+2 Con:15|+2 Int:11|+0 Wis:10|+0 Cha:12|+1


Vuln cold
Dmg Resist nonmagic bludg/pierc/slash attacks
Dmg Immune fire
Senses darkvision 60'; #10
Languages Ignan
Heated Body A creature that touches the salamander or hits it

w/melee attack while within 5' of it takes 7 (2d6) fire dmg.


Heated Weapons Any metal melee weapon the salamander wields
deals an extra 3 (1d6) fire dmg on a hit (incl).
ACTIONS

Multiattk Two attacks: one w/its spear & one w/its tail.
Spear !" +7, 5' or range 20'/60', 1 tgt. 11 (2d6+4)P, or 13

(2d8+4)P if used w/two hands to make a melee attack, + 3 (1d6)


fire.
Tail ! +7, 10', 1 tgt. 11 (2d6+4)B + 7 (2d6) fire, & the target is
grappled (escape DC 14). Until this grapple ends, the target is
restrained, the salamander can automatically hit the target w/its
tail, & the salamander can't make tail attacks against other
targets.

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200

Satyr

Hp 31 (7d8)
AC 14 (leather armor)
Speed 40'

M fey CN
Chall 1/2(100XP)

Str:12|+1 Dex:16|+3 Con:11|+0 Int:12|+1 Wis:10|+0 Cha:14|+2


Skills Percept +2, Performance +6, Stealth +5
Senses ; #12
Languages Common, Elvish, Sylvan
Magic Resistance Advantage on saves vs. spells/magic effects.
ACTIONS

Ram ! +3, 5', 1 tgt. 6 (2d4+1)B.


Shortsword ! +5, 5', 1 tgt. 6 (1 d6+3)P.
Shortbow " +5, 80/320', 1 tgt. 6 (1d6+3)P.

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201

Scorpion

Hp 1 (1d4-1)
AC 11 (natural armor)
Speed 10'

T beast unaligned
Chall 0(10XP)

Str:2|-4 Dex:11|+0 Con:8|-1 Int:1|-5 Wis:8|-1 Cha:2|-4

Senses blindsight 10'; #9


Languages

ACTIONS

Sting ! +2, 5', one creature. 1 pierc, & the target must make a

DC 9 Con save, taking 4 (1d8) poison dmg on a failed save, or


half if made.
Scorpion, Giant

Hp 52 (7d10+14)
AC 15 (natural armor)
Speed 40'

L beast unaligned
Chall 3(700XP)

Str:15|+2 Dex:13|+1 Con:15|+2 Int:1|-5 Wis:9|-1 Cha:3|-4

Senses blindsight 60'; #9


Languages

ACTIONS

Multiattk Three attacks: two w/its claws & one w/its sting.
Claw ! +4, 5', 1 tgt. 6 (1d8+2)B, & the target is grappled

(escape DC 12). The scorpion has two claws, each of which can
grapple only one target.
Sting ! +4, 5', one creature. 7 (1d10+2)P, & the target must
make a DC 12 Con save, taking 22 (4d10) poison dmg on a failed
save, or half if made.

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202

Sea Horse

Hp 1 (1d4-1)
AC 11
Speed swim 20'

T beast unaligned
Chall 0(10XP)

Str:1|-5 Dex:12|+1 Con:8|-1 Int:1|-5 Wis:10|+0 Cha:2|-4

Senses ; #10
Languages

Water Breathing Can breathe only underwater.

Sea Horse, Giant


L beast unaligned
Chall 1/2(100XP)

Hp 16 (3d10)
AC 13 (natural armor)
Speed 0', swim 40'

Str:12|+1 Dex:15|+2 Con:11|+0 Int:2|-4 Wis:12|+1 Cha:5|-3

Senses ; #11
Languages

Charge If the sea horse moves at least 20' straight toward a target

& then hits it w/ram attack on the same turn, the target takes an
extra 7 (2d6)B. If the target is a creature, it must make DC 11 Str
save or be knocked prone.
Water Breathing The sea horse can breathe only underwater.
ACTIONS

Ram ! +3, 5', 1 tgt. 4 (1d6+1)B.

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203

Shadow

Hp 16 (3d8+3)
AC 12
Speed 40'

M undead CE
Chall 1/2(100XP)

Str:6|-2 Dex:14|+2 Con:13|+1 Int:6|-2 Wis:10|+0 Cha:8|-1


Skills Stealth +4
Vuln radiant
Dmg Resist acid, cold, fire, lightning, thunder; nonmagic

bludg/pierc/slash attacks
Dmg Immune necrotic, poison
Cond Immune exhaustion, frightened, grappled, paralyzed,
petrified, poisoned, prone, restrained
Senses darkvision 60'; #10
Languages
Amorphous Can move through a space as narrow as 1 inch wide
without squeezing.
Shadow Stealth While in dim light or darkness, the shadow can
take the Hide action as a bonus action. Its stealth bonus is also
improved to +6.
Sunlight Weakness While in sunlight, the shadow has disadvantage
on attack rolls, ability checks, & saves.
ACTIONS

Str Drain ! +4, 5', one creature. 9 (2d6+2) necrotic, & the

target's Str score is reduced by 1d4. The target dies if this reduces
its Str to 0. Otherwise, the reduction lasts until the target finishes
a short or long rest.
If a non-evil humanoid dies from this attack, a new shadow rises
from the corpse 1d4 hrs later.
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204

Shambling Mound
L plant unaligned
Chall 5(1,800XP)

Hp 136 (16d10+48)
AC 15 (natural armor)
Speed 20', swim 20'

Str:18|+4 Dex:8|-1 Con:16|+3 Int:5|-3 Wis:10|+0 Cha:5|-3


Skills Stealth +2
Dmg Resist cold, fire
Dmg Immune lightning
Cond Immune blinded, deafened, exhaustion
Senses blindsight 60' (blind beyond this radius); #10
Languages
Lightning Absorption Whenever the shambling mound is subjected

to lightning dmg, it takes no dmg & regains a number of hit


points equal to the lightning dmg dealt.
ACTIONS

Multiattk Two slam attacks. If both attacks hit a Med or smaller

target, the target is grappled (escape DC 14), & the shambling


mound uses its Engulf on it.
Slam ! +7, 5', 1 tgt. 13 (2d8+4)B.
Engulf The shambling mound engulfs a Med or smaller creature
grappled by it. The engulfed target is blinded, restrained, &
unable to breathe, & it must make DC 14 Con save at the start
of each of the mound's turns or take 13 (2d8+4)B. If the mound
moves, the engulfed target moves w/it. The mound can have only
one creature engulfed at a time.

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205

Shark, Giant

Hp 126 (11d12+55)
AC 13 (natural armor)
Speed 0', swim 50'

H beast unaligned
Chall 5(1,800XP)

Str:23|+6 Dex:11|+0 Con:21|+5 Int:1|-5 Wis:10|+0 Cha:5|-3


Skills Percept +3
Senses blindsight 60'; #13
Languages
Blood Frenzy Advantage on melee attack rolls against any creature

that doesn't have all its hit points.


Water Breathing Can breathe only underwater.
ACTIONS

Bite Wpn Attk: +9, 5', 1 tgt. 22 (3d10+6)P.

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206

Shark, Hunter

Hp 45 (6d10+12)
AC 12 (natural armor)
Speed 0', swim 40'

L beast unaligned
Chall 2(450XP)

Str:18|+4 Dex:13|+1 Con:15|+2 Int:1|-5 Wis:10|+0 Cha:4|-3


Skills Percept +2
Senses blindsight 30'; #12
Languages
Blood Frenzy Advantage on melee attack rolls against any creature

that doesn't have all its hit points.


Water Breathing Can breathe only underwater.
ACTIONS

Bite ! +6, 5', 1 tgt. 13 (2d8+4)P.

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207

Shark, Reef

Hp 22 (4d8+4)
AC 12 (natural armor)
Speed 0ft., swim 40'

M beast unaligned
Chall 1/2(100XP)

Str:14|+2 Dex:13|+1 Con:13|+1 Int:1|-5 Wis:10|+0 Cha:4|-3


Skills Percept +2
Senses blindsight 30'; #12
Languages
Pack Tactics Advantage on an attack roll against a creature if at

least one of the shark's allies is within 5' of the creature & the ally
isn't incapacitated.
Water Breathing Can breathe only underwater.
ACTIONS

Bite ! +4, 5', 1 tgt. 6 (1d8+2)P.

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208

Shield Guardian
L construct unaligned
Chall 7(2,900XP)

Hp 142 (15d10+60)
AC 17 (natural armor)
Speed 30'

Str:18|+4 Dex:8|-1 Con:18|+4 Int:7|-2 Wis:10|+0 Cha:3|-4


Dmg Immune poison
Cond Immune charmed, exhaustion, frightened, paralyzed, poisoned
Senses blindsight 10', darkvision 60'; #10
Languages understands commands given in any language but can't speak
Bound The shield guardian is magically bound to an amulet. As long as
the guardian & its amulet are on the same plane of existence, the
amulet's wearer can telepathically call the guardian to travel to it, & the
guardian knows the distance & direction to the amulet. If the guardian is
within 60 feet of the amulet's wearer, half of any dmg the wearer takes
(rounded up) is transferred to the guardian.
Regeneration The shield guardian regains 10 hit points at the start of its
turn if it has at least 1 hit. point.
Spell Storing A spellcaster who wears the shield guardian's amulet can
cause the guardian to store one spell of 4th level or lower. To do so, the
wearer must cast the spell on the guardian. The spell has no effect but is
stored within the guardian. When commanded to do so by the wearer or
when a situation arises that was predefined by the spellcaster, the
guardian casts the stored spell w/any parameters set by the original caster,
requiring no components. When the spell is cast or a new spell is stored,
any previously stored spell is lost.
ACTIONS

Multiattk Two fist attacks.


Fist ! +7, 5', 1 tgt. 11 (2d6+4)B.

REACTIONS

Shield When a creature makes an attack against the wearer of the


guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if
the guardian is within 5 feet of the wearer.
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209

Skeleton

Hp 13 (2d8+4)
AC 13 (armor scraps)
Speed 30'

M undead LE
Chall 1/4(50XP)

Str:10|+0 Dex:14|+2 Con:15|+2 Int:6|-2 Wis:8|-1 Cha:5|-3


Vuln bludgeoning
Dmg Immune poison
Cond Immune exhaustion, poisoned
Senses darkvision 60'; #9
Languages understands all languages it spoke in life but can't

speak

ACTIONS

Shortsword ! +4, 5', 1 tgt. 5 (1d6+2)P.


Shortbow " +4, 80/320', 1 tgt. 5 (1d6+2)P.

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210

Skeleton, Minotaur
L undead LE
Chall 2(450XP)

Hp 67 (9d10+18)
AC 12 (natural armor)
Speed 40'

Str:18|+4 Dex:11|+0 Con:15|+2 Int:6|-2 Wis:8|-1 Cha:5|-3


Vuln bludgeoning
Dmg Immune poison
Cond Immune exhaustion, poisoned
Senses darkvision 60'; #9
Languages understands Abyssal but can't speak
Charge If the skeleton moves at least 10 feet straight toward a

target & hits it w/gore on the same turn, target takes an extra 9
(2d8)P. If target is a creature, it must make DC 14 Str save or be
pushed up to 10' away & knocked prone.
ACTIONS

Greataxe ! +6, 5', 1 tgt. 17 (2d12+4)S.


Gore ! +6, 5', 1 tgt. 13 (2d8+4)P.

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211

Skeleton, Warhorse
L undead LE
Chall 1/2(100XP)

Hp 22 (3d10+6)
AC 13 (barding scraps)
Speed 60'

Str:18|+4 Dex:12|+1 Con:15|+2 Int:2|-4 Wis:8|-1 Cha:5|-3


Vuln bludgeoning
Dmg Immune poison
Cond Immune exhaustion, poisoned
Senses darkvision 60'; #9
Languages
ACTIONS

Hooves ! +6, 5', 1 tgt. 11 (2d6+4)B.

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212

Snake, Constrictor
L beast unaligned
Chall 1/4(50XP)

Hp 13 (2d10+2)
AC 12
Speed 30', swim 30'

Str:15|+2 Dex:14|+2 Con:12|+1 Int:1|-5 Wis:10|+0 Cha:3|-4

Senses blindsight 10'; #10


Languages

ACTIONS

Bite ! +4, 5', one creature. 5 (1d6+2)P.


Constrict ! +4, 5', one creature. 6 (1d8+2)B, & the target is

grappled (escape DC 14). Until this grapple ends, the creature is


restrained, & the snake can't constrict another target.
Snake, Constrictor, Giant
H beast unaligned
Chall 2(450XP)

Hp 60 (8d12+8)
AC 12
Speed 30', swim 30'

Str:19|+4 Dex:14|+2 Con:12|+1 Int:1|-5 Wis:10|+0 Cha:3|-4


Skills Percept +2
Senses blindsight 10'; #12
Languages
ACTIONS

Bite ! +6, 10', one creature. 11 (2d6+4)P.


Constrict ! +6, 5', one creature. 13 (2d8+4)B, & the target is

grappled (escape DC 16). Until this grapple ends, the creature is


restrained, & the snake can't constrict another target.

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213

Snake, Flying

Hp 5 (2d4)
AC 14

T beast unaligned
Chall 1/8(25XP)

Speed 30', fly 60', swim 30'


Str:4|-3 Dex:18|+4 Con:11|+0 Int:2|-4 Wis:12|+1 Cha:5|-3
Senses blindsight 10'; #11
Languages
Flyby Doesn't provoke opportunity attacks when it flies out of an
enemy's reach.
ACTIONS

Bite ! +6, 5', 1 tgt. 1 pierc, + 7 (3d4) poison dmg on a failed

save, or half if made.

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214

Snake, Poisonous

Hp 2 (1d4)
AC 13

T beast unaligned
Chall 1/8(25XP)

Speed 30', swim 30'


Str:2|-4 Dex:16|+3 Con:11|+0 Int:1|-5 Wis:10|+0 Cha:3|-4
Senses blindsight 10'; #10
Languages
ACTIONS

Bite ! +5, 5', 1 tgt. 1 pierc, & the target must make a DC 10

Con save, taking 5 (2d4) poison dmg on a failed save, or half if


made.
Snake, Poisonous, Giant
M beast unaligned
Chall 1/4(50XP)

Hp 11 (2d8+2)
AC 14
Speed 30', swim 30'

Str:10|+0 Dex:18|+4 Con:13|+1 Int:2|-4 Wis:10|+0 Cha:3|-4


Skills Percept +2
Senses blindsight 10'; #12
Languages
ACTIONS

Bite ! +6, 10', 1 tgt. 6 (1d4+4)P, & the target must make a DC

11 Con save, taking 10 (3d6) poison dmg on a failed save, or half


if made.

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215

Specter

Hp 22 (5d8)
AC 12

M undead CE
Chall 1(200XP)

Speed 0', fly 50' (hover)


Str:1|-5 Dex:14|+2 Con:11|+0 Int:10|+0 Wis:10|+0 Cha:11|+0
Dmg Resist acid, cold, fire, lightning, thunder; nonmagic
bludg/pierc/slash attacks
Dmg Immune necrotic, poison
Cond Immune charmed, exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60'; #10
Languages understands all languages it knew in life but can't speak
Incorporeal Movement The specter can move through other
creatures & objects as if they were difficult terrain. It takes 5
(1d10) force dmg if it ends its turn inside an object.
Sunlight Sensitivity While in sunlight, the specter has disadvantage
on attack rolls, as well as on Wis (Perception) checks that rely on
sight.
ACTIONS

Life Drain Melee Spell Attack: +4, 5', one creature. 10 (3d6)

necrotic dmg. The target must make DC 10 Con save or its hit
point maximum is reduced by an amount equal to the dmg
taken. This reduction lasts until the creature finishes a long rest.
The target dies if this effect reduces its hit point maximum to 0.

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216

Spider

Hp 1 (1d4-1)
AC 12

T beast unaligned
Chall 0(10XP)

Speed 20', climb 20'


Str:2|-4 Dex:14|+2 Con:8|-1 Int:1|-5 Wis:10|+0 Cha:2|-4
Skills Stealth +4
Senses darkvision 30'; #12
Languages
Spider Climb The spider can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability
check.
Web Sense While in contact w/web, the spider knows the exact
location of any other creature in contact w/the same web.
Web Walker The spider ignores movement restrictions caused by
webbing.
ACTIONS

Bite ! +4, 5', one creature. 1 pierc, & the target must make DC

9 Con save or take 2 (1d4) poison dmg.

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217

Spider, Giant

Hp 26 (4d10+4)
AC 14 (natural armor)
Speed 30', climb 30'

L beast unaligned
Chall 1(200XP)

Str:14|+2 Dex:16|+3 Con:12|+1 Int:2|-4 Wis:11|+0 Cha:4|-3


Skills Stealth +7
Senses blindsight 10', darkvision 60'; #10
Languages
Spider Climb The spider can climb difficult surfaces, including

upside down on ceilings, without needing to make an ability


check.
Web Sense While in contact w/web, the spider knows the exact
location of any other creature in contact w/the same web.
Web Walker The spider ignores movement restrictions caused by
webbing.
ACTIONS

Bite ! +5, 5', one creature. 7 (1d8+3)P, & the target must make

a DC 11 Con save, taking 9 (2d8) poison dmg on a failed save, or


half if made. If the poison dmg reduces the target to 0 hit points,
the target is stable but poisoned for 1 hr, even after regaining hit
points, & is paralyzed while poisoned in this way.
Web (Recharge 5-6) " +5, 30/60', one creature. The target is
restrained by webbing. As an action, the restrained target can
make a DC 12 Str check, bursting the webbing on a success. The
webbing can also be attacked & destroyed (AC 10; hp 5;
vulnerability to fire dmg; immunity to bludgeoning, poison, &
psychic dmg).

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218

Sphinx, Androsphinx
L monstrosity LN
Chall 17(18,000XP)

Hp 199 (19d10+95)
AC 17 (natural armor)
Speed 40', fly 60'

Str:22|+6 Dex:10|+0 Con:20|+5 Int:16|+3 Wis:18|+4 Cha:23|+6

Saves Dex +6, Con +11, Int +9, Wis +10


Skills Arcana +9, Percept +10, Religion +15
Dmg Immune psychic; nonmagic bludg/pierc/slash attacks
Cond Immune charmed, frightened
Senses truesight 120'; #20
Languages Common, Sphinx

Inscrutable Immune to effects that would sense emotions or read thoughts &

divination spells it refuses. Wis (Insight) checks to learn its intentions/sincerity have
disadvantage.
Magic Weapons Its weapon attacks are magical.
Spellcasting 12th-level Wis based (DC 18, +10 to hit) spellcaster; no material
components needed. It has the following cleric spells prepared: Cantrips (at will):
sacred flame, spare dying, thaumaturgy; 1st level (4 slots): command, detect evil &
good, detect magic; 2nd level (3 slots): lesser restoration, zone of truth; 3rd level (3
slots): dispel magic, tongues; 4th level (3 slots): banishment, freedom of movement;
5th level (2 slots): flame strike, greater restoration; 6th level (1 slot): heroes' feast
ACTIONS

Multiattk Two claw attacks.


Claw ! +12, 5', 1 tgt. 17 (2d10+6)S.
Roar (3/Day) Each roar before finishing a long rest is louder & effect differs. Each

foe within 500' able to hear:


1st Roar. DC 18 Wis save or frightened 1 min. A frightened creature can re-save at
the end of each of its turns.
2nd Roar. DC 18 Wis save or deafened/frightened 1 min. Target is paralyzed; can resave at end of each of its turns.
3rd Roar. DC 18 Con save or take 44 (8d10) thunder dmg & knocked prone. On
success, take half dmg & not prone.
LEGENDARY ACTIONS

Claw Attack The sphinx makes one claw attack.


Teleport (2 Actions) w/items worn/carried, up to 120' to empty spot it sees.
Cast a Spell (3 Actions) From its prepared list, using slot as normal.
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219

Sphinx, Gynosphinx
L monstrosity LN
Chall 11(7,200XP)

Hp 136 (16d10+48)
AC 17 (natural armor)
Speed 40', fly 60'

Str:18|+4 Dex:15|+2 Con:16|+3 Int:18|+4 Wis:18|+4 Cha:18|+4


Skills Arcana +14, History +14, Percept +9, Religion +9
Dmg Resist nonmagic bludg/pierc/slash attacks
Dmg Immune psychic
Cond Immune charmed, frightened
Senses truesight 120'; #19
Languages Common, Sphinx
Inscrutable The sphinx is immune to any effect that would sense its
emotions or read its thoughts, as well as any divination spell that it
refuses. Wis (Insight) checks made to ascertain the sphinx's
intentions or sincerity have disadvantage.
Magic Weapons The sphinx's weapon attacks are magical.
Spellcasting 9th-level Int based (DC 16, +8 to hit) spellcaster; no
material components. It has the following wizard spells prepared:
Cantrips (at will) mage hand, minor illusion, prestidigitation; 1st
level (4 slots) detect magic, identify, shield; 2nd (3) darkness, locate
object, suggestion; 3rd (3) dispel magic, remove curse, tongues; 4th
(3) banishment, greater invisibility; 5th (1) legend lore
ACTIONS

Multiattk Two claw attacks.


Claw ! +8, 5', 1 tgt. 13 (2d8+4)S.
LEGENDARY ACTIONS

Claw Attack The sphinx makes one claw attack.


Teleport (2 Actions) Magic teleport, w/equipment worn or carried,

up to 120' to an unoccupied spot it sees.


Cast a Spell (3 Actions) The sphinx casts a spell from its list of
prepared spells, using a spell slot as normal.
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220

Sprite

Hp 2 (1d4)
AC 15 (leather armor)
Speed 10', fly 40'

T fey NG
Chall 1/4(50XP)

Str:3|-4 Dex:18|+4 Con:10|+0 Int:14|+2 Wis:13|+1 Cha:11|+0


Skills Percept +3, Stealth +8
Senses ; #13
Languages Common, Elvish, Sylvan
ACTIONS

Longsword ! +2, 5', 1 tgt. 1 slash.


Shortbow " +6, 40/160', 1 tgt. 1 pierc, & the target must make

DC 10 Con save or become poisoned for 1 min. If its save result


is 5 or lower, the poisoned target falls unconscious for the same
duration, or until it takes dmg or another creature takes an action
to shake it awake.
Heart Sight The sprite touches a creature & magically knows the
creature's current emotional state. If the target fails a DC 10 Cha
save, the sprite also knows the creature's alignment. Celestials,
fiends, & undead automatically fail the save.
Invisibility The sprite magically turns invisible until it attacks or
casts a spell, or until its concentration ends (as if concentrating on
a spell). Any equipment the sprite wears or carries is invisible w/it.

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221

Stirge

Hp 2 (1d4)
AC 14 (natural armor)
Speed 10', fly 40'

T beast unaligned
Chall 1/8(25XP)

Str:4|-3 Dex:16|+3 Con:11|+0 Int:2|-4 Wis:8|-1 Cha:6|-2

Senses darkvision 60'; #9


Languages

ACTIONS

Blood Drain ! +5, 5', one creature. 5 (1d4+3)P, & the stirge

attaches to the target. While attached, the stirge doesn't attack.


Instead, at the start of each of the stirge's turns, the target loses 5
(1d4+3) hit points due to blood loss.
The stirge can detach itself by spending 5 feet of its movement. It
does so after it drains 10 hit points of blood from the target or
the target dies. A creature, including the target, can use its action
to detach the stirge.

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222

Succubus/Incubus
M fiend (shapechanger) NE
Chall 4(1,100XP)

Hp 66 (12d8+12)
AC 15 (natural armor)
Speed 30', fly 60'

Str:8|-1 Dex:17|+3 Con:13|+1 Int:15|+2 Wis:12|+1 Cha:20|+5


Skills Decept +9, Insight +5, Percept +5, Persuade +9, Stealth +7
Dmg Resist cold, fire, lightning, poison; nonmagic bludg/pierc/slash
attacks
Senses darkvision 60'; #15
Languages Abyssal, Common, Infernal, telepathy 60'
Telepathic Bond Ignores range restriction on telepathy when
communicating w/creature it has charmed. They don't even need to be
on the same plane.
Shapechanger Can use its action to polymorph into a Small or Med
humanoid, or back into its true form. Without wings, it loses its flying
speed. Other than its size & speed, its stats are the same in each form.
Any equipment it is wearing or carrying isn't transformed. Reverts on
death.
ACTIONS

Claw (Fiend Form Only) ! +5, 5', 1 tgt. 6 (1d6+3)S.


Charm One humanoid it can see within 30 feet of it makes a DC 15 Wis
save or is magically charmed for 1 day. Charmed target obeys fiend's
verbal or telepathic commands. If target suffers any harm or receives a
suicidal command, it can re-save. If target successfully saves, or the effect
ends, target is immune to this fiend's Charm for next 24 hrs.
The fiend can have only one target charmed at a time. If it charms
another, the effect on the previous target ends.
Draining Kiss Kisses a willing or creature charmed by it. Target makes
DC 15 Con save, taking 32 (5d10+5) psychic, or half if successful.
Target's hp max is reduced by an amount equal to dmg taken.
Reduction lasts until target finishes a long rest. Target dies if this effect
reduces its hp maximum to 0.
Etherealness Enters Ethereal Plane from Material, or vice versa.
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Swarm of Bats

M swarm of Tiny beasts unaligned


Chall 1/4(50XP)

Hp 22 (5d8)
AC 12
Speed 0', fly 30'

Str:5|-3 Dex:15|+2 Con:10|+0 Int:2|-4 Wis:12|+1 Cha:4|-3


Dmg Resist bludgeoning, piercing, slashing
Cond Immune charmed, frightened, grappled, paralyzed, petrified,

prone, restrained, stunned


Senses blindsight 60'; #11
Languages
Echolocation Can't use its blindsight while deafened.
Keen Hearing Advantage on Wis (Perception) checks that rely on
hearing.
Swarm Can occupy another creature's space & vice versa, & the
swarm can move through any opening large enough for a Tiny
bat. The swarm can't regain hit points or gain temporary hit
points.
ACTIONS

Bites ! +4, 0', one creature in the swarm's space. 5 (2d4)P, or 2

(1d4)P if the swarm has half of its hit points or fewer.

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Swarm of Insects

M swarm of Tiny beasts unaligned


Chall 1/2(100XP)

Hp 22 (5d8)
AC 12 (natural armor)
Speed 20', climb 20'

Str:3|-4 Dex:13|+1 Con:10|+0 Int:1|-5 Wis:7|-2 Cha:1|-5


Dmg Resist bludgeoning, piercing, slashing
Cond Immune charmed, frightened, grappled, paralyzed, petrified,

prone, restrained, stunned


Senses blindsight 10'; #8
Languages
Swarm Can occupy another creature's space & vice versa, & the
swarm can move through any opening large enough for a Tiny
insect. The swarm can't regain hit points or gain temporary hit
points.
Variant: Swarm of Beetles Gain burrowing 5'.
Variant: Swarm of Centipedes A creature reduced to 0hp by a swarm
of centipedes is stable but poisoned for 1 hr, even after regaining
hp, & paralyzed while poisoned in this way.
Variant: Swarm of Spiders Has the following additional traits: Spider
Climb swarm can climb difficult surfaces, including upside down
on ceilings, without needing to make an ability check; Web
Sense while in contact w/web, the swarm knows the exact
location of any other creature in contact w/the same web; Web
Walker swarm ignores movement restrictions caused by webbing.
Variant: Swarm of Wasps A swarm of wasps has a walking speed of
5', flying speed of 30' & no climbing speed.
ACTIONS

Bites ! +3, 0', 1 tgt in the swarm's space. 10 (4d4)P, or 5 (2d4)P

if the swarm has half of its hit points or fewer.

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Swarm of Poison Snakes


M swarm of Tiny beasts unaligned
Chall 2(450XP)

Hp 36 (8d8)
AC 14

Speed 30', swim 30'


Str:8|-1 Dex:18|+4 Con:11|+0 Int:1|-5 Wis:10|+0 Cha:3|-4
Dmg Resist bludgeoning, piercing, slashing
Cond Immune charmed, frightened, grappled, paralyzed, petrified,
prone, restrained, stunned
Senses blindsight 10'; #10
Languages
Swarm Can occupy another creature's space & vice versa, & the
swarm can move through any opening large enough for a Tiny
snake. The swarm can't regain hit points or gain temporary hit
points.
ACTIONS

Bites ! +6, 0', one creature in the swarm's space. 7 (2d6)P, or 3

(1d6)P if the swarm has half of its hit points or fewer. The target
must make a DC 10 Con save, taking 14 (4d6) poison dmg on a
failed save, or half if made.

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Swarm of Quippers
M swarm of Tiny beasts unaligned
Chall 1(200XP)

Hp 28 (8d8-8)
AC 13
Speed 0', swim 40'

Str:13|+1 Dex:16|+3 Con:9|-1 Int:1|-5 Wis:7|-2 Cha:2|-4


Dmg Resist bludgeoning, piercing, slashing
Cond Immune charmed, frightened, grappled, paralyzed, petrified,

prone, restrained, stunned


Senses darkvision 60'; #8
Languages
Blood Frenzy Advantage on melee attack rolls against any creature
that doesn't have all its hit points.
Swarm Can occupy another creature's space & vice versa, & the
swarm can move through any opening large enough for a Tiny
quipper. The swarm can't regain hit points or gain temporary hit
points.
Water Breathing Can breathe only underwater.
ACTIONS

Bites ! +5, 0', one creature in the swarm's space. 14 (4d6)P, or 7

(2d6)P if the swarm has half of its hit points or fewer.

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Swarm of Rats

M swarm of Tiny beasts unaligned


Chall 1/4(50XP)

Hp 24 (7d8-7)
AC 10
Speed 30'

Str:9|-1 Dex:11|+0 Con:9|-1 Int:2|-4 Wis:10|+0 Cha:3|-4


Dmg Resist bludgeoning, piercing, slashing
Cond Immune charmed, frightened, grappled, paralyzed, petrified,

prone, restrained, stunned


Senses darkvision 30'; #10
Languages
Keen Smell Advantage on Wis (Perception) checks that rely on
smell.
Swarm Can occupy another creature's space & vice versa, & the
swarm can move through any opening large enough for a Tiny
rat. The swarm can't regain hit points or gain temporary hit
points.
ACTIONS

Bites ! +2, 0', 1 tgt in the swarm's space. 7 (2d6)P, or 3 (1d6)P

if the swarm has half of its hit points or fewer.

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Swarm of Ravens

M swarm of Tiny beasts unaligned


Chall 1/4(50XP)

Hp 24 (7d8-7)
AC 12
Speed 10', fly 50'

Str:6|-2 Dex:14|+2 Con:8|-1 Int:3|-4 Wis:12|+1 Cha:6|-2


Dmg Resist bludgeoning, piercing, slashing
Cond Immune charmed, frightened, grappled, paralyzed, petrified,

prone, restrained, stunned


Senses ; #15
Languages
Swarm Can occupy another creature's space & vice versa, & the
swarm can move through any opening large enough for a Tiny
raven. The swarm can't regain hit points or gain temporary hit
points.
ACTIONS

Beaks ! +4, 5', 1 tgt in the swarm's space. 7 (2d6)P, or 3 (1d6)P

if the swarm has half of its hit points or fewer.

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Tarrasque

G monstrosity (titan) unaligned


Chall 30(155,000XP)

Hp 676 (33d20+330)
AC 25 (natural armor)
Speed 40'

Str:30|+10 Dex:11|+0 Con:30|+10 Int:3|-4 Wis:11|+0 Cha:11|+0

Saves Int +5, Wis +9, Cha +9


Dmg Immune fire, poison; nonmagic bludg/pierc/slash attacks
Cond Immune charmed, frightened, paralyzed, poisoned
Senses blindsight 120'; #10
Languages

Legend Resist(3/Day) If it fails a save, it can choose to succeed.


Magic Resistance Advantage on saves vs. spells/magic effects.
Reflective Carapace Any magic missile, line spell or spell w/ranged attack: roll d6:
1-5 no effect. 6: reflected as if originated from tarrasque, making caster the target.
Siege Monster Deals double dmg to objects & structures.
ACTIONS

Multiattk Frightful Presence;+5 attacks: 1 bite/swallow, 2 claws, 1 horns, & 1 tail.


Bite ! +19, 10', 1 tgt. 36 (4d12+10)P. Creatures are grappled (escape DC 20).

Until this grapple ends, target is restrained, & tarrasque can't bite another.
Claw ! +19, 15', 1 tgt. 28 (4d8+10)S.
Horns ! +19, 10', 1 tgt. 32 (4d10+10)P.
Tail ! +19, 20', 1 tgt. 24 (4d6+10)B. Creature: DC 20 Str save or knocked prone.
Frightful Presence Tarrasque's choice of creatures within 120' & aware of it
frightened 1 min (DC 17 Wis negates). Target can re-save at end of each of its turns,
w/disadvantage if tarrasque is in line of sight. If creature saves or effect ends, target is
immune to tarrasque's Presence for 24 hrs.
Swallow Makes 1 bite vs. Large or smaller target it is grappling. If it hits, target is
swallowed, & grapple ends. Swallowed target is blinded & restrained, has total cover
against attacks & other effects outside, but it takes 56(16d6) acid at start of each of
tarrasque's turns. If tarrasque takes 60+ dmg in 1 turn from swallowed creature,
tarrasque must make DC 20 Con save at end of that turn or regurgitate the creature,
which falls prone within 10' of tarrasque. If tarrasque dies, swallowed creature is no
longer restrained & can escape w/30' of movement, exiting prone.
LEGENDARY ACTIONS

Attack Makes one claw attack or tail attack.


Move Moves up to half its speed.
Chomp (2 Actions) Makes one bite attack or uses its Swallow.
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Tiger

Hp 37 (5d10+10)
AC 12
Speed 40'

L beast unaligned
Chall 1(200XP)

Str:17|+3 Dex:15|+2 Con:14|+2 Int:3|-4 Wis:12|+1 Cha:8|-1


Skills Percept +3, Stealth +6
Senses darkvision 60'; #13
Languages
Keen Smell Advantage on Wis (Perception) checks that rely on

smell.

Pounce If the tiger moves at least 20' straight toward a creature &

then hits it w/claw attack on the same turn, that target must
make DC 13 Str save or be knocked prone. If the target is prone,
the tiger can make one bite attack against it as a bonus action.
ACTIONS

Bite ! +5, 5', 1 tgt. 8 (1d10+3)P.


Claw ! +5, 5', 1 tgt. 7 (1d8+3)S.

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Tiger, Saber-Toothed
L beast unaligned
Chall 2(450XP)

Hp 52 (7d10+14)
AC 12
Speed 40'

Str:18|+4 Dex:14|+2 Con:15|+2 Int:3|-4 Wis:12|+1 Cha:8|-1


Skills Percept +3, Stealth +6
Senses ; #13
Languages
Keen Smell Advantage on Wis (Perception) checks that rely on

smell.

Pounce If the tiger moves at least 20' straight toward a creature &

then hits it w/claw attack on the same turn, that target must
make DC 14 Str save or be knocked prone. If the target is prone,
the tiger can make one bite attack against it as a bonus action.
ACTIONS

Bite ! +6, 5', 1 tgt. 10 (1d10+5)P.


Claw ! +6, 5', 1 tgt. 12 (2d6+5)S.

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Toad, Giant

Hp 39 (6d10+6)
AC 11
Speed 20', swim 40'

L beast unaligned
Chall 1(200XP)

Str:15|+2 Dex:13|+1 Con:13|+1 Int:2|-4 Wis:10|+0 Cha:3|-4

Senses darkvision 30'; #10


Languages

Amphibious Can breathe air & water


Standing Leap The toad's long jump is up to 20' & its high jump

is up to 10', w/or without a running start.


ACTIONS

Bite ! +4, 5', 1 tgt. 7 (1d10+2)P + 5 (1d10) poison dmg, & the

target is grappled (escape DC 13). Until this grapple ends, the


target is restrained, & the toad can't bite another target.
Swallow The toad makes one bite attack against a Med or smaller
target it is grappling. If the attack hits, the target is swallowed, &
the grapple ends. The swallowed target is blinded & restrained, it
has total cover against attacks & other effects outside the toad, &
it takes 10 (3d6) acid dmg at the start of each of the toad's turns.
The toad can have only one target swallowed at a time.
If the toad dies, a swallowed creature is no longer restrained by it
& can escape from the corpse using 5' of movement, exiting
prone.

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Treant

Hp 138 (12d12+60)
AC 16 (natural armor)
Speed 30'

H plant CG
Chall 9(5,000XP)

Str:23|+6 Dex:8|-1 Con:21|+5 Int:12|+1 Wis:16|+3 Cha:12|+1


Vuln fire
Dmg Resist bludgeoning, piercing
Senses ; #13
Languages Common, Druidic, Elvish, Sylvan
False Appearance While the treant remains motionless, it is

indistinguishable from a normal tree.


Siege Monster Deals double dmg to objects & structures.
ACTIONS

Multiattk Two slam attacks.


Slam ! +10, 5', 1 tgt. 16 (3d6+6)B.
Rock " +10, 60/180', 1 tgt. 28 (4d10+6)B.
Animate Trees (1/Day) The treant magically animates one or two

trees it can see within 60 feet of it. These trees have the same
statistics as a treant, except they have Int & Cha scores of 1, they
can't speak, & they have only the Slam action option. An
animated tree acts as an ally of the treant. The tree remains
animate for 1 day or until it dies; until the treant dies or is more
than 120 feet from the tree; or until the treant takes a bonus
action to turn it back into an inanimate tree. The tree then takes
root if possible.

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Troll

Hp 84 (8d10+40)
AC 15 (natural armor)
Speed 30'

L giant CE
Chall 5(1,800XP)

Str:18|+4 Dex:13|+1 Con:20|+5 Int:7|-2 Wis:9|-1 Cha:7|-2


Skills Percept +2
Senses darkvision 60'; #12
Languages Giant
Keen Smell Advantage on smell-reliant Wis (Perception) checks.
Regeneration Regains 10 hp at start of its turn. If it takes acid or

fire dmg, this trait doesn't function at start of its next turn. It dies
only if it starts its turn w/0 hp & doesn't regenerate.
ACTIONS

Multiattk Three attacks: one w/its bite & two w/its claws.
Bite ! +7, 5', 1 tgt. 7 (1d6+4)P.
Claw ! +7, 5', 1 tgt. 11 (2d6+4)S.

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Unicorn

Hp 67 (9d10+18)
AC 12
Speed 50'

L celestial LG
Chall 5(1,800XP)

Str:18|+4 Dex:14|+2 Con:15|+2 Int:11|+0 Wis:17|+3 Cha:16|+3


Dmg Immune poison
Cond Immune charmed, paralyzed, poisoned
Senses darkvision 60'; #13
Languages Celestial, Elvish, Sylvan, telepathy 60'
Charge If it moves 20'+ straight to foe & hits w/horn on same turn,
target takes +9(2d8)P. Creatures knocked prone unless DC 15 Str.
Innate Spellcasting Cha (DC 14); no comps required: At will: detect evil
& good, druidcraft, pass without trace; 1/day each: calm emotions, dispel
evil & good, entangle
Magic Resistance Advantage on saves vs. spells/magic effects.
Magic Weapons Its weapon attacks are magical.
ACTIONS

Multiattk Two attacks: one w/its hooves & one w/its horn.
Hooves ! +7, 5 ft ., 1 tgt. 11 (2d6+4)B.
Horn ! +7, 5 ft ., 1 tgt. 8 (1d8+4)P.
Healing Touch (3/Day) Touches another creature w/its horn. Target
magically regains 11 (2d8+2) hp & touch removes all diseases &
neutralizes all poisons afflicting the target.
Teleport (1/Day) Magic teleport, itself & up to three willing creatures it
can see within 5', along w/equipment worn or carried, to a location it is
familiar with, up to 1 mile.
LEGENDARY ACTIONS

Hooves The unicorn makes one attack w/its hooves.


Shimmering Shield (2 Actions) Creates shimmering, magic field around
itself or another creature it can see within 60' of it. Target gains +2 AC
bonus until end of unicorn's next turn.
Heal Self (3 Actions) It magically regains 11 (2d8+2) hit points.
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Vampire

M undead (shapechanger) LE
Chall 13(10,000XP)

Hp 144 (17d8+68)
AC 16 (natural armor)
Speed 30'

Str:18|+4 Dex:18|+4 Con:18|+4 Int:17|+3 Wis:15|+2 Cha:18|+4

Saves Dex +9, Wis +7, Cha +9


Skills Percept +7, Stealth +9
Dmg Resist necrotic; nonmagic bludg/pierc/slash attacks
Senses darkvision 120'; #17
Languages the languages it knew in life

Shapechanger If it isn't in sun light or running water, it can use its action to
polymorph into a Tiny bat or Med cloud of mist, or back to its true form.
While in bat form, the vampire can't speak, its walking speed is 5 feet, & it has
a flying speed of 30 feet. Its statistics, other than its size & speed, are
unchanged. Anything it is wearing transforms w/it, but nothing it is carrying
does. It reverts to its true form if it dies.
While in mist form, the vampire can't take any actions, speak, or manipulate
objects. It is weightless, has a flying speed of 20 feet, can hover, & can enter a
hostile creature's space & stop there. In addition, if air can pass through a
space, the mist can do so without squeezing, & it can't pass through water. It
has advantage on Str, Dex, & Con saves, & it is immune to all nonmagical
dmg, except the dmg it takes from sunlight.
Legend Resist(3/Day) If it fails a save, it can choose to succeed.
Misty Escape When it drops to 0 hp outside its resting place, the vampire
transforms into a cloud of mist (as in the Shapechanger trait) instead of falling
unconscious, provided that it isn't in sunlight or running water. If it can't
transform, it is destroyed.
While it has 0 hp in mist form, it can't revert to its vampire form, & it must
reach its resting place within 2 hrs or be destroyed. Once in its resting place, it
reverts to its vampire form. It is then paralyzed until it regains at least 1 hp.
After spending 1 hr in its resting place w/0 hp, it regains 1 hp.
Regeneration See Vampire Spawn, except Vampire gains 20 hp.
Spider Climb See Vampire Spawn.
Vampire Weaknesses See Vampire Spawn.
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Saves Dex +9, Wis +7, Cha +9


Skills Percept +7, Stealth +9
Dmg Resist necrotic; nonmagic bludg/pierc/slash attacks
Senses darkvision 120'; #17
Languages the languages it knew in life
ACTIONS

Multiattk (Vampire Form Only) Makes two attacks, only one of which can
be a bite attack.
Unarmed Strike (Vampire Form Only) ! +9, 5', 1 tgt. 8 (1d8+4)B.
Instead of dmg, it can grapple the target (escape DC 18).
Bite (Bat or Vampire Form Only) ! +9, 5', one willing creature, or one
grappled by vampire, incapacitated, or restrained. 7 (1d6+4) piercing + 10 (3d6)
necrotic. Target's hp maximum is reduced by an amount equal to the necrotic
dmg taken, & vampire regains hp equal to that amount. Reduction lasts until
target finishes a long rest. Target dies if this effect reduces its hp maximum to
0. A humanoid slain in this way & then buried in the ground rises the
following night as a vampire spawn under the vampire's control.
Charm The vampire targets one humanoid it can see within 30' of it. If the
target can see the vampire, the target must make DC 17 Wis save against this
magic or be charmed by the vampire. The charmed target regards the vampire
as a trusted friend to be heeded & protected. Although the target isn't under
the vampire's control, it takes the vampire's requests or actions in the most
favorable way it can, & it is a willing target for the vampire's bit attack.
Each time the vampire or the vampire's companions do anything harmful to
the target, it can repeat the save. Otherwise, the effect lasts 24 hrs or until the
vampire is destroyed, is on a different plane of existence than the target, or
takes a bonus action to end the effect.
Children of the Night (1/Day) Vampire magically calls 2d4 swarms of bats or
rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6
wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the
vampire & obeying its spoken commands. The beasts remain for 1 hr, until
the vampire dies, or until vampire dismisses them as bonus action.
LEGENDARY ACTIONS

Move Up to its speed w/o provoking opportunity attacks.


Unarmed Strike The vampire makes one unarmed strike.
Bite (2 Actions) The vampire makes one bite attack.
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Vampire Spawn

Hp 82 (11d8+33)
AC 15 (natural armor)
Speed 30'

M undead NE
Chall 5(1,800XP)

Str:16|+3 Dex:16|+3 Con:16|+3 Int:11|+0 Wis:10|+0 Cha:12|+1


Saves Dex +6, Wis +3
Skills Percept +3, Stealth +6
Dmg Resist necrotic; nonmagic bludg/pierc/slash attacks
Senses darkvision 60'; #13
Languages the languages it knew in life
Regeneration Regains 10hp at the start of its turn if it has at least 1 hp &
isn't in sunlight or running water. If it takes radiant or holy water dmg,
this doesn't function at start of its next turn.
Spider Climb Can climb difficult surfaces, including upside down on
ceilings, without needingan ability check.
Vampire Weaknesses Forbiddance Can't enter a residence w/o invitation
from occupant.
Harmed by Running Water Takes 20 acid dmg when it ends its turn in
running water.
Stake to the Heart Is destroyed if a piercing wood weapon is driven into
its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity Takes 20 radiant dmg if it starts its turn in
sunlight & disadvantage on attack rolls/ability checks.
ACTIONS

Multiattk Two attacks, only one of which can be a bite attack.


Bite ! +6, 5', one willing creature, or one grappled by vampire,
incapacitated, or restrained. 6 (1d6+3) piercing + 7 (2d6) necrotic.
Target's hp max is reduced by an amount equal to necrotic dmg taken,
& vampire regains equal hp. Reduction lasts until target finishes a long
rest. Target dies if this effect reduces its hp max to 0.
Claws ! +6, 5', one creature. 8 (2d4+3)S. Instead of dealing dmg,
vampire can grapple target (escape DC 13).
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Vulture

Hp 5 (1d8+1)
AC 10
Speed 10', fly 50'

M beast unaligned
Chall 0(10XP)

Str:7|-2 Dex:10|+0 Con:13|+1 Int:2|-4 Wis:12|+1 Cha:4|-3


Skills Percept +3
Senses ; #13
Languages
Keen Sight & Smell Advantage on sight or smell Wis (Perception)
checks.
Pack Tactics Advantage on an attacks vs. foe if at least one of vulture's
allies is within 5' of the foe & the ally isn't incapacitated.
ACTIONS

Beak ! +2, 5', 1 tgt. 2 (1d4)P.

Vulture, Giant

Hp 22 (3d10+6)
AC 10
Speed 10', fly 60'

L beast NE
Chall 1(200XP)

Str:15|+2 Dex:10|+0 Con:15|+2 Int:6|-2 Wis:12|+1 Cha:7|-2


Skills Percept +3
Senses ; #13
Languages understands Common but can't speak
Keen Sight & Smell Advantage on sight or smell Wis (Perception)
checks.
Pack Tactics Advantage on an attacks vs. foe if at least one of vulture's
allies is within 5' of the foe & the ally isn't incapacitated.
ACTIONS

Multiattk Two attacks: one w/its beak & one w/its talons.
Beak ! +4, 5', 1 tgt. 7 (2d4+2)P.
Talons ! +4, 5', 1 tgt. 9 (2d6+2)S.
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Wasp, Giant

Hp 13 (3d8)
AC 12
Speed 10', fly 50'

M beast unaligned
Chall 1/2(100XP)

Str:10|+0 Dex:14|+2 Con:10|+0 Int:1|-5 Wis:10|+0 Cha:3|-4

Senses ; #10
Languages

ACTIONS

Sting ! +4, 5', one creature. 5 (1d6+2)P, & the target must

make a DC 11 Con save, taking 10 (3d6) poison dmg on a failed


save, or half if made. If the poison dmg reduces the target to 0 hit
points, the target is stable but poisoned for 1 hr, even after
regaining hit points, & is paralyzed while poisoned in this way.

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Weasel

Hp 1 (1d4-1)
AC 13
Speed 30'

T beast unaligned
Chall 0(10XP)

Str:3|-4 Dex:16|+3 Con:8|-1 Int:2|-4 Wis:12|+1 Cha:3|-4


Skills Percept +3, Stealth +5
Senses ; #13
Languages
Keen Hearing & Smell Advantage on Wis (Perception) checks that

rely on hearing or smell.

ACTIONS

Bite ! +5, 5', one creature. 1 pierc.

Weasel, Giant

Hp 9 (2d8)
AC 13
Speed 40'

M beast unaligned
Chall 1/8(25XP)

Str:11|+0 Dex:16|+3 Con:10|+0 Int:4|-3 Wis:12|+1 Cha:5|-3


Skills Percept +3, Stealth +5
Senses darkvision 60'; #13
Languages
Keen Hearing & Smell Advantage on Wis (Perception) checks that

rely on hearing or smell.

ACTIONS

Bite ! +5, 5', 1 tgt. 5 (1d4+3)P.

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Wight

Hp 45 (6d8+18)
AC 14 (studded leather)
Speed 30'

M undead NE
Chall 3(700XP)

Str:15|+2 Dex:14|+2 Con:16|+3 Int:10|+0 Wis:13|+1 Cha:15|+2


Skills Percept +3, Stealth +4
Dmg Resist necrotic; nonmagic bludg/pierc/slash attacks that

aren't silvered

Dmg Immune poison


Cond Immune exhaustion, poisoned
Senses darkvision 60'; #13
Languages the languages it knew in life
Sunlight Sensitivity While in sunlight, disadvantage on attacks, as

well as on Wis (Perception) checks that rely on sight.


ACTIONS

Multiattk Two longsword attacks or two longbow attacks. It can

use its Life Drain in place of one longsword attack.


Life Drain ! +4, 5', one creature. 5 (1d6+2) necrotic dmg. The
target must make DC 13 Con save or its hp max is reduced by an
amount equal to dmg taken. This reduction lasts until target
finishes a long rest. The target dies if this effect reduces its hp
max to 0.
A humanoid slain by this attack rises 24 hrs later as a zombie
under the wight's control, unless the humanoid is restored to life
or its body is destroyed. The wight can have no more than twelve
zombies under its control at one time.
Longsword ! +4, 5', 1 tgt. 6 (1d8+2)S, or 7 (1d10+2)S if used
w/two hands.
Longbow " +4, 150/600', 1 tgt. 6 (1d8+2)P.
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Will-o'-Wisp

Hp 22 (9d4)
AC 19

T undead CE
Chall 2(450XP)

Speed 0', fly 50' (hover)


Str:1|-5 Dex:28|+9 Con:10|+0 Int:13|+1 Wis:14|+2 Cha:11|+0
Dmg Resist acid, cold, fire, necrotic, thunder; nonmagic
bludg/pierc/slash attacks
Dmg Immune lightning, poison
Cond Immune exhaustion, grappled, paralyzed, poisoned, prone,
restrained, unconscious
Senses darkvision 120'; #12
Languages the languages it knew in life
Consume Life As a bonus action, can target one creature it can see
within 5' of it that has 0 hp & is still alive. The target makes DC
10 Con save against this magic or die. If target dies, will-o'-wisp
regains 10 (3d6) hp.
Ephemeral Can't wear or carry anything.
Incorporeal Movement Can move through other creatures &
objects as if they were difficult terrain. It takes 5 (1d10) force dmg
if it ends its turn inside an object.
Variable Illumination Sheds bright light in a 5- to 20' radius & dim
light for an additional number of' equal to the chosen radius. It
can alter the radius as a bonus action.
ACTIONS

Shock Melee Spell Attack: +4, 5', one creature. 9 (2d8) lightning.
Invisibility Will-o'-wisp & its light magically become invisible until

it attacks or uses Life Drain, or until its concentration ends (as if


a spell).
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Wolf

Hp 11 (2d8+2)
AC 13 (natural armor)
Speed 40'

M beast unaligned
Chall 1/4(50XP)

Str:12|+1 Dex:15|+2 Con:12|+1 Int:3|-4 Wis:12|+1 Cha:6|-2


Skills Percept +3, Stealth +4
Senses ; #13
Languages
Keen Hearing & Smell Advantage on hearing or smell Wis (Perception)
checks.
Pack Tactics Advantage on an attacks vs. foe if at least one of wolf's allies
is within 5' of the foe & the ally isn't incapacitated.
ACTIONS

Bite ! +4, 5', 1 tgt. 7 (2d4+2)P. If the target is a creature, it must make
DC 11 Str save or be knocked prone.

Wolf, Dire

Hp 37 (5d10+10)
AC 14 (natural armor)
Speed 50'

L beast unaligned
Chall 1(200XP)

Str:17|+3 Dex:15|+2 Con:15|+2 Int:3|-4 Wis:12|+1 Cha:7|-2


Skills Percept +3, Stealth +4
Senses ; #13
Languages
Keen Hearing & Smell Advantage on hearing or smell Wis (Perception)
checks.
Pack Tactics Advantage on an attacks vs. foe if at least one of wolf's allies
is within 5' of the foe & the ally isn't incapacitated.
ACTIONS

Bite ! +5, 5', 1 tgt. 10 (2d6+3)P. If the target is a creature, it must


make DC 13 Str save or be knocked prone.
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Wolf, Winter

Hp 75 (10d10+20)
AC 13 (natural armor)
Speed 50'

L monstrosity NE
Chall 3(700XP)

Str:18|+4 Dex:13|+1 Con:14|+2 Int:7|-2 Wis:12|+1 Cha:8|-1


Skills Percept +5, Stealth +3
Dmg Immune cold
Senses ; #15
Languages Common, Giant, Winter Wolf
Keen Hearing & Smell Advantage on Wis (Perception) checks that

rely on hearing or smell.


Pack Tactics Advantage on an attack roll against a creature if at
least one of the wolf's allies is within 5' of the creature & the ally
isn't incapacitated.
Snow Camouflage Advantage on Dex (Stealth) checks made to
hide in snowy terrain.
ACTIONS

Bite ! +6, 5', 1 tgt. 11 (2d6+4)P. If the target is a creature, it

must make DC 14 Str save or be knocked prone.


Cold Breath (Recharge 5-6) The wolf exhales a blast of freezing wind
in a 15' cone. All in area make a DC 12 Dex save, taking 18 (4d8)
cold dmg on a failed save, or half if made.

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Wolf Spider, Giant


M beast unaligned
Chall 1/4(50XP)

Hp 11 (2d8+2)
AC 13
Speed 40', climb 40'

Str:12|+1 Dex:16|+3 Con:13|+1 Int:3|-4 Wis:12|+1 Cha:4|-3


Skills Percept +3, Stealth +7
Senses blindsight 10', darkvision 60'; #13
Languages
Spider Climb Can climb difficult surfaces, including upside down

on ceilings, without needing to make an ability check.


Web Sense While in contact w/web, the spider knows the exact
location of any other creature in contact w/the same web.
Web Walker The spider ignores movement restrictions caused by
webbing.
ACTIONS

Bite Wpn Attk: +3, 5', one creature. 4 (1d6+1)P, & the target

must make a DC 11 Con save, taking 7 (2d6) poison dmg on a


failed save, or half if made. If the poison dmg reduces the target
to 0 hit points, the target is stable but poisoned for 1 hr, even
after regaining hit points, & is paralyzed while poisoned in this
way.

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Worg

Hp 26 (4d10+4)
AC 13 (natural armor)
Speed 50'

L monstrosity NE
Chall 1/2(100XP)

Str:16|+3 Dex:13|+1 Con:13|+1 Int:7|-2 Wis:11|+0 Cha:8|-1


Skills Percept +4
Senses darkvision 60'; #14
Languages Goblin, Worg
Keen Hearing & Smell Advantage on Wis (Perception) checks that

rely on hearing or smell.

ACTIONS

Bite ! +5, 5', 1 tgt. 10 (2d6+3)P. If the target is a creature, it

must make DC 13 Str save or be knocked prone.

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Wraith

Hp 67 (9d8+27)
AC 13

M undead NE
Chall 5(1,800XP)

Speed 0', fly 60' (hover)


Str:6|-2 Dex:16|+3 Con:16|+3 Int:12|+1 Wis:14|+2 Cha:15|+2
Dmg Resist acid, cold, fire, lightning, thunder; nonmagic
bludg/pierc/slash attacks that aren't silvered
Dmg Immune necrotic, poison
Cond Immune charmed, exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained
Senses darkvision 60'; #12
Languages the languages it knew in life
Incorporeal Movement Can move through other creatures &
objects as if they were difficult terrain. It takes 5 (1d10) force dmg
if it ends its turn inside an object.
Sunlight Sensitivity While in sunlight, has disadvantage on attacks,
as well as on Wis (Perception) checks that rely on sight.
ACTIONS

Life Drain ! +6, 5', one creature. 21 (4d8+3) necrotic dmg. The

target makes DC 14 Con save or its hp max is reduced by an


amount equal to dmg taken. This reduction lasts until target
finishes a long rest. Target dies if this effect reduces its hp max to
0.
Create Specter Targets a humanoid within 10 feet of it that has
been dead no longer than 1 min & died violently. Target's spirit
rises as a specter in the space of its corpse or in the nearest
unoccupied space. Specter is under the wraith's control. Wraith
can have no more than seven specters under its control at one
time.
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Wyvern

Hp 110 (13d10+39)
AC 13 (natural armor)
Speed 20', fly 80'

L dragon unaligned
Chall 6(2,300XP)

Str:19|+4 Dex:10|+0 Con:16|+3 Int:5|-3 Wis:12|+1 Cha:6|-2


Skills Percept +4
Senses darkvision 60'; #14
Languages
ACTIONS

Multiattk Two attacks: one w/its bite & one w/its stinger. While

flying, it can use its claws in place of one other attack.


Bite ! +7, 10', one creature. 11 (2d6+4)P.
Claws ! +7, 5', 1 tgt. 13 (2d8+4)S.
Stinger ! +7, 10', one creature. 11 (2d6+4)P & 24 (7d6) poison
(DC 15 Con save halves poison dmg).

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Xorn

Hp 73 (7d8+42)
AC 19 (natural armor)
Speed 20', burrow 20'

M elemental N
Chall 5(1,800XP)

Str:17|+3 Dex:10|+0 Con:22|+6 Int:11|+0 Wis:10|+0 Cha:11|+0


Skills Percept +6, Stealth +3
Dmg Resist piercing & slashing from nonmagic weapons that

aren't adamantine
Senses darkvision 60', tremorsense 60'; #16
Languages Terran
Earth Glide Can burrow through nonmagical, unworked earth &
stone. While doing so, the xorn doesn't disturb the material it
moves through.
Stone Camouflage Has advantage on Dex (Stealth) checks made to
hide in rocky terrain.
Treasure Sense Can pinpoint, by scent, the location of precious
metals & stones, such as coins & gems, within 60' of it.
ACTIONS

Multiattk Three claw attacks & one bite attack.


Bite ! +6, 5', 1 tgt. 13 (3d6+3)P.
Claw ! +6, 5', 1 tgt. 6 (1d6+3)S.

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Zombie

Hp 22 (3d8+9)
AC 8
Speed 20'

M undead NE
Chall 1/4(50XP)

Str:13|+1 Dex:6|-2 Con:16|+3 Int:3|-4 Wis:6|-2 Cha:5|-3


Saves Wis +0
Dmg Immune poison
Cond Immune poisoned
Senses darkvision 60'; #8
Languages understands all languages it spoke in life but can't

speak

Undead Fortitude If dmg reduces the zombie to 0 hit points, it

must make a Con save w/DC of 5+the dmg taken, unless the
dmg is radiant or from a critical hit. On a success, the zombie
drops to 1 hit point instead.
ACTIONS

Slam ! +3, 5', 1 tgt. 4 (1d6+1)B.

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Zombie, Ogre

Hp 85 (9d10+36)
AC 8
Speed 30'

L undead NE
Chall 2(450XP)

Str:19|+4 Dex:6|-2 Con:18|+4 Int:3|-4 Wis:6|-2 Cha:5|-3


Saves Wis +0
Dmg Immune poison
Cond Immune poisoned
Senses darkvision 60'; #8
Languages understands Common & Giant but can't speak
Undead Fortitude If dmg reduces the zombie to 0 hit points, it

must make a Con save w/DC of 5+the dmg taken, unless the
dmg is radiant or from a critical hit. On a success, the zombie
drops to 1 hit point instead.
ACTIONS

Morningstar ! +6, 5', 1 tgt. 13 (2d8+4)B.

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