Margrave's Menagerie of Monsters

by JP Rakath

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Welcome to the Menagerie of Monsters!

Here you can find a selection of monsters for D&D 5th Edition!



The monsters within these digital pages are created for use in my home campaign. Feel free to change any and all stats to fit your own personal play style!

Ye Old Disclaimers:
This is a work in progress.

None of these monsters have been extensively playtested, so they might be completely OP or UP.

The Challenge Rating of creatures are completely arbitrary and should not be trusted blindly.
Often damage values are only given as dice rolls, not as averages.
Often hit points are only given as averages, not as dice rolls.
This is because of laziness and how I use dem stats.

But who is this Margrave person?
Margrave Zimmerset is the leader of Westruun. He and his brother are holding a secret underground fight club, where gladiators are fighting against aberrations from the Underdark.
This involves some very shady dealings with some very shady characters from the Underdark. But the end result is the coolest gladiatorial fights on Exandria!

ALP

Alps are fey creatures who devour souls of sleeping people. In modern times this phenomenon is falsely called sleep paralysis.
Alps are cunning and they have a very strong sense of self preservation. They often escape rather than risk capture. There are always other people's dreams to devour.
Alps sneak into rooms of sleeping people, sit on their chests and devour part of their soul. This victim wakes up exhausted, without any knowledge of their night time encounter.
One night of feasting often goes unnoticed, but when this repeats multiple times, the victim is in danger of dying from sheer exhaustion.
Unfortunately, the more drained the victim is, the better they taste to an alp.


Alp

small fey, neutral evil


  • Armor Class 13
  • Hit Points 48
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 10 (0) 16 (+3) 10 (0)

  • Condition Immunities charmed, exhaustion, paralyzed, unconscious
  • Senses darkvision 60ft, passive Perception 12
  • Languages Common
  • Challenge 2 (2400 XP)

Shadow stealth. While in dim light or darkness, the Alp can take the Hide action as a bonus action.

Sunlight Sensitivity. While in sunlight, the alp has disadvantage on attack rolls as well as on Wisdom (perception) checks that rely on sight.

Innate Spellcasting. The Alp's innate spellcasting ability is Wisdom (spell save DC 13). The alp can innately cast the following spells, requiring no material components:
At Will: invisibility (self only)
3/day each: silent image, sleep
2/day : dimension door
1/day each: bestow curse, dream


Actions

Feast on the Sleeping. The alp sits on the chest of any sleeping humanoid, and devours a part of their life essence. The alp has to concentrate on the feasting for 10 uninterrupted rounds. After that time, the target makes a DC 13 Wisdom saving throw. If it fails, the target gains 1 point of exhaustion, and cannot remove exhaustion points or gain the benefits of a long rest for the next 24 hours. If the saving throw succeeds, the target is immune to this effect for 24 hours

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

BEZOAR ELEMENTAL

Bezoar elementals, sometimes called sentient fatbergs, are a nuisance in tightly-packed cities. The sewer systems regularly get blocked with organic waste, cooking fat and numerous other substances which have no place in the sewers.
Add to that a myriad of alchemical compounds, failed experiments, discarded arcane potions and scraps of enchanted metals and you'll have a big problem in your hands. Bezoar elementals are the result. A huge mass of waste made sentient by arcane waste. It devours other organic matter and living beings to feed its ever growing size. With pseudopods it drags rats, sewer dwellers, maintenance crew and hapless adventurers into its gaping maw.
Bezoar elementals can be a source of income. In its massive belly it stews a lump of ambergris, which can be valued in the hundreds of gold coins to the correct buyer.


Bezoar Elemental

Huge Ooze, Neutral evil


  • Armor Class 12
  • Hit Points 350
  • Speed 0 ft.

STR DEX CON INT WIS CHA
16 (+3) 2 (-4) 26 (+8) 4 (-3) 10 (+0) 4 (-3)

  • Saving Throws Con +11, Str +8, Dex -8
  • Damage Resistances Bludgeoning
  • Damage Immunities Poison, Acid
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
  • Senses Tremor sense 120 ft., passive Perception 10
  • Languages none
  • Challenge

Actions

Control Pseudopods. The elemental can control all pseudopods: Each Pseudopod functions at the same initiative order and behaves like a separate creature. Pseudopods can move anywhere within 120 ft. of the Elemental.

Create Pseudopods. The elemental creates up to 1d3 pseudopods within 30' of itself, by sacrificing 15 max hit points per pseudopod. The elemental starts with 6 (2d6) pseudopods.

Devour. A huge maw opens up, and the target is deposited inside by the pseudopod. If the target is a Large or smaller creature, it must succeed on a DC 15 Strength saving throw or be swallowed by the elemental. If successful, the pseudopod's grapple is broken.
A swallowed creature is Blinded and Restrained, can't breathe, and it takes 8d6 acid damage at the start of each of the elemental's turns.


If the elemental takes 30 damage or more on a single turn from a creature inside it, the elemental must succeed on a DC 21 Constitution saving throw 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 elemental dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 20 feet of Movement, exiting prone.

Poison Burst (recharge 5-6) The elemental's body squirts out a spray of toxic goo. Everyone within 20' of the elemental must make a DC 15 Constitution saving throw. On a failed save, they take 8d6 poison damage, or half that with a successful save.

False Appearance. While the elemental remains motionless, it is indistinguishable from a disgusting mass of hardened fat and waste.

The Brain. If the Bezoar Elemental is reduced to 0 hit points, all pseudopods also are reduced to 0 hit points.


Bezoar Pseudopod

Medium ooze, true neutral


  • Armor Class 12
  • Hit Points 30
  • Speed 30 ft.

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

  • Damage Immunities Poison, Acid
  • Condition Immunities Blinded, Charmed, Deafened, Blinded, Exhaustion, Frightened, Prone
  • Senses None, controlled by the elemental.
  • Languages None
  • Challenge

Actions

Grapple Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a medium or smaller creature, it is Grappled (escape DC 15). Until this grapple ends, the target is Restrained, and the pseudopod cannot attack another target. The pseudopod can move a grappled target up to 15' every turn.

Feed. If within 5' of the Elemental, the pseudopod feeds a grappled target into the elemental, the elemental immediately makes a Devour attack.

GIANT MUTANT CHICKEN


In the bowels of the Underdark, forces of Tharizdun are forever creating mutated abominations. Mostly these beings are bred for war, but sometimes they either escape or are sold. These creatures are an unholy alliance of different animals and monsters.
One of the creatures recently encountered in a secret gladiatorial arena is the Giant Mutant Chicken. The beast has the ferocity and size of a Tyrannosaurus Rex.

Giant Mutant Chicken

huge aberration, unaligned


  • Armor Class 13
  • Hit Points 155
  • Speed 50ft.

STR DEX CON INT WIS CHA
25 (+7) 12 (+1) 19 (+4) 2 (-4) 12 (+1) 4 (-3)

  • Senses passive Perception 14
  • Challenge 9 (5000 XP)

Actions

Multiattack. The giant mutant chicken makes two attacks: One with its bite and one with its claw. It can make both attacks against the same target.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 4d12 + 7 piercing damage. If the target is medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and the giant mutant chicken cannot bite another target.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 3d8 + 7 bludgeoning damage.

Leap. The giant mutant chicken leaps up to 20' and can make one bite attack at the end of the leap.














Left: Mummified giant spider
Right: Bezoar Elemental

MUMMIFIED SPIDERS


Mummified spiders are often found as guardians of ancient tombs and temples because of their versatility. They require no sustenance but can still weave their eternal webs to block passages. Swarms of mummified tarantulas make for perfect traps. Secret hatches can drop them on unsuspecting robbers. They can fill chests of fake treasure.

Mummified Spider

Tiny Undead, Chaotic Evil


  • Armor Class 12
  • Hit Points 4
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 2 (-4) 11 (+0) 4 (-3)

  • Skills Stealth +6
  • Damage Vulnerabilities Fire
  • Damage Resistances Slashing, Piercing and Bludgeoning from non-magical sources, Necrotic
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhausted, Poison, Frightened
  • Senses Blindsight 10 ft., darkvision 60ft., Passive Perception +10
  • Languages None
  • Challenge

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 with a web, the Spider knows the exact location of any other creature in contact with the same web.

Web Walker: The Spider ignores Movement restrictions caused by webbing.

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and 1d4 necrotic damage. The target must make a DC 10 Con save, or their max hit points are reduced by that amount. The hit points return after a long rest.


Mummified Giant Spider

Large Undead, Chaotic Evil


  • Armor Class 12
  • Hit Points 46
  • Speed 30 ft, climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)

  • Skills Stealth +7
  • Damage Vulnerabilities Fire
  • Damage Resistances Slashing, Piercing and Bludgeoning from non-magical sources, Necrotic
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhausted, Poison, Frightened
  • Senses Blindsight 10 ft., darkvision 120ft., Passive Perception +11
  • Languages None
  • Challenge

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 with a web, the Spider knows the exact location of any other creature in contact with the same web.

Web Walker: The Spider ignores Movement restrictions caused by webbing.

Actions

Multiattack. The Creature Name makes 2 bite attacks

Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 2d8 + 3 piercing damage, and 1d8 Necrotic damage. The target must make a DC 14 CON save, or their Max Hit Points are reduced by the amount of Necrotic damage they took. The hit points will return after a long rest.

Web (Recharge 5-6): Ranged Weapon Attack: +8 to hit, range 30/60 ft., one creature. Hit: The target is Restrained by webbing. As an action, the Restrained target can make a DC 14 Str check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

SNAG

Also called a dead treant or cursed deadwood.
They are born when a tree dies standing up on a cursed land. Bark falls off and the tree turns grey. When the curse of the land seeps into the tree through roots, an evil will starts moving and guiding the snag. Snags come in different sizes. Most are 10-20' tall, but some can be as tall as 100' or more.


Snag, large

gargantuan plant, chaotic evil


  • Armor Class 17
  • Hit Points 185
  • Speed 30ft.

STR DEX CON INT WIS CHA
26 (+8) 10 (0) 22 (+6) 6 (-2) 6 (-2) 4 (-3)

  • Damage Resistances Bludgeoning, Piercing
  • Damage Vulnerabilities Fire
  • Senses darkvision 120ft, passive Perception 13
  • Languages Cannot speak, understands Sylvan.
  • Challenge 9 (5000 XP)
  • False Appearance. While the snag remains motionless, it is indistinguishable from a normal tree.

Actions

Multiattack. The snag makes three slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 4d6 + 8 slashing damage.

Rock. Ranged Weapon Attack: +10 to hit, reach 40/120 ft., one target. Hit: 4d10 + 2 bludgeoning damage.

Corrupted Splinters (recharge 5-6). All targets hit by the snag within 1 minute and within 30' suffer 3d6 necrotic damage from corrupted splinters digging deeper into their body.

Legendary Actions

The Snag can take a Legendary Action once per round, at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.

Swoop and Stomp: The snag jumps up to 30'. Anyone within 10' of the landing spot must succeed on a DC 15 Dexterity save, or be knocked prone and take 4d10 + 8 points of Bludgeoning damage. On a successful save they take half as much damage and are not knocked prone.


Snag, small

large plant, chaotic evil


  • Armor Class 14
  • Hit Points 85 (7d12+40)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 19 (+4) 6 (-2) 6 (-2) 4 (-3)

  • Damage Resistances Bludgeoning, Piercing
  • Damage Vulnerabilities Fire
  • Senses darkvision 60ft, passive Perception 11
  • Languages Cannot speak, understands Sylvan.
  • Challenge 6 (2500 XP)
  • False Appearance. While the snag remains motionless, it is indistinguishable from a normal tree.

Actions

Multiattack. The snag makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6 + 6 slashing damage.

Rock. Ranged Weapon Attack: +6 to hit, reach 40/120 ft., one target. Hit: 2d10 + 3 bludgeoning damage.

Corrupted Splinters (recharge 5-6). All targets hit by the snag within 1 minute and within 30' suffer 2d6 necrotic damage from corrupted splinters digging deeper into their body.

SPIDER GOLEM

A horrifying creation from the High Priest of the Spider Queen. The Spider Golem is a construct of undead spiders, gathered together in one gargantuan spider horror.
Often they are guardians of abandoned temples and tombs, spending their eternal watch dreaming of the marrow of living beings. A writhing, hissing mass of thousands upon thousands of undead spiders, unified in one singular purpose: To feast, to defend, to hide, to pounce.
Creeped out yet? Sorry for creating this monstrosity to haunt your dreams.


SPIDER GOLEM

Huge Undead, Chaotic Evil


  • Armor Class 14
  • Hit Points 205
  • Speed 40 ft., climb 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 20 (+5) 2 (-4) 12 (+1) 4 (-3)

  • Damage Vulnerabilities Fire
  • Damage Resistances Slashing, Piercing and Bludgeoning from non-magical sources.
  • Damage Immunities Poison, Psychic, Necrotic
  • Condition Immunities Charmed, Exhausted, Poison, Frightened
  • Senses Blindsight 30', Darkvision 120', passive Perception +4
  • Languages None
  • Challenge

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 with a web, the Spider knows the exact location of any other creature in contact with the same web.

Web Walker: The Spider ignores Movement restrictions caused by webbing.

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


Actions

Multiattack. The Creature makes three Bite attacks.

Bite Melee Weapon Attack +8 to hit, Reach 10 ft., one target. Hit: 2d8 + 4 piercing damage and 2d8 Necrotic damage. The target must make a DC 14 CON save, or their Max Hit Points are reduced by the amount of Necrotic damage they took. The hit points will return after a long rest.

Web Vomit (recharge 5-6) 30' cone. All targets in the cone must make a DC 15 Strength saving throw, or they are restrained. They can use an action to break free (escape DC 15 Str). The webbing remains in the area and counts as difficult terrain.
The webbing can also be attacked and destroyed (AC 12; hp 10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Spider Ball The spider golem turns into a 10' diameter rolling ball of mummified spiders. It has a movement speed of 60'. Any targets in its path of movement must make a DC 15 Strength saving throw, or be knocked prone. The spider has no other attacks while in the ball form. It can turn back into a spider golem at will.

SWARM OF UNDERDARK RATS


Underdark rats are pale and almost completely hairless. Their faces resemble mutated human faces, and instead of paws they have tiny human hands.
They are also invisible in any amount of light.
Underdark rats are a major pest in Underdark and locations close to Underdark entrances. They tend to steal and hoard small objects and soil items with their droppings.
Swarms of underdark rats are considered to be a prelude to Underdark invasion, as they tend to appear whenever an incursion is happening.

When detected and attacked, they usually run away and hide, but if even one of them is harmed, they can swarm and start biting.


Swarm of Underdark Rats

Medium swarm of tiny beasts, neutral evil


  • Armor Class 10 (15 in light)
  • Hit Points 30
  • Speed 40 ft. Climb 20ft.

STR DEX CON INT WIS CHA
7 (-2) 12 (+1) 9 (-1) 2 (-4) 10 (+0) 3 (-4)

  • Damage Resistances Bludgeoning, Piercing, Slashing

  • Damage Immunities Poison

  • Condition Immunities Charmed, Poisoned, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

  • Senses Darkvision 60 Ft., passive Perception 10

  • Challenge 1/2 (75 XP)

  • Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell.

  • Swarm. The swarm can occupy another creature's space and vice versa, and 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.

  • Light Repellent Underdark are invisible in any amount of light. They gain +5 AC while in light and all attacks against them have disadvantage.


Actions

  • Bites (swarm has more than half HP). Melee Weapon Attack, +4 to hit, reach 0 ft., one target in the swarm's space. Hit: 1 piercing damage and 2d6 poison damage. If double sixes are rolled for damage, the target is also poisoned.
  • Bites (swarm has less or half HP). Melee Weapon Attack, +4 to hit, reach 0 ft., one target in the swarm's space. Hit: 1 piercing damage and 1d6 poison damage.

VECNA'S BLESSED

Before his ascension to Godhood, Vecna the Lich-God built temples all over the prime material plane. Their mission was simple - propaganda. To spread the word of the Undying King, promising freedom from kings, freedom from toil and freedom from death.
The High Priests of Vecna promised a miracle. Not an abstract concept of afterlife, but a real miracle, here and now.
They brought back people from dead. For Vecna's priests, resurrection wasn't a rare concept hidden by the churches, but a reality.
The people brought back weren't undead monsters either. They retained their memories and personality. Although they were altered for sure. Not the same ol' grandpa, after all.
Obsessed with Vecna and rights of the undead people. Obsessed with freedom under Vecna's iron grip.

Vecna's Blessed spoke of a grace bestowed by Vecna. They were stronger, untiring and undying. They look gaunt, very pale and have the smell of rot around them. Even breathing is optional, and only required when they need breath to speak.
But eternal life wasn't the only thing Vecna gave to his Blessed. They also were gifted a missing left eye replaced by a green eerie glow.
And a corrupted left hand capable of turning any matter into dust.
And when the day finally came, they would all rise up as one and sunder everyone and everything standing between Vecna and his Ascension.

Vomit of Decay: The Blessed spews a cloud of toxic miasma and grave insects from its mouth.


Vecna's Blessed

Medium Undead, Lawful Evil


  • Armor Class 12
  • Hit Points 95
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 14 (+2) 16 (+3) 10 (+0)

  • Saving Throws Wisdom +6
  • Damage Resistances Slashing, Piercing and Bludgeoning from non-magical weapons. Necrotic.
  • Damage Immunities Poison, Disease
  • Condition Immunities Frightened, Exhausted, Poisoned
  • Senses 60ft. Darkvision. Passive Perception 12
  • Languages All known during life.
  • Challenge 5 (1500 XP)

Actions

Multiattack. The Blessed makes two Melee attacks.

Long Sword. Melee Weapon Attack: +8 to hit, Reach 5ft., one target. Hit: 1d8 +4 Slashing damage.

Withered Hand. Melee Weapon Attack: +8 to hit, Reach 5ft., one target. Hit: 1d4 points of Bludgeoning damage and 8d6 +10 Necrotic damage.
Anyone killed with the Withered hand will rise as a Zombie under Vecna's control during the Blessed's next turn.

Vomit of Decay. Each creature in a 15' cube originating from you must make a DC 13 Constitution saving throw. On a failed save, a creature takes 2d8 piercing damage and are Poisoned for 1 minute. On a successful save, they take half as much damage and are not Poisoned.

Undead Fortitude. If damage reduces the Blessed 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 Blessed drops to 1 hit point instead.

POTATO SHARK


A tiny 4" sentient potato, created by Salamander "Sally" Riverport, the potato druid. He has forgotten the exact way the potato shark was created, but he guesses it involved potatoes, fish and a lot of moonshine.
At the moment the Potato Shark lives in Darryl Hillhead's fishbowl.


Potato Shark

Tiny animal, true neutral


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

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

  • Senses passive Perception 7
  • Languages None
  • Challenge 1/8 (15 XP)

Actions

Nibble. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit: 1 point of piercing damage.

Snuggle. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit: No damage, it just purrs.

LAND DRAKE, ADULT


A more bestial cousin to dragons, land drakes are unintelligent and feral.
Still they are very large, fast and dangerous. They might lack a breath weapon and the ability to fly, but these beasts can tear and rend as fiercely as dragons can.
They can be tamed and used as mounts by generals of armies of dragons.

Land Drake, Adult

large dragon, chaotic evil


  • Armor Class 18
  • Hit Points 178 (17d10+85)
  • Speed 50ft., climb 50ft.

STR DEX CON INT WIS CHA
23 (+6) 16 (+3) 21 (+5) 2 (-4) 7 (-2) 15 (+2)

  • Saving Throws Dex +7, Con +9, Int -2, Wis +0, Cha +4
  • Skills Perception +8, stealth +8
  • Senses blindsight 30 ft., darkvision 120ft, passive Perception 18
  • Languages Cannot speak, understands Draconic.
  • Challenge 8 (3900 XP)

Actions

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

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 2d6 + 6 slashing damage.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 2d10 + 6 piercing damage.

Leap. The drake leaps up to 40’ forward, landing on a target. Each target within 10’ of the landing must make a DC 17 dexterity saving throw, or are knocked prone and take 2d10+6 bludgeoning damage. Then the drake bites one target.

Credits


All art by JP Rakath, except the background page texture which came with GMBinder.
Made with GMBinder.

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