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V.

Not for resale. Permission granted to print or photocopy this document for personal use only . MONSTER EXPANSION 1
Large beast, unaligned
Armor Class 11
Hit Points 59 (7d10 + 21)
Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 7 (-2)
Skills Athletics +6, Perception +3
Senses passive Perception 13
Medium beast, unaligned Languages ––
Armor Class 12 Challenge 3 (700 XP)
Hit Points 9 (2d8)
Speed 10 ft., fly 60 ft. Actions
STR DEX CON INT WIS CHA
Multiattack. The ape makes two fist attacks.
8 (-1) 15 (+2) 11 (+0) 4 (-3) 14 (+2) 8 (-1)
Skills Perception +4 Fist. Melee Weapon Attack: +6 to hit, reach 10 ft., one
Senses passive Perception 14 target. Hit: 11 (2d6 + 4) bludgeoning damage.
Languages ––
Challenge 1/2 (100 XP) Rock. Ranged Weapon Attack: +6 to hit, range 30/60 ft.,
one target. Hit: 14 (3d6 + 4) bludgeoning damage.
Keen Sight. The raptor has advantage on Wisdom
(Perception) checks that rely on sight.

Actions
Multiattack. The raptor makes two attacks: one with its
beak and one with its talons.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 4 (1d4 + 2) piercing damage.

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft.,


one target. Hit: 7 (2d4 + 2) slashing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only . MONSTER EXPANSION 2
Flyby. The eagle doesn’t provoke opportunity attacks
when it flies out of an enemy’s reach.
Large beast, unaligned Keen Sight. The eagle has advantage on Wisdom
Armor Class 13 (natural armor) (Perception) checks that rely on sight.
Hit Points 45 (6d10 + 12)
Speed 30 ft., swim 30 ft.
Actions
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 14 (+2) 2 (-4) 10 (+0) 5 (-2) Multiattack. The eagle makes two attacks: one with its
beak and one with its talons.
Senses blindsight 10 ft., darkvision 30 ft., passive
Perception 10 Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Languages –– target. Hit: 8 (1d8 + 4) piercing damage.
Challenge 3 (700 XP)
Keen Sense. The lizard has advantage on Wisdom Talons. Melee Weapon Attack: +6 to hit, reach 5 ft.,
(Perception, Survival) checks to detect or track a one target. Hit: 13 (2d8 + 4) slashing damage.
creature that doesn’t have all its hit points.

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) piercing damage. If the target is
a creature, it must succeed on a DC 12 Constitution
saving throw or contract a disease. Until the disease is
cured, the target has the poisoned condition and can’t
regain hit points except by magical means. The target’s
hit point maximum decreases by 7 (2d6) every 24
hours. If the target’s hit point maximum drops to 0 as a
result of this disease, the target dies.

Large beast, unaligned


Armor Class 15 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 50 ft.
STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 17 (+3) 3 (-4) 12 (+1) 8 (-1)
Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages ––
Challenge 4 (1,100 XP)
Keen Hearing and Smell. The wolf has advantage on
Wisdom (Perception) checks that rely on hearing/smell.

Large beast, neutral good Pack Tactics. The wolf has advantage on an attack roll
Armor Class 13 against a creature if at least one of the wolf’s allies is
Hit Points 52 (7d10 + 14) within 5 feet of the creature and the ally isn’t
Speed 10 ft., fly 80 ft. incapacitated.

STR DEX CON INT WIS CHA


18 (+4) 17 (+3) 15 (+2) 10 (+0) 16 (+3) 12 (+1) Actions
Skills Perception +5 Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Senses passive Perception 15 target. Hit: 14 (2d8 + 5) piercing damage. If the target is
Languages Giant Eagle, Auran, Common a creature, it must succeed on a DC 15 Strength saving
Challenge 4 (1,100 XP) throw or be knocked prone.

Not for resale. Permission granted to print or photocopy this document for personal use only . MONSTER EXPANSION 3
Large beast, unaligned Large beast, unaligned
Armor Class 12 Armor Class 12
Hit Points 67 (9d10 + 18) Hit Points 76 (9d10 + 27)
Speed 50 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 10 (+0) 20 (+5) 15 (+2) 16 (+3) 3 (-4) 12 (+1) 10 (+0)
Skills Perception +4, Stealth +8 Skills Perception +4, Stealth +8
Senses passive Perception 14 Senses darkvision 60 ft., passive Perception 14
Languages –– Languages ––
Challenge 5 (1,800 XP) Challenge 5 (1,800 XP)
Keen Smell. The lion has advantage on Wisdom Keen Smell. The tiger has advantage on Wisdom
(Perception) checks that rely on smell. (Perception) checks that rely on smell.

Pack Tactics. The lion has advantage on an attack roll Pounce. If the tiger moves at least 20 feet straight
against a creature if at least one of the lion’s allies is toward a creature and then hits with a claw attack on
within 5 feet of the creature and the ally isn’t the same turn, the target must succeed on a DC 16
incapacitated. Strength saving throw or be knocked prone. If the target
is prone, the lion can make one bite attack against it as
Pounce. If the lion moves at least 20 feet straight a bonus action.
toward a creature and then hits with a claw attack on
the same turn, the target must succeed on a DC 16
Strength saving throw or be knocked prone. If the target Actions
is prone, the lion can make one bite attack against it as
a bonus action. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 16 (2d10 + 5) piercing damage.
Running Leap. With a 10-foot running start, the lion
can long jump up to 25 feet. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 5) slashing damage.

Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one


target. Hit: 12 (2d6 + 5) slashing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only . MONSTER EXPANSION 4
Large beast, unaligned Large beast, unaligned
Armor Class 13 (natural armor) Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48) Hit Points 95 (10d10 + 40)
Speed 40 ft. Speed 40 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 8 (-1) 19 (+4) 2 (-4) 12 (+1) 6 (-2) 22 (+6) 10 (+0) 18 (+4) 2 (-4) 13 (+1) 8 (-1)
Senses passive Perception 11 Skills Perception +4
Languages –– Senses darkvision 60 ft., passive Perception 14
Challenge 6 (2,300 XP) Languages ––
Challenge 6 (2,300 XP)
Charge. If the rhinoceros moves at least 20 feet
straight toward a target and then hits with a gore attack Keen Smell. The bear has advantage on Wisdom
on the same turn, the target takes an extra 18 (4d8) (Perception) checks that rely on smell.
bludgeoning damage. If the target is a creature, it must
succeed on a DC 17 Strength saving throw or be
knocked prone. Actions
Multiattack. The bear makes two attacks: one with its
Actions bite and one with its claws.

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 24 (4d8 + 6) bludgeoning damage. target. Hit: 15 (2d8 + 6) piercing damage.

Claws. Melee Weapon Attack: +9 to hit, reach 10 ft.,


one target. Hit: 16 (3d6 + 6) slashing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only . MONSTER EXPANSION 5
Medium humanoid (gnoll), chaotic evil
Armor Class 15 (studded leather)
Hit Points 97 (13d8 + 39)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 13 (+1)
Medium humanoid (gnoll), chaotic evil
Saving Throws Con +6, Wis +4
Armor Class 14 (studded leather) Skills Perception +4, Survival +4
Hit Points 65 (10d8 + 20) Senses darkvision 60 ft., passive Perception 14
Speed 30 ft. Languages Gnoll
Challenge 6 (2,300 XP)
STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 8 (-1) 11 (+0) 9 (-1) Rampage. When a gnoll reduces a creature to 0 hit
points with a melee attack on its turn, the gnoll can take
Saving Throws Con +4 a bonus action to move up to half its speed and make a
Skills Perception +2, Survival +2 bite attack.
Senses darkvision 60 ft., passive Perception 12
Languages Gnoll
Challenge 3 (700 XP) Actions
Rampage. When a gnoll reduces a creature to 0 hit
points with a melee attack on its turn, the gnoll can take Multiattack. The gnoll makes two melee attacks with its
a bonus action to move up to half its speed and make a glaive and one with its bite, or two ranged attacks with
bite attack. its longbow.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one


Actions target. Hit: 7 (1d6 + 4) piercing damage.

Multiattack. The gnoll makes two melee attacks with its Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft.,
glaive or two ranged attacks with its longbow. It may one target. Hit: 9 (1d10 + 4) slashing damage.
substitute its bite for one of its melee attacks.
Longbow. Ranged Weapon Attack: +6 to hit, range
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
target. Hit: 6 (1d6 + 3) piercing damage.
Reactions
Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft.,
one target. Hit: 8 (1d10 + 3) slashing damage. Revenge. When hit by a melee attack, the gnoll can
mark the attacker for revenge. On its next turn, the gnoll
Longbow. Ranged Weapon Attack: +4 to hit, range has advantage on its first attack against that opponent.
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Reactions
Revenge. When hit by a melee attack, the gnoll can
mark the attacker for revenge. On its next turn, the gnoll
has advantage on its first attack against that opponent.

Not for resale. Permission granted to print or photocopy this document for personal use only . MONSTER EXPANSION 6
Small humanoid (goblinoid), neutral evil
Armor Class 17 (chain shirt, shield)
Hit Points 36 (8d6 + 8)
Speed 30 ft.
Small humanoid (goblinoid), neutral evil STR DEX CON INT WIS CHA
Armor Class 16 (hide armor, shield) 12 (+1) 14 (+2) 12 (+1) 10 (+0) 8 (-1) 12 (+1)
Hit Points 18 (4d6 + 4) Skills Athletics +3, Intimidation +3, Stealth +6
Speed 30 ft. Senses darkvision 60 ft., passive Perception 9
STR DEX CON INT WIS CHA Languages Common, Goblin
Challenge 2 (450 XP)
10 (+0) 14 (+2) 12 (+1) 10 (+0) 8 (-1) 8 (-1)
Skills Athletics +2, Stealth +6 Killer Instinct. Once per turn when the goblin hits a
Senses darkvision 60 ft., passive Perception 9 creature with a weapon attack, the creature takes an
Languages Common, Goblin extra 3 (1d6) damage if it’s below its hit point maximum.
Challenge 1 (200 XP)
Nimble Escape. The goblin can take the Disengage or
Killer Instinct. Once per turn when the goblin hits a Hide action as a bonus action on each of its turns.
creature with a weapon attack, the creature takes an
extra 3 (1d6) damage if it’s below its hit point maximum.
Actions
Nimble Escape. The goblin can take the Disengage or
Hide action as a bonus action on each of its turns. Multiattack. The goblin makes two attacks with its
scimitar.

Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft.,


one target. Hit: 5 (1d6 + 2) slashing damage.
Multiattack. The goblin makes two attacks with its
scimitar. The second attack has disadvantage. Javelin. Ranged Weapon Attack: +3 to hit, range
30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) slashing damage.
Reactions
Crossbow. Ranged Weapon Attack: +4 to hit, range
Redirect Attack. When a creature the goblin can see
80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
targets it with an attack, the goblin chooses another
goblin within 5 feet of it. The two goblins swap places,
and the chosen goblin becomes the target instead.

Not for resale. Permission granted to print or photocopy this document for personal use only . MONSTER EXPANSION 7
Medium humanoid (goblinoid), lawful evil
Armor Class 18 (chain mail, shield)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 12 (+1) 10 (+0) 12 (+1)
Medium humanoid (goblinoid), lawful evil
Saving Throws Wis +3
Armor Class 18 (chain mail, shield) Senses darkvision 60 ft., passive Perception 10
Hit Points 22 (4d8 + 4) Languages Common, Goblin
Speed 30 ft. Challenge 5 (1,800 XP)
STR DEX CON INT WIS CHA Martial Advantage. Once per turn, the hobgoblin can
14 (+2) 14 (+2) 13 (+1) 11 (+0) 10 (+0) 10 (+0) deal an extra 10 (3d6) damage to a creature it hits with
a weapon attack if that creature is within 5 feet of an ally
Senses darkvision 60 ft., passive Perception 10 of the hobgoblin that isn’t incapacitated.
Languages Common, Goblin
Challenge 2 (450 XP)
Martial Advantage. Once per turn, the hobgoblin can Actions
deal an extra 7 (2d6) damage to a creature it hits with a
weapon attack if that creature is within 5 feet of an ally Multiattack. The hobgoblin makes three melee attacks.
of the hobgoblin that isn’t incapacitated. Alternatively, it can make two ranged weapon attacks.

Longsword. Melee Weapon Attack: +6 to hit, reach 5


Actions ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8
(1d10 + 3) slashing damage if used with two hands.
Multiattack. The hobgoblin makes two longsword
attacks. Shield Bash. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. If
Longsword. Melee Weapon Attack: +4 to hit, reach 5 the target is the hobgoblin’s size or smaller, it must
ft., one target. Hit: 6 (1d8 + 2) slashing damage. succeed on a DC 14 Strength saving throw or be
knocked prone.
Longbow. Ranged Weapon Attack: +4 to hit, range
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Longbow. Ranged Weapon Attack: +5 to hit, range
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Reactions
Parry. The hobgoblin adds 3 to its AC against one
melee attack that would hit it. To do so, the hobgoblin
must see the attacker and be wielding a melee weapon.

Not for resale. Permission granted to print or photocopy this document for personal use only . MONSTER EXPANSION 8
Legendary Actions
The hobgoblin general can take 3 legendary actions,
choosing from the options below. Only one legendary
action option can be used at a time and only at the end
of another creature’s turn. The hobgoblin general
regains spent legendary actions at the start of its turn.

Attack. The hobgoblin general makes one melee


weapon attack.
Bolster. All goblinoids within 30 feet of, and including,
the hobgoblin general are bolstered until the end of
its next turn. Bolstered goblinoids can’t be charmed
or frightened.
Maneuver (Costs 2 Actions). All goblinoids within 30
feet of, and including, the hobgoblin general can
immediately move up to half their speed. Opportunity
Medium humanoid (goblinoid), lawful evil attacks against them are at disadvantage.

Armor Class 18 (plate)


Hit Points 127 (17d8 + 51)
Speed 30 ft.
STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 17 (+3) 15 (+2) 12 (+1) 16 (+3)
Saving Throws Int +6, Wis +5, Cha +7
Senses darkvision 60 ft., passive Perception 11
Languages Common, Goblin
Challenge 9 (5,000 XP)
Martial Advantage. Once per turn, the hobgoblin can
deal an extra 14 (4d6) damage to a creature it hits with
a weapon attack if that creature is within 5 feet of an
ally of the hobgoblin that isn’t incapacitated.

Actions
Multiattack. The hobgoblin makes three attacks.

Greatsword. Melee Weapon Attack: +7 to hit, reach 5


ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Javelin. Ranged Weapon Attack: +7 to hit, range


30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Leadership (Recharges after a Short or Long Rest).


For 1 minute, the hobgoblin can utter a special
command or warning whenever a nonhostile creature
that it can see within 30 feet of it makes an attack roll or
saving throw. The creature can add a d4 to its roll
provided it can hear and understand the hobgoblin. A
creature can benefit from only one Leadership die at a
time. This effect ends if the hobgoblin is incapacitated.

Reactions
Parry. The hobgoblin adds 3 to its AC against one
melee attack that would hit it. To do so, the hobgoblin
must see the attacker and be wielding a melee weapon.

Not for resale. Permission granted to print or photocopy this document for personal use only . MONSTER EXPANSION 9
Small humanoid (kobold), lawful evil
Armor Class 13
Hit Points 21 (6d6)
Speed 30 ft.
STR DEX CON INT WIS CHA
Small humanoid (kobold), lawful evil 9 (-1) 16 (+3) 11 (+0) 9 (-1) 8 (-1) 12 (+1)
Armor Class 15 (wooden shield) Skills Arcana +1, Deception +3
Hit Points 10 (3d6) Senses darkvision 60 ft., passive Perception 9
Speed 30 ft. Languages Common, Draconic
STR DEX CON INT WIS CHA Challenge 2 (450 XP)
8 (-1) 16 (+3) 10 (+0) 8 (-1) 7 (-2) 8 (-1) Sunlight Sensitivity. While in sunlight, the kobold has
Senses darkvision 60 ft., passive Perception 8 disadvantage on attack rolls, as well as on Wisdom
Languages Common, Draconic (Perception) checks that rely on sight.
Challenge 1/2 (100 XP)
Pack Tactics. The kobold has advantage on an attack
Sunlight Sensitivity. While in sunlight, the kobold has roll against a creature if at least one of the kobold’s
disadvantage on attack rolls, as well as on Wisdom allies is within 5 feet of the creature and the ally isn’t
(Perception) checks that rely on sight. incapacitated.

Pack Tactics. The kobold has advantage on an attack Spellcasting. The kobold is a 3rd-level spellcaster. Its
roll against a creature if at least one of the kobold’s spellcasting ability is Charisma (spell save DC 11, +3 to
allies is within 5 feet of the creature and the ally isn’t hit with spell attacks). It knows these sorcerer spells:
incapacitated.
Cantrips (at-will): acid splash, blade ward, poison spray,
shocking grasp
Actions 1st level (4 slots): color spray, shield
2nd level (2 slots): cloud of daggers, misty step
Shortsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Actions
Sling. Ranged Weapon Attack: +5 to hit, range 30/120
ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) piercing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only . MONSTER EXPANSION 10
Medium humanoid (orc), chaotic evil
Armor Class 17 (splint mail)
Medium humanoid (orc), chaotic evil Hit Points 127 (15d8 + 60)
Speed 30 ft.
Armor Class 16 (ring mail, shield)
Hit Points 85 (10d8 + 40) STR DEX CON INT WIS CHA
Speed 30 ft. 19 (+4) 12 (+1) 19 (+4) 12 (+1) 12 (+1) 16 (+3)
STR DEX CON INT WIS CHA Saving Throws Str +7, Con +7, Int +4, Wis +4
18 (+4) 12 (+1) 18 (+4) 7 (-2) 11 (+0) 10 (+1) Skills Intimidation +6, Perception +4, Survival +4
Senses darkvision 60 ft., passive Perception 14
Saving Throws Str +6, Con +6
Languages Common, Orc
Skills Intimidation +2
Challenge 7 (2,900 XP)
Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc Aggressive. As a bonus action, the orc can move up to
Challenge 3 (700 XP) its speed toward a hostile creature that it can see.
Aggressive. As a bonus action, the orc can move up to Gruumsh’s Fury. The orc deals an extra 4 (1d8)
its speed toward a hostile creature that it can see.
damage when it hits with a weapon attack (included).
Gruumsh’s Fury. The orc deals an extra 4 (1d8)
damage when it hits with a weapon attack (included). Actions
Multiattack. The orc makes three weapon attacks.
Actions
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Multiattack. The orc makes two weapon attacks.
one target. Hit: 15 (1d12 + 4 plus 1d8) slashing
damage.
Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) slashing damage.
Spear. Melee or Ranged Weapon Attack: +7 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6 +
Spear. Melee or Ranged Weapon Attack: +6 to hit,
4 plus 1d8) piercing damage.
reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6 +
4 plus 1d8) piercing damage.
Reactions
Reactions Furious Defense. The orc imposes disadvantage on
one melee weapon attack by an opponent it can see. If
Furious Advance. The orc imposes disadvantage on
the attack hits anyway, the orc can make one melee
one opportunity attack when it moves toward a hostile
weapon attack against that opponent.
creature it can see. To do so, the orc must see the
attacker and be carrying a shield.

Not for resale. Permission granted to print or photocopy this document for personal use only . MONSTER EXPANSION 11
Large giant, chaotic evil
Armor Class 15 (natural armor)
Hit Points 115 (11d10 + 55)
Speed 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 20 (+5) 7 (-2) 7 (-2) 8 (-1)
Damage Vulnerabilities radiant
Senses darkvision 60 ft., passive Perception 8
Languages Giant, Common
Challenge 6 (2,300 XP)
Keen Smell. The troll has advantage on Wisdom
(Perception) checks that rely on smell.

Regeneration. The troll regains 10 hit points at the Huge giant, chaotic neutral
start of its turn if it has at least 1 hit point. If the troll Armor Class 16 (natural armor)
takes fire or radiant damage, this trait doesn’t function Hit Points 195 (17d12 + 85)
at the start of the troll’s next turn. Speed 30 ft.

Sunlight Curse. While in direct sunlight, the troll has STR DEX CON INT WIS CHA
disadvantage on all checks, including saving throws 20 (+5) 9 (-1) 21 (+5) 8 (-1) 12 (+1) 8 (-1)
and attack rolls. At the start of its turn, it must make a
Damage Vulnerabilities fire
DC 15 Constitution saving throw or be permanently
Damage Resistances bludgeoning, piercing
petrified at the end of its turn.
Senses darkvision 60 ft., passive Perception 11
Languages Giant
Actions Challenge 10 (5,900 XP)
Keen Smell. The troll has advantage on Wisdom
Multiattack. The troll makes three attacks: one stomp (Perception) checks that rely on smell.
and two with its greatclub.
Regeneration. The troll regains 15 hit points at the
Greatclub. Melee Weapon Attack: +8 to hit, reach 5 ft., start of its turn. If the troll takes acid or fire damage, this
one target. Hit: 14 (2d8 + 5) bludgeoning damage. trait doesn’t function at the start of the troll’s next turn.
The troll dies only if it starts its turn with 0 hit points and
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., doesn’t regenerate.
one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the
target is a creature of a size smaller than the troll, it Forest Camouflage. The troll has advantage on
must succeed on a DC 16 Strength saving throw or be Dexterity (Stealth) checks to hide in wooded terrain.
knocked prone.

Actions
Multiattack. The troll makes three attacks: one with its
bite and two with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one


target. Hit: 12 (2d6 + 5) piercing damage.

Claws. Melee Weapon Attack: +9 to hit, reach 10 ft.,


one target. Hit: 15 (3d6 + 5) slashing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only . MONSTER EXPANSION 12
Large giant, chaotic evil Huge giant, neutral evil
Armor Class 15 (natural armor) Armor Class 16 (natural armor)
Hit Points 230 (20d10 + 120) Hit Points 283 (21d12 + 147)
Speed 30 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 22 (+6) 4 (-3) 7 (-2) 7 (-2) 24 (+7) 12 (+1) 24 (+7) 10 (+0) 13 (+1) 11 (+0)
Saving Throws St +10, Con +10 Saving Throws Str +12, Int +5, Wis +6, Cha +5
Skills Perception +2 Skills Perception +6
Damage Resistances cold Damage Resistances cold
Senses darkvision 90 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 16
Languages understands Giant (can’t speak intelligibly) Languages Giant
Challenge 12 (8,400 XP) Challenge 15 (13,000 XP)
Keen Smell. The troll has advantage on Wisdom Keen Smell. The troll has advantage on Wisdom
(Perception) checks that rely on smell. (Perception) checks that rely on smell.

Regeneration. The troll regains 15 hit points at the Regeneration. The troll regains 20 hit points at the
start of its turn if it has at least 1 hit point. If the troll start of its turn. If the troll takes acid or damage, this
takes acid or fire damage, this trait doesn’t function at trait doesn’t function at the start of the troll’s next turn.
the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and
doesn’t regenerate.

Actions Mountain Camouflage. The troll has advantage on


Dexterity (Stealth) checks to hide in rocky terrain.
Multiattack. The troll makes three attacks: one stomp
and two with its claws.
Actions
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 15 (2d8 + 6) slashing damage. Multiattack. The troll makes three attacks: one stomp
and two with its claws.
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 16 (3d6 + 6) bludgeoning damage. If the Claws. Melee Weapon Attack: +12 to hit, reach 10 ft.,
target is a creature of a size smaller than the troll, it one target. Hit: 20 (3d8 + 7) slashing damage.
must succeed on a DC 18 Strength saving throw or be
knocked prone. Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft.,
one target. Hit: 21 (4d6 + 7) bludgeoning damage. If the
target is a creature of a size smaller than the troll, it
must succeed on a DC 20 Strength saving throw or be
knocked prone.

Rock. Ranged Weapon Attack: +12 to hit, range 60/240


ft., one target. Hit: 33 (4d12 + 7) bludgeoning damage.

Not for resale. Permission granted to print or photocopy this document for personal use only . MONSTER EXPANSION 13
Medium undead, neutral evil
Armor Class 16 breastplate)
Hit Points 97 (13d8 + 39)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 17 (+3) 10 (+0) 14 (+2) 16 (+3)
Skills Perception +5, Stealth +5
Damage Resistances necrotic; bludgeoning, piercing,
and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages the languages it knew in life
Challenge 7 (2,900 XP)
Sunlight Sensitivity. While in sunlight, the wight has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Actions
Multiattack. The wight makes two longsword attacks
and uses Life Drain, or it makes two longbow attacks.

Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft.,


one target. Hit: 10 (2d6 + 3) necrotic damage. The
target must succeed on a DC 14 Constitution saving
throw or its hit point maximum is reduced by an amount
equal to the damage taken. This reduction lasts until the
target finishes a long rest. The target dies if this effect
reduces its hit point maximum to 0. A humanoid slain by
this attack rises 24 hours later as a wight under the
wight king’s control, unless the humanoid is restored to
life or its body is destroyed.

Longsword. Melee Weapon Attack: +6 to hit, reach 5


ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8
(1d10 + 3) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +5 to hit, range


150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Reactions
Parry. The wight adds 3 to its AC against one melee
attack that would hit it. To do so, the wight must see the
attacker and be wielding a melee weapon.

Not for resale. Permission granted to print or photocopy this document for personal use only . MONSTER EXPANSION 14
Breath of Death. One living being within 10 feet of the
dread wraith must make a DC 15 Constitution saving
Medium undead, neutral evil throw or take 9 (2d8) necrotic damage and have its
hit point maximum reduced (as Life Drain). The dread
Armor Class 16 (breastplate) or 13 (unarmored) wraith regains a number of hit points equal to the
Hit Points 112 (15d8 + 45) damage caused. A creature cannot be targeted by
Speed 30 ft. in armor, fly 60 ft. (hover) unarmored this effect more than once per round.
Create Undead. A humanoid within 15 feet of the dread
STR DEX CON INT WIS CHA
wraith that has been dead for no longer than 1 hour
8 (-1) 17 (+3) 17 (+3) 14 (+2) 15 (+2) 16 (+3) immediately rises as an undead creature under the
Damage Resistances acid, cold, fire, lightning, wraith’s control. If the target was killed by Life Drain
thunder; bludgeoning, piercing, and slashing from or Breath of Death, it rises as a normal wraith. If killed
nonmagical attacks that aren’t silvered by any other manner, it rises as a wight.
Damage Immunities necrotic, poison Cause Fear (Costs 2 Actions). Every living being
Condition Immunities charmed, exhaustion, within 20 feet of the dread wraith must make a DC 15
paralyzed, petrified, poisoned, prone Wisdom saving throw or become frightened for 1
Senses darkvision 60 ft., truesight 20 ft., passive minute. While frightened, creatures must take the
Perception 12 Dash action and move away from the dread wraith by
Languages the languages it knew in life the safest available route, unless there is nowhere to
Challenge 11 (7,200 XP) move. A creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on
Incorporeal Movement. The wraith can move through a success. If a creature’s saving throw succeeds in
other creatures and objects as if they were difficult ending the effect, the creature is immune to the dread
terrain when it is not carrying or wearing any items. The wraith’s Cause Fear for the next 24 hours.
wraith cannot end its turn instead a creature or object.

Incorporeal Substance. The wraith can immediately


ignore effects that cause it to be grappled or restrained,
but any items carried or worn are dropped.

Sunlight Sensitivity. While in sunlight, the wraith has


disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Actions
Multiattack. The wraith uses Life Drain and makes one
rapier attack if it is carrying the weapon.

Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft.,


one target. Hit: 21 (4d8 + 3) necrotic damage. The
target must succeed on a DC 15 Constitution saving
throw or its hit point maximum is reduced by an amount
equal to the damage taken. This reduction lasts until
the target finishes a long rest. The target dies if this
effect reduces its hit point maximum to 0.

Rapier. Melee (Magical) Weapon Attack: +7 to hit,


reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage
plus 7 (2d6) poison damage. The target must succeed
on a DC 15 Constitution saving throw or be poisoned
for 1 hour.

Legendary Actions
The dread wraith can take 3 legendary actions,
choosing from the options below. Only one legendary
action option can be used at a time and only at the end
of another creature’s turn. The dread wraith regains
spent legendary actions at the start of its turn.

Not for resale. Permission granted to print or photocopy this document for personal use only . MONSTER EXPANSION 15

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