Crafter's Bestiary- Minecraft mob stats

by EpicNecromancer

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Crafter's Bestiary

Contents

Creature Page
Blaze 3
Creeper 4
Drowned 5
Ender Dragon 6
Enderman 8
Ghast 9
Guaridan 10
Hoglin 11
Husk 12
Illagers 13
⠀⠀Evoker 13
⠀⠀Pillager 14
⠀⠀Ravager 14
⠀⠀Vindicator 15
⠀⠀Witch 15
Golems 16
⠀⠀Iron Golem, Village 16
⠀⠀Snow Golem 16
Magma Cube 17
⠀⠀Magma Cube, Large 17
⠀⠀Magma Cube, Medium 17
⠀⠀Magma Cube, Small 18
Phantom 19
Piglins 20
⠀⠀Piglin 20
⠀⠀Piglin Brute 20
Shulker 21
Slime 22
⠀⠀Slime, Large 22
⠀⠀Slime, Medium 22
⠀⠀Slime, Small 23
Stray 24
Strider 25
Vex 26
Wither 27
Wither Skeleton 29
Zombie, Hoglin 30
Image Credits 31

Introduction

An adventurer rushes down a long-abandoned mine shaft, pursued by giant spiders and skeletons, following a rumor to an ancient underground portal to a fiery, hellish realm. A rogue sneaks through the woods, coming up to a massive mansion guarded by the world's best- and most evil- warriors, inside which is a mighty summoner and second-in-command to a bandit king. A hero, now of legend from their deeds, climbs alien cities sticking up over the void, pursued by the magical attacks of twisted, warped creatures, to get some of the greatest treasures of all three realms.

The worlds of Minecraft are undoubtedly fantasy, with great magic, terrible beasts, and hidden treasures. That's why I made this, providing stats and a bit of lore for every unique creature in the game (with certain exceptions, such as mooshrooms, which are just variant cows, or zombie piglins, which are just zombies). All of the non-official lore is my own creation, so you do not have to stick to it if you don't want to.

Enjoy!

Blaze

Blazes are mysterious beings constructed by the wither skeletons. They guard the crumbling nether fortresses, idle until a lone adventurer breaks into their dark towers, at which pointthey unleash a quick, fiery death upon them.

Blazes are composed of several yellow crystal rods orbiting around a core of flame, with a burnt-out skull-like head floating above. When they find intruders, they roar up in a burst of fire and ash, launching fireballs from their cores.


Blaze

Medium construct, lawful evil


  • Armor Class 16 (natural armor, shield)
  • Hit Points 22 (3d8 + 9)
  • Speed ft., fly 40 ft. (hover), swim 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 16 (+3) 6 (-2) 13 (+1) 4 (-3)

  • Damage Resistances poison
  • Damage Immunities fire
  • Condition Immunities charmed, exhaustion, poisoned, prone
  • Senses darkvision 120 ft., passive Perception 11
  • Languages understands Wither but can't speak
  • Challenge 3 (700 XP)

Fiery Core. A creature that touches the blaze or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

Luminance. The blaze sheds bright light in a 30 foot radius, and dim light for an additional 30 feet.

Actions

Multiattack. The blaze makes two fireball attacks.

Fireball. Ranged Weapon Attack: +3 to hit, range 60/120 ft., one target. Hit: 14 (3d8 + 1) fire damage.

Creeper

Anyone that travels dreads the hideous sound of a creeper's hissing, though few can say they have and lived. These twisted creatures wander dark roads and deep forests, willingly blowing themselves up to teach creatures to stay away from their kind.

They are stunted creatures, about four feet hight. Their torso takes up most of their body, with no arms, and a deformed head on top. They have four equally sized legs sprouting from the base of their body, which, even though they are quite short, allow the beasts to sprint suprisingly fast and almost completely silent, hence their name.

Creepers only have one way of attacking their foes, but it is deadly. They will sneak up behind anyone foolish enough to approach their territory, then explode in a devastating blast. Wise travelers are always on the lookout for the telltale craters scarring the landscape that give away creeper activity.

Charged Creepers

If a creeper takes at least 10 lightning damage at once, it has a 33% chance to turn into a charged creeper. Replace its Explode action with the following variant, which increases its challenge rating to 2 (250 XP):

Charged Explode. The creeper starts to hiss. At the start of its next turn, if the intended target is still within range, it explodes. Each creature within 25 feet of of the creeper mush make a DC 16 Dex. save or take 21 (6d6) fire damage plus 9 (2d8) lightning damage.


Creeper

Small monstrosity, unalinged


  • Armor Class 14 (shield)
  • Hit Points 13 (3d6 + 3)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 4 (-3) 10 (+0) 3 (-4)

  • Skills Stealth +4
  • Senses darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 1/2 (100 XP)

Actions

Explode. The creeper starts to hiss. At the start of its next turn, if the intended target is still within range, it explodes. Each creature within 15 feet of the creeper must make a DC 14 Dex. save or take 14 (4d6) fire damage, taking half damage on a success. This automatically kills the creeper without giving any XP.

Drowned

All people fear the sea, but often it is not widely known why. For in places with dark magic, those that sink to a watery grave don't get freed from this mortal realm. Instead, necromatic energies seep into their bodies, animating them into drowned bent on sinking all life to the depths.


Drowned

Medium undead, neutral evil


  • Armor Class 9
  • Hit Points 22 (3d8 + 9)
  • Speed 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 8 (-1) 16 (+3) 4 (-3) 6 (-2) 5 (-3)

  • Damage Resistances cold, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands all languages it spoke in life but can't speak
  • Challenge 1/2 (100 XP)

Undead Fortitude. If damage reduces the drowned to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the drowned drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Variant: trident-wielding drowned

Some drowned wield tridents, their knowledge of them carrying on into death. Such drowned have the following action:

Trident. Melee Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Ender Dragon

In a dimension that is almost entirely void, with only the occasional floating island of a dense yellow stone, where gravity is irrelevant and logic, emotion, and mercy is nonexistant, there rules a powerful being known only as the Ender Dragon. This awful creature flies around the core island, surrounded by ten massive pillars of pure glasslike obsidian, atop which are glowing, floating crystals powering the dragon's life energy. And at the center is the only known portal back to the overworld, but it was disabled by the dragon.

The end crystals atop the ten pillars have AC 15 and 25 hit points. Two of them are surrounded by iron cages (AC 19, 30 hit points). If a crystal is destroyed, it explodes, and every creature within 30 feet must make a DC 16 Dex. save or take 6d20 force damage, taking half damage on a success. A fail of 5 or more means the character falls off the obsidian tower (if standing on it). The towers range from 60 to 100 feet in height.



Ender Dragon

Gargantuan aberration, unalinged


  • Armor Class 21 (natural armor)
  • Hit Points 332 (19d20 + 133)
  • Speed 40 ft., climb 40 ft., fly 110 ft.

STR DEX CON INT WIS CHA
27 (+8) 15 (+2) 25 (+7) 16 (+3) 13 (+1) 21 (+5)

  • Saving Throws Dex +8, Con +13, Wis +7, Cha +11
  • Skills Perception +13, Stealth +8
  • Damage Resistances cold, fire, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities psychic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses blindsight 60 ft., darkvision 120 ft., truesight 60 ft., passive Perception 23
  • Languages telepathy 1000 ft.
  • Challenge 21 (33,000 XP)

Dive. If the dragon flies at least 20 ft. straight toward a target and then hits it with a bite or claw attack on the same turn, the target takes an extra 13 (3d8) damage. If the target is a creature, it must succeed on a DC 22 Str. save or be knocked prone.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) necrotic damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 Wis. save throw or become frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Dragon Breath (Recharge 5-6). The dragon exhales deadly vapors at a place it can see within 60 feet. Each creature within 20 feet of that point must make a 16 Dex. save or take 56 (16d6) necrotic damage, taking half damage on a success.

Legendary Actions

The dragon 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 dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dex. save throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

The Ender Dragon's Lair

The Ender Dragon dwells on the central island of the End. The crystals atop the massive obsidian pillars heal it as it circles them far in the air, attacking those that manage to make it here.

Lair actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

  • If there is at least one end crystal active, the dragon regains 2d8 hit points for every crystal.
  • The void starts to grasp at intruders. Each non-native creature within 80 feet of the edge of the island must make a DC 15 Str. save or be pulled 1d6×5 feet closer.
  • All endermen within 120 feet of the dragon turn hostile to creatures of the dragon's choice, and can use a reaction to move up to their speed.

Regional Effects

The central island of the end is warped by the dragon's magic, which creates one or more of the following effects:

  • Creatures see strange shapes at the corner of their vision, and hear unearthy noises next to them. This has no effect on gameplay, though it is quite unnerving.
  • Flying creatures are knocked about by unseen winds. Every time a creature finishes moving while flying, it must make a DC 14 Str. save or be pushed 1d4x5 feet in a random direction.
  • If a creature falls into the void in any place in the End, starting at one mile feet below the edge of the central island, it takes 3 (1d6) force damage for every 100 feet. This damage can't be reduced in any way. A creature killed by this damage disappears, along with everything it is wearing and carrying.

The shapes and winds end immediately after the dragon is slain. The void damage never ends, and is more an effect of the End itself than of the dragon.

Enderman

Part of the Ender Dragon's semi hive-mind, endermen are vaguely humanoid creatures of void. They are around 10 feet tall, with much of that being their disturbingly long limbs. Their faces are expressionless expect for two glowing purple eyes, until they open their mouths almost a foot to scream and begin their attacks.

Endermen, unlike the dragon, seem to be able to exit the End at will, teleporting into the Overworld. They often will grab chunks of material, even ripping it out of the ground of buildings, and wander around holding these before dropping them far away from their original locations. The purpose behind this behavior is unknown, but it is possibly to extend their knowledge on the Overworld, or the ability for the Ender Dragon to interact with it.

Rarely, endermen will have greenish pearls, a few inches in diameter, embedded in their chests. When thrown by a humanoid, upon hitting something, they will shatter, and that humanoid will be teleported to that point and take 1d6 force damage.


Enderman

Large aberration, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 68 (8d10 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 16 (+3) 12 (+1) 13 (+1) 11 (+0)

  • Damage Immunities psychic; bludgeoning, piercing, and slashing from nonmagical ranged attacks
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Void, telepathy 120 ft.
  • Challenge 4 (1,100 XP)

Ender Mind. The enderman can only use its telepathy with other endermen and the Ender Dragon.

Teleport (Recharge 4-6). The Enderman can use a bonus action to magically teleport up to 90 feet to an unoccupied space it can see.

Water Weakness. If the enderman enters or ends its turn in water, it takes 1d6 acid damage and automatically uses its Teleport ability (ignoring the recharge).

Actions

Multiattack. The enderman makes two slam attacks.

Slam. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 2 (1d4) psychic damage.

Ghast

There exists a hellish dimension, the Nether, full of deep red rock, bursts of flame, lava cascades, and demonic creatures. Flying above the massive oceans of molten rock are the ghasts, tentacled horrors that scream and spit fireballs.

Almost all creatures that dwell in the Nether fear a ghast's screams and wails, as if it were in great pain. Tears of a strange acidic substance drip down their faces, and they seem to always be sobbing— until they open their eyes to target their next victim. Their tears are said to have magical properies, though, and sometimes brave heroes will hunt these monstrosities down for them.


Ghast

Large monstrosity, unaligned


  • Armor Class 12
  • Hit Points 51 (6d10 + 18)
  • Speed 5 ft., fly 50 ft., swim 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 16 (+3) 6 (-2) 14 (+2) 4 (-3)

  • Damage Immunities fire
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands all languages it spoke in life but can't speak
  • Challenge 4 (1,100 XP)

Actions

Multiattack. The ghast makes two attacks.

Fireball. Ranged Weapon Attack: +4 to hit, range 120/360 ft., one target. Hit: 15 (3d8 + 2) fire damage.

Tentacle. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, and the creature is grappled (escape DC 12).

Guardian

Deep below the waves, in crevasses and trenches long forgotten to man, there lie ancient temples of blue-green stone, said to hold priceless treasure. However, these places are guarded by the semi-mechanical, semi-biological horrors known only as guardians.

These beings are covered in massive orange thorns sticking out of their deep blue skin. They can swim incredibly fast, and shoot beams of energy out of their single large eye.

Inside the temples dwell the extremely powerful elder guardians. They resemble normal guardians, but are much larger, have tan skin with grey spines, and their beams can inflict a wasting illness of extreme weakness.


Guardian

Medium monstrosity, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 45 (7d8 + 14)
  • Speed 5 ft., swim 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 14 (+2) 8 (-1) 15 (+2) 6 (-2)

  • Damage Resistances acid
  • Damage Immunities cold
  • Condition Immunities prone
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Guardian
  • Challenge 3 (700 XP)

Spines. Any creature that is grappling or is grappled by the guardian, or hits it with a melee attack, takes 5 (2d4) piercing damage.

Actions

Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.

Laser. Ranged Spell Attack: +4 to hit, range 120/320 ft., one target. Hit: 15 (3d8 + 2) force damage.


Elder Guardian

Large monstrosity, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 127 (15d10 + 45)
  • Speed 5 ft., swim 50 ft.

STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 16 (+3) 11 (+0) 17 (+3) 7 (-2)

  • Damage Resistances acid
  • Damage Immunities cold
  • Condition Immunities prone
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Guardian
  • Challenge 7 (2,900 XP)

Spines. Any creature that is grappling or is grappled by the guardian, or hits it with a melee attack, takes 7 (2d6) piercing damage.

Actions

Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.

Laser. Ranged Spell Attack: +6 to hit, range 120/320 ft., one target. Hit: 25 (5d8 + 3) force damage. If the target is a creature, it must succeed on a DC 14 Con. save or have its physical ability scores reduced by 1d6 for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Call Guardians (Recharge 5-6). All guardians within 120 feet of the elder guardian instantly know the location of the elder guardian, along with all other creatures within that area. They can take a reaction to move up to their speed, as long as they stay within range.

Hoglin

Dwelling in the blood-red fungal forests of the Nether are large beasts, somewhat related to wild boars but much larger, stronger, and violent, known as hoglins. They will mostly attack anything they see, for no clear reason other than wanting to fight, and sometimes even uproot whole fungal trees, even though they are believed to be herbivores.

Piglins have somewhat domesticated some hoglins, meaning simply that they won't won't attack them, and nothing more. Sometimes, to create a strong bond, a child piglin will play with a child hoglin as if it were a dog, even riding it around. These hoglins, when they grow up, are usually much less violent than the rest of their kind, though will still charge anything they don't recognize.


Hoglin

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 68 (8d10 + 24)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 9 (-1) 16 (+3) 3 (-4) 11 (+0) 6 (-2)

  • Damage Resistances fire
  • Senses darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 4 (1,100 XP)

Aggressive. As a bonus action, the hoglin can move up to its speed toward a hostile creature that it can see.

Relentless (Recharges after a Short or Long Rest). If the hoglin takes 15 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Trampling Charge. If the hoglin moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) budgeoning damage. If the target is a creature, it must succeed on a DC 13 Str. save or be knocked prone. If the target is prone, the hoglin can make a hooves attack against it as a bonus action.

Actions

Multiattack. The hoglin makes a tusk attack against a creature. If the attack hits, it can make a hooves or slam attack against any target.

Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage, and if the target is a creature, it must make a DC 13 Str. save or be knocked back up to 15 feet.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Husk

In the dry conditions of deserts and badlands, zombies rarely decompose. Especially if they've been buried in the sand for long periods of time, they can dry out, all fluids and rot leeched from the corpses. When this happens, if the right necromatic magic is used, they can rise as husks, a far worse blight on the world than common zombies.

Husks have the ability to leech vitality from their victims, shriveling up and temporarily speeding their metabolism, which causes them to gain extreme hunger in short periods of time. It is sometimes possible to identify deserts where husks are active by seeing if the residents are incredibly frail and on the brink of starvation.


Husk

Medium undead, neutral evil


  • Armor Class 8
  • Hit Points 51 (6d8 + 24)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 6 (-2) 18 (+4) 4 (-3) 6 (-2) 5 (-3)

  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands all languages it spoke in life but can't speak
  • Challenge 1 (200 XP)

Undead Fortitude. If damage reduces the husk to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the husk drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, and the creature must make a DC 14 Con. save or become infected with hunger for 1 minute. Each round while infected in this way, the creature must repeat the save or take 1d4 necrotic damage as it slowly starves to death, ending the effect on itself on a success. When the effect ends, the creature automatically gains one level of exhaustion.

Illagers

Illager is a term used to describe members of the most organized bandit group in the known world. They used to live in the towns and villages of the world, but their evil and desire to rule drove them out. They grouped up, constructing tall watchtowers, massive mansions, and other hidden outposts. Now they raid civilizations, cutting down people and burning cities as they tread across the world, seeking to rule all.

Evoker

Evokers are the field leaders of the Illagers. They are powerful summoners, conjuring snapping fangs and flying, demonic vexes to aid them in battle.



Evoker

Medium humanoid (any race), any evil alignment


  • Armor Class 12 (15 with mage armor)
  • Hit Points 60 (11d8 + 11)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 13 (+1) 13 (+1) 14 (+2) 17 (+3)

  • Saving Throws Int +4, Wis +5
  • Skills Arcana +4, History +4
  • Senses passive Perception 12
  • Languages Illager plus any three languages
  • Challenge 5 (1,800 XP)

Spellcasting. The evoker is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The evoker has the following warlock spells prepared:

Cantrips (at will): chill touch, mage hand, poison spray
1st-3rd level (3 slots): mage armor, darkness, vampiric touch

Actions

Fangs. Large grasping claw-like fangs erupt, either in a line that is 30 feet long and 5 feet wide or in a circle with a 10-foot radius. Each creature in the area, excluding the evoker, must make a DC 16 Dex. save or take 13 (3d8) piercing damage, taking half damage on a success.

Summon Vexes (Recharge 5-6). The evoker summons 1d4 vexes. They appear in the nearest unoccupied space to the evoker and act directly after its turn. They are friendly to the evoker and attack all of its enemies. The vexes disappear after two minutes.

Pillager

Pillagers are extremely skilled with crossbows. They use these weapons to give them an edge in battle, even as they charge down their foes.


Pillager

Medium humanoid (any race), any evil alignment


  • Armor Class 15 (studded leather)
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 13 (+1) 10 (+0) 14 (+2) 10 (+0)

  • Senses passive Perception 12
  • Languages Common, Illager
  • Challenge 2 (450 XP)

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing

Ravager

Ravagers are terrifying beasts ridden by Illagers. They are grossly deformed bull-like creatures with two horns on the sides of their head and one large one on the front. Their thick, dark grey hide is resistant to attacks, and their massive feet send enemies flying.

Ravagers are war beasts of legends, and a single sighting can be passed down as a tale for generations. If even a handful of ravagers show up at a battle, it is enough to send waves of terror through the soldiers that know what they are.


Ravager

Large monstrosity, chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 136 (13d10 + 65)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 20 (+5) 6 (-2) 16 (+3) 8 (-1)

  • Saving Throws Con +8
  • Senses passive Perception 13
  • Languages understands Illager but can't speak
  • Challenge 8 (3,900 XP)

Charge. If the ravager moves at least 10 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Str. save or be pushed up to 10 ft. away and knocked prone.

Actions

Multiattack. The ravager makes three attacks.

Kick. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage, and if the target is a creature, it must make a DC 16 Dex. save or be knocked prone. If the save fails by 5 or more, it is also thrown backward 5 feet.

Vindicator

Vindicators are the main soldiers of the Illagers. They wield axes that they can swing surprisingly fast, laying waste to their enemies.


Vindicator

Medium humanoid (any race), any evil alignment


  • Armor Class 14 (chain shirt)
  • Hit Points 7 (5d8 - 15)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 5 (-3) 11 (+0) 11 (+0) 12 (+1)

  • Senses passive Perception 10
  • Languages Common, Illager
  • Challenge 3 (700 XP)

Actions

Multiattack. The vindicator makes two axe attacks.

Axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Witch

Witches are the potion masters of the Illagers. They have lairs deep within dense, soggy swamps, where they brew all manner of deadly drinks. They have also developed potions and poisons that can be thrown at enemies, shattering and releasing their contents on impact.


Witch

Medium humanoid (any race), any evil alignment


  • Armor Class 12
  • Hit Points 40 (9d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 11 (+0) 16 (+3) 14 (+2) 14 (+2)

  • Skills Arcana +5
  • Senses passive Perception 12
  • Languages Common, Illager
  • Challenge 3 (700 XP)

Potion Master. The witch has 1d6+3 potions with it, along with 1d4+2 Potions of Greater Healing. Roll on the following table (or choose your own).
1. Potion of Clairvoyance
2. Potion of Gaseous Form
3. Potion of Hill Giant Strength
4. Potion Of Growth
5. Potion of Mind Reading
6. Potion of Resistance (randomly determine what type)
7. Potion of Speed.
8. Potion of Water Breathing

Actions

Potion of Poison. Ranged Spell Attack: +5 to hit, range 20/60 ft., one target. Hit: 7 (2d6) poison damage, and the creature must succeed on a DC 13 Con. save or be poisoned for one minute. It can repeat the save at the end of each of its turns, ending the effect for itself on a success.

Potion of Slowness. Ranged Spell Attack: +5 to hit, range 20/60 ft., one target. Hit: The creature's walking speed is reduced by 15 feet for 1 minute.

Potion of Harming. Ranged Spell Attack: +5 to hit, range 20/60 ft., one target. Hit: 10 (3d6) necrotic damage.

Golems

Golems are walking statues, create from various materials and animated with magic. Though not nearly as powerful as other golem types, the Overworld has several golems that are much more common, and far easier to create than the golems of legend.

Iron Golem, Village

In many towns and cities, the guards are boosted by golems. Though still created with iron, these golems are much weaker than true iron golems, and quite simple, though very effective. They have limited emotion, as they sometimes give flowers to children, and protect more than attack.


Iron Golem, Village

Large construct, lawful good


  • Armor Class 15 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 9 (-1) 16 (+3) 5 (-3) 12 (+1) 6 (-2)

  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception 11
  • Languages understands Common but can't speak
  • Challenge 3 (700 XP)

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Throw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage, and the target is thrown up to 20 feet away.

Snow Golem

Simple snowmen animated by basic magic, snow golems are nearly defenseless, but lots of fun. If a place was guarded by them, it would be breached in minutes, but they are great for snowball fights and other activities. Good wizards will sometimes go around their towns and villages and animate children's snowmen for fun, turning them into snow golems.


Snow Golem

Small construct, unaligned


  • Armor Class 11
  • Hit Points 3 (1d6)
  • Speed 25 ft., burrow 20 ft.

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 10 (+0) 3 (-4) 11 (+0) 7 (-2)

  • Damage Vulnerabilities fire
  • Damage Resistances cold
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception 10
  • Languages understands Common but can't speak
  • Challenge 0 (10 XP)

Snow Form. The golem is made out of firm packing snow, meaning that it can easily be moulded and shaped.

Actions

Snowball. Ranged Weapon Attack: +3 to hit, range 40/80 ft., one target. Hit: the target is knocked prone.

Magma Cube

In the fiery pits of the Nether, amidst ancient pillars of basalt, lurk the heated oozes known as magma cubes. These fiery beings are covered in a rock-like shell, but when they jump, the magma inside them is revealed to scorch all nearby. When slain, the chunks of them merely collect together, forming more smaller magma cubes. After an attack by one, all that is left is usually a charred black smear that used to be its foe, along with dozens of smaller cubes.


Magma Cube, Large

Large ooze (elemental), unaligned


  • Armor Class 6
  • Hit Points 66 (7d10 + 28)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 3 (-4) 18 (+4) 2 (-4) 6 (-2) 1 (-5)

  • Damage Immunities fire
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 8
  • Languages
  • Challenge 3 (700 XP)

Heated Body. A creature that touches the magma cube, large or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.

Death Split. When the magma cube dies, it splits into 1d4 medium magma cubes.

Actions

Multiattack. The magma cube makes two pseudopod attacks.

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) fire damage.


Magma Cube, Medium

Small ooze (elemental), unaligned


  • Armor Class 7
  • Hit Points 19 (3d6 + 9)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 4 (-3) 16 (+3) 2 (-4) 6 (-2) 1 (-5)

  • Damage Immunities fire
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 8
  • Languages
  • Challenge 1 (200 XP)

Heated Body. A creature that touches the magma cube, medium or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.

Death Split. When the magma cube dies, it splits into 1d4 small magma cubes.

Actions

Multiattack. The magma cube makes two pseudopod attacks.

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d6) fire damage.


Magma Cube, Small

Tiny ooze (elemental), unaligned


  • Armor Class 7
  • Hit Points 5 (1d4 + 3)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 4 (-3) 16 (+3) 2 (-4) 6 (-2) 1 (-5)

  • Damage Immunities fire
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 8
  • Languages
  • Challenge 1/2 (100 XP)

Heated Body. A creature that touches the magma cube, small or hits it with a melee attack while within 5 feet of it takes 2 (1d4) fire damage.

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 3 (1d6) fire damage.

Phantom

Only the foolish stay out all night. For when a creature is plagued by extreme insomnia, their mind may become open to madness. When this happens, the phantoms come. The victim will first hear leathery, ripped wings sweeping through the air as a group of phantoms descend from the sky. Their shrieks echo across the hills as they hunt for blood.

No one knows where phantoms come from, or what exactly summons them. The only information the most learned scholars can give is to never stay out at night too many times in a row.


Phantom

Medium undead, neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 37 (5d8 + 15)
  • Speed 5 ft., fly 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 17 (+3) 6 (-2) 12 (+1) 4 (-3)

  • Skills Stealth +5
  • Damage Resistances poison
  • Damage Immunities necrotic
  • Senses darkvision 120 ft., passive Perception 11
  • Languages
  • Challenge 2 (450 XP)

Undead Hive. The phantom has advantage on an attack roll against a creature if at least one other phantom is within 20 ft. of the creature and isn't incapacitated.

Sunlight Hypersensitivity. The phantom takes 1d6 fire damage if it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack. The phantom makes two claw attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Piglins

Piglins are a humanoid race that dwell in the nether, usually in the fungal forests or open expanses. They typically live in small, nomadic groups, hunting hoglins and gathering edible mushrooms for food. They get their name from their relation to pigs, causing them to look like humanoid hogs, with small tusks and large snouts, and hooves on their feet (but not hands).

Piglins are masters in dealing with gold. They forge an incredible amount of things from it, and are able to identify real gold from fake with just a few seconds of examination. Though they are often protective and even greedy with their things, if given gold the will often return valuable, rare resources that they've gathered.

Some piglins, instead of wandering in tribes, live in ruined, ancient bastions constructed by their race centuries ago. These giant castle-like fortresses, decorated with shapes that resemble pig snouts, are made from blackstone, though have now fallen into ruin. Still, though, they have incredibly valuable treasures and massive amounts of gold hidden inside, though no piglin would give that away freely.


Piglin

Medium humanoid, neutral


  • Armor Class 13 (hide armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

  • Damage Resistances fire
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Piglin
  • Challenge 1 (200 XP)

Gold Forger. The piglin gains advantage on all checks to work with gold, and can tell if gold is real or not by spending one turn to inspect it, using no actions or bonus actions and not moving.

Actions

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Piglin Brute

Brutes are elite warriors of the piglins, similar to barbarians. They wield massive axes inlaid with large amounts of gold, and have shield-like gauntlets on one arm to deflect blows.


Piglin Brute

Medium humanoid, neutral


  • Armor Class 15 (hide armor, shield)
  • Hit Points 82 (11d8 + 33)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 10 (+0) 11 (+0) 9 (-1)

  • Damage Resistances fire
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Piglin
  • Challenge 6 (2,300 XP)

Aggressive. As a bonus action, the piglin can move up to its speed toward a hostile creature that it can see.

Gold Forger. The piglin gains advantage on all checks to work with gold, and can tell if gold is real or not by spending one turn to inspect it, using no actions or bonus actions and not moving.

Actions

Multiattack. The piglin makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.

Shulker

In forgotten end cities, towers stick out at angles defying gravity and logic. Ships sail through the void, holding all sorts of magical treasures. However, these valuables are not free for taking by heroes that actually manage to get out to them. They are guarded by hordes of shulkers, twisted clam-like creatures that can shoot projectiles that go around corners and send the targets flailing upwards into the sky, then retreat into their floating shells.


Shulker

Small aberration, unalinged


  • Armor Class 18 (natural armor)
  • Hit Points 52 (8d6 + 24)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 17 (+3) 8 (-1) 18 (+4) 12 (+1)

  • Damage Resistances cold, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Damage Immunities psychic
  • Condition Immunities blinded, charmed, paralyzed, prone
  • Senses darkvision 120 ft., passive Perception 14
  • Languages telepathy 120 ft.
  • Challenge 4 (1,100 XP)

Limited Telepathy. The shulker can only use its telepathy with other shulkers.

Locked in Place. The shulker can't move or be moved. It can hang on walls and ceilings as well as the floor, and is unaffected by gravity.

Teleport. The shulker can use a bonus action to magically teleport up to 120 feet to an unoccupied surface, such as a floor, wall, or ceiling, it can see.

Actions

Bullet. Ranged Spell Attack: +6 to hit, range 300/600 ft., one target. Hit: 7 (1d6 + 4) force damage, and the creature starts to levitate upwards at a rate of 10 feet per round for 2d4 rounds. When the effect ends, it falls. This attack can target anything the shulker is aware of within range, ignoring all cover.

Slime

Somewhat similar to gelatinous cubes, slime are large, green oozes that often hop instead of crawling. Their bodies form somewhat cubic shapes, more resembling balls. Inside them is a slightly thicker ooze collected into a sphere, with the thinner ooze forming a sort of membrane around it. Smaller shapes are also present, resembling eyes and a mouth.

Slimes typically dwell in swamps, marshes, and other damp places, hiding in holes during the day and coming out at night. Similar to magma cubes, they can split if attacked, which can quickly lead to adventurers being completely overwhelmed by armies of tiny slimes.


Slime, Medium

Small ooze, unaligned


  • Armor Class 8
  • Hit Points 13 (3d6 + 3)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
12 (+1) 6 (-2) 13 (+1) 2 (-4) 5 (-3) 2 (-4)

  • Damage Resistances acid
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 7
  • Languages
  • Challenge 1/2 (100 XP)

Death Split. When the slime dies, it splits into 1d4 small slimes.

Standing Leap. The slime's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 3 (1d6) acid damage.


Slime, Large

Large ooze, unaligned


  • Armor Class 7
  • Hit Points 51 (6d10 + 18)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
14 (+2) 5 (-3) 16 (+3) 2 (-4) 6 (-2) 2 (-4)

  • Damage Resistances acid
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 8
  • Languages
  • Challenge 2 (450 XP)

Death Split. When the slime dies, it splits into 1d4 medium slimes.

Standing Leap. The slime's long jump is up to 15 ft. and its high jump is up to 10 ft., with or without a running start.

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.

Engulf. The slime moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the slime enters a creature's space, the creature must make a DC 12 Dexterity saving throw.
    On a successful save, the creature can choose to be pushed 5 feet back or to the side of the slime. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
    On a failed save, the slime enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 14 (4d6) acid damage at the start of each of the slime's turns. When the slime moves, the engulfed creature moves with it.
    An engulfed creature can try to escape by taking an action to make a DC 12 Str. save. On a success, the creature escapes and enters a space of its choice within 5 feet of the slime.


Slime, Small

Tiny ooze, unaligned


  • Armor Class 9
  • Hit Points 2 (1d4)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
9 (-1) 8 (-1) 10 (+0) 2 (-4) 5 (-3) 2 (-4)

  • Damage Resistances acid
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 7
  • Languages
  • Challenge 1/2 (100 XP)

Standing Leap. The slime's long jump is up to 20 f1. and its high jump is up to 5 ft., with or without a running start.

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 acid damage.

Stray

In frozen lands of bitter cold, corpses often have the flesh torn from their bones by bitter winds and ice flows. These skeletal remains get encrusted with ice, both inside and out, which helps them keep their shape and increases their strength. If raised by necromatic magic, these forgotten bones will often don bows, and they are masters of aim and accuracy.

Stray arrows are channeled with ice magic, which, upon striking a creature, will partially freeze it, slowing it down greatly. This allows the stray to catch up and kill it slowly, drawing out its pain before leaving its body in the ice, possibly to turn into another stray.


Stray

Medium undead, neutral evil


  • Armor Class 13 (armor scraps)
  • Hit Points 30 (4d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 16 (+3) 7 (-2) 12 (+1) 5 (-3)

  • Damage Immunities cold
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages understands all languages it spoke in life but can't speak
  • Challenge 1 (200 XP)

Actions

Multiattack. The stray makes a longbow attack and a melee handaxe attack.

Handaxe. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage, and the creature must make a DC 13 Con. save or have its speed halved for 1 minute. It can repeat the save at the end of each of its turns, ending the effect on itself on a success.

Strider

Striders are strange creatures that live on the lava seas of the Nether. They have a large head with string-like feathers on the sides, and two long legs that end with chunks of basalt. Due to innate magical ability, they are able to touch lava without harm, and due to the shape of their legs, they can walk on top of it. Though lava is usually dense enough for other creatures to do this, albeit slowly and poorly, striders have evolved for it to be their main way of transportation.

Striders have surprisingly high intelligence, similar to dolphins. They are playful creatures, and love to meet new people, especially if those people bring mushroom snacks. It is possible to ride them, by attaching a saddle and then dangling mushrooms in front of their head in an almost comical manner.


Strider

Medium monstrosity, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 16 (3d8 + 3)
  • Speed 40 ft. (see traits)

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 6 (-2) 11 (+0) 13 (+1)

  • Damage Immunities fire
  • Senses darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 1/2 (100 XP)

Lava Walker. The strider can easily walk on the surface of lava without harm. If not on lava, its speed is reduced by 15 feet.

Flat Head. Though Medium, striders can be ridden by any creature Medium or smaller, due to the large, flat shape of their heads.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Kick. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Vex

Vexes are trapped souls summoned by the Illagers known as evokers. They have small wings and large swords, and are completely controlled by their summoners. Vexes are partially incorporeal, allowing them to pass through all nonmagical substances as if it were thick air, including fluids such as water, acid, or even lava. However, their swords are still very real, and very painful, striking at the victim's mind as well as their body.


Vex

Tiny undead, lawful evil


  • Armor Class 13
  • Hit Points 7 (2d4 + 1)
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 13 (+1) 6 (-2) 8 (-1) 4 (-3)

  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands Common and Illager but can't speak
  • Challenge 1/2 (100 XP)

Incorporeal Movement. The vex can move through other creatures and objects as if they were difficult terrain. It takes 1 force damage if it ends its turn inside an object.

Actions

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage plus 3 (1d6) psychic damage.

Wither

A terrifying entity of death, the Wither represents all that is evil and cruel. Its three skulls preach of the end of all worlds, as it draws all life from nearby and destroys it. Very few creatures have ever survived an encounter with the Wither, and even if they destroyed it, it always manifests again, ready to be summoned again by a foolhardy hero that doesn't believe its strength.

The Wither can be summoned by mortals, in a lengthy and complicated ritual. The central part involves shaping a large amount of soul sand, a dense dirt-like material that is thought to have trapped souls in it, into a T shape on the ground, and affixing three wither skeleton. Upon completion, the sand and skulls will be consumed in a burst of necrotic energy, and the Wither will appear from the blast, destroying everything nearby in a massive explosion.

The Wither rules over wither skeletons, and like them, is of Soul energy. This possibly means that it originates in the soul sand valleys of the Nether, though if this is true or not is unknown. It is likely it has one or more pocket dimensions, which have alien geometry and wither the flesh of non-undead that enter.



Wither

Large undead, lawful evil


  • Armor Class 22 (natural armor)
  • Hit Points 325 (26d10 + 182)
  • Speed 0 ft., fly 80 ft. (hover)

STR DEX CON INT WIS CHA
26 (+8) 17 (+3) 24 (+7) 17 (+3) 16 (+3) 15 (+2)

  • Damage Immunities fire, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
  • Senses blindsight 120 ft., truesight 60 ft., passive Perception 13
  • Languages Wither
  • Challenge 23 (50,000 XP)

Destructive Movement. Any inanimate object the Wither comes into contact with is instantly destroyed unless the Wither desires otherwise. This allows it to tunnel through solid material, leaving a tunnel large enough for Large creatures or smaller. This only works if it moves into the object's space, not the other way around, so hitting it with a sword wouldn't destroy the blade.

Lifesight. The Wither can detect the location of every living creature within 120 feet of it, including ones obscured by magic.

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

Magic Weapons. The Wither's weapon attacks are magical.

Regeneration. The Wither regains 10 hit points at the start of its turn. If the Wither takes radiant damage, this trait doesn't function at the start of the Wither's next turn. The Wither dies only if it starts its turn with 0 hit points and doesn't regenerate.

Three-Headed. The Wither has advantage on Wisdom (Perception) checks and on saving throws against being blinded, deafened, and knocked unconscious. It also can take three reactions each round.

Turn Resistance. The Wither has advantage on saving throws against any effect that turns undead.

Actions

Multiattack. The Wither makes two skull attacks and one bite attack.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 11 (2d10) necrotic damage, and the creature starts to wither away. At the start of each of its turns for the next minute, it must make a DC 22 Con. save or take 11 (2d10) necrotic damage. A successful save reduces the damage on every following turn by 5.

Skull. The Wither shoots a glowing skull at a point it can see within 120 feet of itself. Every creature within 10 feet of that point must make a DC 18 Dex. save or take 19 (3d12) necrotic damage, taking half damage on a success. Nonmagical objects within range automatically take max damage.

Legendary Actions

The Wither 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 Wither regains spent legendary actions at the start of its turn.

Shoot Skull. The wither makes a skull attack.

Necrotic Blast (Costs 2 Actions). The wither releases a blast of withering energy centered on itself. Each creature within 20 feet of it must make a DC 18 or take 21 (6d6) necrotic damage, taking half damage on a success.

Summon Skeletons (Costs 3 Actions). The wither summons 1d3 wither skeletons. They appear within 15 feet of the wither.

The Wither's Lair

Any place the Wither is summoned instantly becomes its lair, extending one mile in every direction. This lair ends when the Wither is destroyed.

Lair Actions

When fighting inside its lair, the Wither can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Wither can take one lair action to cause one of the following effects:

  • The Wither casts darkness at a point it can see within the lair.
  • Any wither skeletons in the lair gain 15 temporary hit points.
  • The ground cracks and crumbles at a point it can see within the lair. A 20-foot diameter circle of difficult terrain is created there.

Regional Effects

The region containing the Wither's lair is warped by the undead's presence, which creates one or more of the following effects:

  • Soul sand, soul soil, and other similar materials ooze up from the ground in crack-like shapes, originating from the Nether.
  • Spurts of soul fire, glowing blue flames made out of Soul energy, burst from the earth in small spouts, which deal 10 (3d6) fire damage to any creature hit.
  • Any living creature killed directly by the Wither instantly sprouts a wither rose from its heart. Wither roses look like black roses, the stems twisted and charred and the thorns larger and hooked. A creature that touches a wither rose takes 3 (1d6) necrotic damage.

The wither roses and soul fire spurts end immediately after the Wither is slain. The soul sand will stop spreading, though it won't go away on its own.

Wither Skeleton

Originating deep from the soul sand valleys in the Nether, wither skeletons are 7-foot-tall creatures of pure death and necromatic energy. Their charred, strengthened black bones puff shadow into the surrounding air, and their long, heavy stone swords leech the life energy of those unfortunate enough to find themselves in the way, leaving withered, blackend husks behind.

Wither skeletons are creatures of Soul energy, glowing blue necromatic magic originating from the depths of the Nether. They dwell in massive fortresses of dark red bricks that tower over everything nearby, and allow the skeletons to observe the surrounding territory, using their blazes to shoot at threats.

Wither skeletons, though quite powerful and dominating, are ultimately just pawns for their ruler, the Wither. They act as physical extensions of this terrible being, following its unholy wishes and desires.


Wither Skeleton

Medium undead, lawful evil


  • Armor Class 16 (natural armor)
  • Hit Points 67 (9d8 + 27)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 13 (+1) 15 (+2) 13 (+1)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Wither
  • Challenge 6 (2,300 XP)

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

Turn Resistance. The skeleton has advantage on saving throws against any effect that turns undead.

Actions

Multiattack. The skeleton makes two withering longsword attacks.

Withering Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage, and the creature must make a DC 14 Con. save or take 4 (1d8) necrotic damage at the start of each of its turns for a minute. The creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.

Zombie, Hoglin

If a slain hoglin is raised with magic, it turns into a zombified hoglin, also known as a zoglin. Somehow, these monsters are even more aggressive than they are in life, attacking almost anything, even inanimate objects. Their flesh hangs off their bones, revealing the shocking size of their many muscles, and their chipped tusks are even sharper than before.



Zoglin

Large undead, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 76 (8d10 + 32)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 9 (-1) 18 (+4) 1 (-5) 7 (-2) 2 (-4)

  • Damage Resistances fire
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., truesight 60 ft., passive Perception 8
  • Languages
  • Challenge 4 (1,100 XP)

Aggressive. As a bonus action, the zoglin can move up to its speed toward a hostile creature that it can see.

Trampling Charge. If the zoglin moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Str. save or be knocked prone. If the target is prone, the zoglin can make a hooves attack against it as a bonus action.

Undead Fortitude. If damage reduces the zoglin to 0 hit points, it must make a Con. save with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zoglin drops to 1 hit point instead.

Actions

Multiattack. The zoglin makes a tusk attack against a creature. If the attack hits, it can make a hooves or slam attack against any target.

Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, and if the target is a creature, it must make a DC 13 Str. save or be knocked back up to 15 feet.

Slam. Melee Weapon Attack: +6 to hit, reach ??? ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Image Credits

None of the art here is by me. Much of it I got off of Google, but I was able to track down a source for most of them (not all, though). The credits for the amazing artwork I used are here. Many of them are usernames, which is why they look weird.

  • Cover Page - Griffsnuff
  • Blaze - Stormtium
  • Creeper - Surk3
  • Drowned - Interstellar-Pengu
  • Ender Dragon - Proxentauri
  • Enderman - AserehtBlue
  • Guardian (ocean monument) - Dragons Creative
  • Hoglin - CrunchyyJuice
  • Magma Cube - StudioKagato
  • Phantom - MenmeOmega
  • Piglin - Márton Kapoli
  • Shulker - Onatfb
  • Slime - StuidoKagato
  • Stray - JayLol-9000
  • Strider - Bysamy
  • Vex - DasterCreations
  • Wither - Greg__
  • Wither Skeleton - AdmiralNuke

Other credits

All of the stat blocks and other writing is by me. Document made with GM Binder, and stat blocks created with Tetra Cube's generator.

 

This document was lovingly created using GM Binder.


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