LoZ - MM

by CarlDnDPA

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Obligatory Disclaimer

None of this has been playtested. Things will be unbalanced - probably most things, actually. The point of this is to create a base to build off of, and to provide creativity-fuel. Things could (and should) be changed to be a better fit for your table.

Last Updated

8/23/2021

Future Plans

  • Finish Unfinished Monsters. Some monsters are labeled as "NOT DONE." I gotta finish 'em!
  • Item Refernence Chart. Some monsters are just reskinned D&D monsters. It could be helpful for DMs to know which are.
  • Readjust Monster CR Most of these monsters I created when my party was lower levels, so I had "low-level" monsters in mind when building lots of these. Thus, there aren't too many high CR monsters here. I need reevaluate what monsters should be stronger than others and adjust their difficulty and abilitys appropriately.
  • Add More Monsters! I have plenty of other ideas for Zelda monsters, but haven't started statting them out yet.
  • Revisit and Update Monsters. Most monsters here are my "first drafts" of them I made 2 years ago. I've learned a lot since then. I want to go back and update the powers and features of lots of these monsters to make them more accurately reflect the in-game monsters.

Acheman

Medium monstrosity, lawful evil


  • Armor Class 15 (natural armor)
  • Hit Points 52 (d + )
  • Speed ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 14 (+2)

  • Skills Deception +6, Insight +3
  • Condition Immunities Charmed
  • Senses darkvision 60 ft., Passive Perception 11
  • Languages Common
  • Challenge 3 (700 XP)

Shapechanger. The acheman can use its action to polymorph into a keese, a Small or Medium humanoid it has seen, or back into its true form. While in humanoid form, its statistics, other than its size, are the same in each humanoid form. While in keese form, the acheman can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

Ambusher. In the first round of combat, the acheman has advantage on attack rolls against any creature it has surprised.

Surprise Attack. If the acheman surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.


Actions

Multiattack. The acheman makes two attacks

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) type damage.

Spit Fire. Ranged Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 7 (2d6) fire damage.


Aeralfos

Medium humanoid (lizalfos), neutral evil


  • Armor Class 15 (natural armor, shield)
  • Hit Points 39 (6d8 + 12)
  • Speed 30ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
16 (+2) 10 (+0) 15 (+2) 8 (-1) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Senses Passive Perception 12
  • Languages Alfonic
  • Challenge 1/2 (100 XP)

Dive Bomb. If the aeralfos is flying and moves at least 20 feet straight toward a target and then hits it with a sword attack on the same turn, the target takes an extra 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked Prone.

Flyby. The aeralfos doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

Weak Flyer. The aeralfos has disadvantage on Strength checks and Strength saving throws while flying.


Actions

Multiattack. The aeralfos makes three melee attacks.

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

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


Aquamentus

Large dragon, alignment


  • Armor Class 14 (natural armor)
  • Hit Points 59 (7d10 + 21)
  • Speed Walk 30ft. Fly 90ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 2 (-4) 11 (+0) 13 (+1)

  • Damage Resistances blugeoning, piercing and slashing from nonmagical weapons
  • Senses Passive Perception 10
  • Languages -
  • Challenge 2 (450 XP)


Actions

Multiattack. The aquamentus makes two attacks: one with its horn and one with its bite.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

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

Magic Breath. Ranged Weapon Attack: +4 to hit, range / ft., one target. Hit: 14 (4d4 + 4) force damage.


Armos

Medium construct, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 16 (3d8 + 3)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5)

  • Damage Immunities necrotic, poison, psychic
  • Damage Vulnerabilities force, thunder
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
  • Languages
  • Challenge 1 (200 XP)

Antimagic Susceptibility. The armos is Incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armos must succeed on a Constitution saving throw against the caster’s spell save DC or fall Unconscious for 1 minute.

Death Explosion. When the armos is reduced to 0 hit points, it starts glowing, radiating a dim red light 10 feet for 2d6 turns. During this time, it can't attack, and moves in the most direct path towards the nearest target that isn't an armos. At the end of the turn(s), the armos explodes. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

False Appearance. While the armos remains motionless, it is indistinguishable from a normal statue.

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

Actions

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


Armos Knight

Medium construct, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5)

  • Damage Immunities necrotic, poison, psychic
  • Damage Resistances piercing, slashing
  • Damage Vulnerabilities force, thunder
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
  • Languages
  • Challenge

Antimagic Susceptibility. The armos is Incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armos must succeed on a Constitution saving throw against the caster’s spell save DC or fall Unconscious for 1 minute.

False Appearance. While the armos remains motionless, it is indistinguishable from a normal statue.

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

Actions

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


Bago-Bago

Tiny beast, unaligned


  • Armor Class 13
  • Hit Points 1 (1d4 - 1)
  • Speed 15 ft., swim 40 ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 9 (-1) 1 (-5) 7 (+) 2 (-4)

  • Senses darkvision 60 ft., Passive Perception 8
  • Languages
  • Challenge 0 (10 XP)

Leap. As a bonus action, the bago-bago can leap a distance. While in water, it can leap out of the water in a straight line up to a distance of 15 feet and a height up to 15 feet. While on land, it can only leap a distance up to 5 feet and a height up to 5 feet.

Limited Amphibiousness. The bago-bago can breathe air and water, but it needs to be submerged at least once every hour to avoid suffocation.


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage and the target is grappled (escape DC 6). Until this grapple ends, the bago-bago can bite only the grappled creature and has advantage on attack rolls to do so.


Bari

Medium monstrosity, unaligned


  • Armor Class 9
  • Hit Points 9 (2d8)
  • Speed swim 15 ft., fly 15 ft. (hover)

STR DEX CON INT WIS CHA
7 (-2) 8 (-1) 10 (+0) 1 (-5) 6 (-2) 1 (-5)

  • Damage Immunities lightning, psychic
  • Damage Resistance bludgeoning
  • Condition Immunities blinded, charmed, deafened, frightened
  • Senses Blindsight 30 ft. (blind beyond this radius)
  • Languages
  • Challenge 1/2 (50 XP)

Electric Barrier. The bari has electricity flowing through and around it A creature that touches the bari or hits it with a melee attack with a metal weapon takes 5 (1d10) lightning damage, and it can’t take reactions until the start of its next turn.

Actions

Shock. The bari can discharge a field of electricity. Any creature within 10 feet of the bari must make a DC 12 Constitution saving throw. On a failed save, the creature takes 7 (2d6) lightning damage and can’t take reactions until the start of its next turn. On a successful save, the creature only takes half as much lightning damage. Targets wearing metal armor or wielding metal weapons or shields have disadvantage on the saving throw.


Bokoblin

Medium humanoid (bokoblin), chaotic evil


  • Armor Class 12
  • Hit Points 9 (2d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 10 (+0) 10 (+0) 8 (-1) 8 (-1)

  • Senses darkvision 60 ft., passive Perception 9
  • Languages Boko
  • Challenge 1/4 (50 XP)

Pack Tactics. The bokoblin has advantage on an attack roll against a creature if at least one of the bokoblin’s allies is within 5 feet of the creature and the ally isn’t Incapacitated.

Actions

Club. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

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

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Rock. Ranged Weapon Attack: +4 to hit, range 15/30 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Spear. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d6 + 1) piercing damage or 5 (1d8 + 1) piercing damage if used with two hands to make am melee attack.

Kick Dirt (Recharge 6). As a bonus action, the bokoblin can attempt to kick dirt into the eyes of one target within 5 feet. The target must succeed a DC 11 Dexterity saving throw or be blinded for 1 round.


Bubble, Blue

Small Undead, neutral evil


  • Armor Class 13
  • Hit Points 22 (5d4 + 10)
  • Speed 10 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0)

  • Skills Perception +2
  • Damage Resistances force, necrotic
  • Damage Immunities cold, fire, poison
  • Condition Immunities charmed, frightened, paralyzed, poisoned, prone
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Stal, Common
  • Challenge 2 (450 XP)

Doused Flames. If a bubble misses its Bite by more than 5, or it a creature saves from the Collide action by more than 5, the bubble loses its flaming aura and its ability to fly for 1d4 rounds. Its speed is reduced to 10 feet, its AC is reduced to 10, and it has disadvantage on Strength and Dexterity saving throws.

Jinx. A creature that comes into any form of contact with a blue bubble that has its flames must make a DC 20 Constitution saving throw or become jinxed for 1d4 + 4 rounds. A creature jinxed in this way can't make melee attacks and has disadvantage on all other attacks, including ranged, spell, and magic item attacks. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Taking a short or long rest also ends the jinx.

Illumination. The blue bubble is surrounded in blue flames that shed either dim blue light in a 15-foot radius, or bright blue light in a 15-foot radius and dim blue light for an additional 15 feet. It can switch between the options as an action.

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

Actions

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

Collide. The bubble attempts to fly into a creature. The target must make a DC 15 Dexterity saving throw or become suffer the Jinx effect.



Bubble, Green

Small Undead, neutral evil


  • Armor Class 13
  • Hit Points 22 (5d4 + 10)
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0)

  • Skills Perception +2
  • Damage Resistances force, necrotic
  • Damage Immunities cold, fire, poison
  • Condition Immunities charmed, frightened, paralyzed, poisoned, prone
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Stal, Common
  • Challenge 2 (450 XP)

Illumination. The green bubble is surrounded by green flames that shed either dim green light in a 15-foot radius, or bright green light in a 15-foot radius and dim green light for an additional 15 feet. It can switch between the options as an action.

Magic Drain. A creature that comes into any form of contact with a green bubble is subject to its Magic Drain effect. If the affected creature has availble spell slots, 1 spell slot of the creature's highest available level becomes spent as if the creature had casted a spell using that spell slot. Spell slots spent this way can be regained by the creatures usual means (long rest, Flexible Casting, etc.)

If the creature has no available spell slots, a random magic item in the creature's possession is affected. If the magic item does not use charges, it loses its magical abilities for 12 hours. If the magic item has charges, 1 charge is spent. Any potential side-effects of a magic item losing all its charges or using it beyond its allotted daily uses must also be checked.

If the affected creature has no available spell slots or magic items, the creature must make a DC 20 Constitution saving throw or take 10 (3d6) necrotic damage and is stunned for 1 round.

Additionally, the green bubble regains 2d4 + 4 hit points back after it subjects a creature to the Magic Drain.

Magic Predation. The green bubble can sense magic within 30 feet, and will target creatures with magic powers or items.

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


Actions

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

Collide. The bubble attempts to fly into a creature. The target must make a DC 15 Dexterity saving throw or become suffer the effects of Magic Drain.



Bubble, Red

Small Undead, neutral evil


  • Armor Class 13
  • Hit Points 22 (5d4 + 10)
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0)

  • Skills Perception +2
  • Damage Resistances force, necrotic
  • Damage Immunities fire, poison
  • Damage Vulnerabilities cold
  • Condition Immunities charmed, frightened, paralyzed, poisoned, prone
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Stal, Common
  • Challenge 2 (450 XP)

Ambusher. In the first round of combat, the red bubble has advantage on attack rolls against any creature it has surprised.

Erratic Movement. The red bubble flies and bounces around in an unpredictable manner. For every 10 feet of movement, it has a 25% chance of moving in a random direction. Additionally, the red bubble can Dodge as a bonus action, and doesn’t provoke opportunity attacks when it movers out of an enemy’s reach.

Illumination. The red bubble is surrounded by red flames that shed either dim red light in a 15-foot radius, or bright red light in a 15-foot radius and dim red light for an additional 15 feet. It can switch between the options as an action.

Lava Dweller. A red bubble can survive submersed in lava and can stay submerged for as long as it wants without any adverse effects. It can glide through lava like a manta ray through water, although the red bubble moves at half its flying speed.

Magic Fire. A creature that comes into any form of contact with the red bubble must succeed on a DC 11 Dexterity saving throw against being engulfed in magical fire. On a failed save, the creature takes 3 (1d6) fire damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success, and taking 2 (1d4) fire damage on a failure. The fire can ignite flammable objects in the area that aren’t being worn or carried.

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

Actions

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

Collide. The bubble attempts to fly into a creature. The target must make a DC 15 Dexterity saving throw or suffer the effects of Magic Fire.


Bulblin

Medium humanoid (bulblin), neutral evil


  • Armor Class 14 (studded leather)
  • Hit Points 13 (3d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 8 (-1) 10 (+0) 9 (-1)

  • Skills Animal Handling +4, Stealth +6, Survival +2
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Boko
  • Challenge 1/4 (50 XP)

Surprise Attack. If the bulblin surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Spiked Club. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 3 (1d6) bludgeoning damage plus 2 (1d4) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Flaming Arrow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 3 (1d6) fire damage.

Bomb Arrow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Any creatures within a 5 foot radius must make DC 13 Dexterity save or else take 3 (1d6) fire damage and 3 (1d6) thunder damage.


Bulblin Boss

Medium humanoid (bulblin), neutral evil


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

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

  • Skills Animal Handling +4, Stealth +6, Survival +2
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Boko
  • Challenge 1/4 (50 XP)

Surprise Attack. If the bulblin surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Spiked Club. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 3 (1d4 +1) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Flaming Arrow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 3 (1d86) fire damage.

Bomb Arrow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Any creatures within a 5 foot radius must make DC 13 Dexterity save or else take 3 (1d6) fire damage and 3 (1d6) thunder damage.

Leadership (Recharges after a Short of Long Rest). For 1 minute, the bulblin leader can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the bulblin leader. A creature can benefit from only one Leadership die at a time. This effect ends if the bulblin leader is Incapacitated.


Bulblin Summoner

Medium humanoid (bulblin), neutral evil


  • Armor Class 10
  • Hit Points 13 (3d8)
  • Speed 30 ft.

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

  • Skills Arcana +2
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Boko
  • Challenge 1/4 (50 XP)

Surprise Attack. If the bulblin surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Spellcasting. The bulblin shaman is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The bulblin shaman has the following spells prepared:

Cantrips (at will): eldritch blast, infestation, sacred flame

1st level (4 slots): arms of the imprisoned, earth tremor, magic missile

2nd level (2 slots): moonbeam

Actions

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


Bulblin King

Medium humanoid (bulblin), neutral evil


  • Armor Class 14 (hide)
  • Hit Points 37 (5d8 + 15)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 8 (-1) 11 (+0) 10 (+0)

  • Skills Animal Handling +5, Intimidation +4
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Boko, Common
  • Challenge 1 (200 XP)

Surprise Attack. If the bulblin surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Brute. A melee weapon deals one extra die of its damage when the King bulblin hits with it (included in the attack).

Mounted Combatant. The king bulblin has advantage on attacks while riding a mount.

Actions

Multiattack. The king bulblin makes two great axe attacks.

Great Axe. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 13 (3d6 + 3) slashing damage

Command Troops (Recharge 4-6). As a bonus action, the king bulblin blows its war horn, and up to three allied bulblins within 120 feet of the king bulblin that can hear it can use thier reactions to each make one weapon attack.



Bulbo

Medium beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 19 (3d8 + 6)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 14 (+2) 2 (-4) 7 (-2) 5 (-3)

  • Senses Passive Perception 8
  • Languages
  • Challenge 1 ( XP)

Charge If the bulbo moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked 5 feet in a random direction, landing Prone.

Reckless Charge While ridden as a mount, the rider can use a bonus action to Dash. The bulbo gains extra movement equal to three times its speed, after applying modifiers. The bulbo runs in a straight line. Any creatures in its path must make a DC 13 Dexterity saving throw or take 17 (5d6) bludgening damage. The bulbo doesn't stop dashing until it has used all of its movement or until some force causese it to stop moving.

While Dashing this way, every 20 feet the rider must make a DC 13 Wisdom (Animal Handling) check if the rider wishes to steer or turn the bulbo, or else the bulbo continues moving in the direction it is already moving.

The bulbo will not stop or turn to avoid obstacles or hazards, such as boulders or cliffs. A bulbo that collides with an immovable obstacle knocks itself Prone and is stunned for 1d4 rounds. A creature riding the bulbo when it collides with an immovable obstancle is thrown 5' feet from the bulbo and must succeed a DC 13 Dexterity (Acrobatics) check or land Prone.

A rider can dismount a Recklessly Dashing bulbo with a successful DC 10 Dexterity (Acrobatics) check

Relentless (Recharges after a Short or Long Rest) If the bulbo takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.


Actions

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


Chillfos

Large elemental, neutral


  • Armor Class 13 (natural armor)
  • Hit Points 32 (5d10 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 13 (+1) 7 (-2) 10 (+) 5 (-3)

  • Damage Vulnerabilities bludgeoning, fire
  • Damage Immunities cold, poison
  • Skills Perception +1
  • Condition Immunities blinded, deafened
  • Senses Passive Perception 11
  • Languages does not read, speak, or write, but can understand and interpret other chillfos's intentions
  • Challenge 1 (100 XP)

Create Ice Javelin As a bonus action, the chillfos can create a new ice javelin that forms in it's hand. Any already existing ice javelin shafts that the chillfos created shatter into pieces.


Actions

Multiattack. The chillfos makes 3 melee attacks with its ice javelin.

Ice Javelin. Melee or ranged Weapon Attack: +5 to hit, reach 5 feet or range 30/120 ft., one target. Hit: 7 (2d4 + 2) piercing damage. The shaft of a thrown ice javelin shatters after impact its target or upon impact with a solid object. If the ice javelin hits a creature, the frozen tip breaks off in the wound and remains there until someone uses an action to remove it. A creature with the frozen tip broken off in the wound takes 2 (1d4) cold damage at the end of its turn.



Chu

Large ooze, unaligned


  • Armor Class 8
  • Hit Points 47 (6d10 + 12)
  • Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
15 (+2) 6 (-2) 14 (+2) 2 (-4) 6 (-2) 1 (-5)

  • Damage Resistances acid
  • Damage Immunities lightning, slashing
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
  • Languages
  • Challenge 2 (450 XP)

Amorphous. The chu can move through a space as narrow as 1 inch wide without squeezing.

Spider Climb. The chu can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Thermoception. The chu can detect heat signatures up to 60 ft. away.

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) acid damage.

Lunge. A chu can throw itself into a target 10 feet away. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.

Merge. As a bonus action, a chu can combine with another chu within 5 feet of it to form a single chu. When they do so, they form 1 size larger than the larger of the 2 chus up to size Large. The hit points are combined and it gains hit points equal to 4 + half its size hit die.

If two chus of different colors merge, they become the color of the more common chu (see Chu Color Table).

Reactions

Split. When a chu that is Medium or larger is subjected to lightning or slashing damage, it splits into two new chus if it has at least 10 hit points. Each new chu has hit points equal to half the original chu’s, rounded down. New chus are one size smaller than the original chu.

Variant: Chu Colors and Chu Jellies

Chus can vary by color. Different colors have different rarities, and the different traits that chu's have can be determined by the color of the chu. You can roll a d20 and use the below table to determine the varity of chu and any distinct traits it has.

Roll Color Chu Traits
1-10 Purple No special traits.
11-14 Yellow Vulnerable to fire damage.
15-17 Red Regenerates 1d4 hit points every round.
18-19 Green Gain 2d4 temporary hit points
20 Blue Immune to lightning damage. Resistance to force damage. Successful lunge and pseudopod attacks by this type of chu deal an additional 1d4 lightning damage.
Chu Jelly

A defeated chu's jelly-like body can be harvested in a container with a lid within 1d4 rounds after the chu has been defeated, or else the jelly evaporates and thus is unable to be harvested. Collecting the jelly uses an action. After 1 hour in the container, the jelly cures into a liquid. Different colors have different effects, which are indicated below.

Purple. Has a random effect when ingested. Roll a d20 and see table below for result.

Roll Effect
1 Reduced to 1 hit point
2-9 Lose 1d4 hit points
10-15 Regain 1d4 hit points
16-17 Gain 2d4 temporary hit points
18-19 Regain 4d4 hit points
20 Regain all hit points

Yellow. Has same effects and features of 1 pint of oil.

Red. Regain 1d8 hit points when ingested.

Green. Regain 2 spell slots 2nd level or lower when ingested.

Blue. Regain 2d6 hit points when ingested. Regain 1 spell slot 2nd level or lower. Gain resistance to lightning damage for 8 hours.


Daira

Medium humanoid (daira), chaotic evil


  • Armor Class 15 (natural armor, breastplate)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 8 (-1)

  • Skills Athletics +1
  • Senses darkvision 60 ft., Passive Perception 10
  • Languages Alfonic
  • Challenge 2 (450 XP)

Actions

Multiattack. The daira makes 2 attacks with its battle axe.

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

Phantom Axe. The daira swings its axe, and a magical duplicate of the axe flies at the target. Ranged Weapon Attack: +6 to hit, range 20/60, one target. Hit: 6 (1d8 + 2) slashing damage plus 3 (1d6) psychic damage.



Darknut

Large humanoid, neutral


  • Armor Class 21 (plate, shield), 17 (chainmail)
  • Hit Points 178 (17d10 + 85)
  • Speed 20 ft. in plate, 30 ft. in chainmail.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 12 (+1) 16 (+3) 18 (+4)

  • Saving Throws Dex +6, Wis +9, Cha +10
  • Skills Intimidation +4, Perception +3
  • Condition Immunities exhaustion, frightened
  • Senses Passive Perception 13
  • Languages understands common and ancient Hylian, but doesn't speak.
  • Challenge 17 (18,000 XP)

Armor Shedding. For every 15 points of damage the darknut takes, it's AC is reduced by 1 as pieces of its plate mail are knocked off. When the darknut's AC reaches 17, its plate mail and shield are destroyed, and it is now wearing chain mail. Its AC does no longer decreases after every 15 points of damage and its speed increases to 30 ft. The darknut can then use its Second Form as a reaction.

Legendary Resistance (2/day) If the darknut fails a saving throw, it can choose to succeed instead.

Spellcasting. The darknut is a 17th-level spellcaster. Its spellcasting ability is Charisma based (spell save DC 17, +9 to hit with spell attacks). The darknut has the following spells prepared:

Cantrips (at will): eldritch blast, true strike

1st level (4 slots): compelled duel, hellish rebuke, shield

2nd level (3 slots): *hold person, see invisibility, *

3rd level (3 slots): dispel magic, elemental weapon, lightning bold, protection from energy

4th level (3 slots): banishment, wall of fire

5th level (2 slots): antilife shell, banishing smite


Actions

Multiattack. The darknut makes 3 attacks with its greatsword, 4 attacks with its longsword, or makes a Kick and then makes 2 attacks with its longsword.

Darknut Greatsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 19 (4d6 + 5) slashing damage.

Darknut Longsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Kick. Melee Weapon Attack:* +7 to hit, reach 5ft., one target. Hit: A kicked target must make a DC 18 Strength (Athletics) or Dexterity (Acrobatics) saving throw or be knocked off-balance until the end of the darknut's turn. An off-balance target gains no AC benefit from its Dexterity bonus or shield.


Reactions

Block. The darknut adds 4 to its AC against one melee attack that would hit it. To do so, the darknut must see the attacker and be wielding a shield

Parry. The darknut adds 6 to its AC against one melee attack that would hit it. To do so, the darknut must see the attacker, be wielding a melee weapon, and have already used its Second Form reaction.

Second Form. When the darknut loses all its plate mail and shield, it can immediately leap in a straight line to an unoccupied space up to 15 feet away without provoking opportunity attacks. The darknut then heaves it's greatsword in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 14 (3d6 + 5) slashing damage on a failed save. The greatsword is destroyed upon impact with a solid surface. The darknut then draws its longsword.


Legendary Action

The darknut can take 2 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The darknut regains spent legendary actions at the start of its turn.

Attack. The darknut can make two attacks.

Spell. The darknut can cast a spell.


Dead Hand

Medium undead, chaotic evil


  • Armor Class 11 (natural armor)
  • Hit Points 51 (8d8 + 16)
  • Speed 15 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
12 (+1) 8 (-1) 15 (+2) 8 (-1) 10 (+0) 5 (-3)

  • Skills Perception +3
  • Condition Immunities poisoned
  • Senses Passive Perception 11
  • Languages
  • Challenge 5 (1,800 XP)

Grasping Hands. The dead hand has six hand that rise up from the ground up to 15 feet away from the dead hand. Each hand can be attacked (AC 11; 5 hit points; immunity to poison and psychic damage). Destroying a hand deals no damage to the dead hand, which can extrude 1d2 replacement hands at the start of its next turn. Destroying all hands causes the dead hand to immediately resurface if it is underground.


Actions

Multiattack. The dead hand can make one hand grab attack for each hand that is attached, and makes one attack with its bite.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.

Hand Grab. When a creature comes within 5 feet of hand, the hand attempts to grab the creature. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: The target is Grappled (escape DC 15). Until the grapple ends, the target is Restrained and has disadvantage on Strength checks and Strength saving throws, and the dead hand can’t use the same hand on another target.

As a bonus action, upon grappling a target, the dead hand can immediately resurface 10 feet away from one of its hand that has a target grappled the dead hand was underground.

Reactions

Retreat Underground If the dead hand takes more than 20 points of damage in a round, it can use its reaction to immediately burrow underground. While underground it has total cover against attacks and other effects above ground.


Deku Baba

Medium plant, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 12 (+1) 2 (-5) 8 (-1) 2 (-4)

  • Damage Vulnerabilities fire
  • Skills Perception +3
  • Condition Immunities blinded, deafened
  • Senses Blindsight 30 ft. (blind beyond this radius), Tremorsense 60 ft., Passive Perception 11
  • Languages
  • Challenge 1/2 (50 XP)

Deku Havest. A deku baba has a 15% chance of housing a deku nut (which can be collected from the deku baba's head), and a 30% chance of housing 2d4 deku seeds (which can be also collected from the deku baba's head).

False Appearance. While the deku baba remain motionless, it is indistinguishable from a normal plant.

Kindling. A deku baba's stem becomes rigid upon its death and can be used for firewood, makeshift torch, or single-use club.

Unleashed. If an attack misses the deku baba by 5 or more, it's stalk gets cut and the deku baba can move along the ground like a snake at a speed of 25 ft.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage and the target is grappled (escape DC 12). Until the grapple ends, the target is Restrained and has disadvantage on Strength checks and Strength saving throws. A grappled target takes 2 (1d4) acid damage from digestive enzymes at the start of the deku baba's turn. While it has a target grappled, the deku baba can't attack another target.


Deku Scrub

Medium Plant, neutral


  • Armor Class 14 (natural armor)
  • Hit Points 9 (2d6 + 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 13 (+1) 9 (-1) 11 (+0) 7 (-2)

  • Skills Perception +2, Stealth +4
  • Senses darkvision 60 ft., Tremorsense 30 ft., passive Perception 12
  • Languages Deku, Common
  • Challenge 1/4 (50 XP)

Deku Havest. A deku scrub has a 20% chance of housing a deku nut (which can be collected from the deku scrubs's head), and a 10% chance of housing 1d6 deku seeds (which can be collected from the deku scrub's torso).

Plant Camouflage. The deku scrub has advantage on Dexterity (Stealth) checks made in terrtain with plants.

Retreat. A deku scrub can hide just below the surface of the ground in its home shrub. While hiding this way, the deku scrub is Blinded and Restrained, it has total cover against attacks and other effects above ground.

Actions

Seed Spit. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d6 + 2) bludgeoning damage. Deku Nut Spit (Recharge 6). The deku scrub spits a seed to a point up to 30 feet away. If that deku seed impacts on a solid surface, any creature in a 5-foot radius of where it impacts must make a successful DC 11 Constitution saving throw or be Stunned for 1 round.

Reactions

Misdirection. If the deku scrub fears for its life, it will try to peddle any wares it has for very discounted prices. Regardless if the target buys the wares or not, the deku scrub uses the distraction to hastily flee, burrowing 10 feet underground. While the deku scrub is underground in this manner, the deku scrub is Blinded and Restrained, it has total cover against attacks and other effects above ground. The deku scrub must stay in its place underground for 1 hour before it must resurface.


Deku Witch Doctor

medium plant, lawful neutral


  • Armor Class 14 (natural armor)
  • Hit Points 9 (2d6 + 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 13 (+1) 9 (-1) 11 (+0) 7 (-2)

  • Skills Perception +2, Stealth +4
  • Senses darkvision 60 ft., Tremorsense 30 ft., passive Perception 12
  • Languages Deku, Common
  • Challenge 1/4 (50 XP)

Deku Havest. A deku witch doctor has a 30% chance of housing a deku nut (which can be collected from the deku witch doctor's head), and a 5% chance of housing 1d6 deku seeds (which can be collected from the deku witch doctor's torso).

Plant Camouflage. The deku witch doctor has advantage on Dexterity (Stealth) checks it makes in any terrain with plant life.

Retreat. A deku witch doctor can hide just below the surface of the ground in its home shrub. While hiding this way, the deku scrub is Blinded and Restrained, it has total cover against attacks and other effects above ground.

Spellcasting. The deku witch doctor is a 2ndth-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +4 to hit with spell attacks). The deku witch doctor has the following spells prepared:

Cantrips (at will): poison spray, thorn whip

1st level (3 slots): entangle, healing word, command

Deku Harvest. A deku witch doctor has a 30% chance of housing a deku nut (which can be collected from the deku witch doctor's head), and a 10% chance of housing 1d6 deku seeds (which can be collected from the deku witch doctor's torso).

Actions

Seed Spit. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d6 + 2) bludgeoning damage



Digdogger

Large aberration, alignment


  • Armor Class 15 (natural armor)
  • Hit Points 68 (8d10 + 24)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
13 (+2) 14 (+2) 16 (+3) 7 (-2) 15 (+2) 13 (+1)

  • Saving Throws Wis +5, Cha +4
  • Skills Perception +5
  • Damage Immunities special. See below.
  • Condition Immunities prone
  • Senses: darkvision 120 ft., Passive Perception 15
  • Languages
  • Challenge 6 (2,300 XP)

Certain Kind of Sound. A digdogger is immune to all damage types from magical and nonmagical sources until a successful DC 15 Charisma (Performance) check is made with an instrument within 120 ft. of the digdogger. The digdogger then splits into 1d3 + 1 digdogger calves.

Charming Gaze. When a creature that can see the digdogger's eye starts its turn within 30 feet of the digdogger, the digdogger can force it to make a DC 14 Wisdom saving throw if the digdogger isn't incapacitated and can see the creature. A creautre that fails the save is charmed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A charmed creature regards the digdogger as a friendly creature.


Actions

Multiattack. The digdogger can make 2 tentacle attacks.

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

Eye Ray. The digdogger shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three target it can see within 120 feet of it:

1. Devour Magic Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the digdoggers next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.

2. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.

3. Pushing Ray. The targeted creature must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet directly away from the digdogger and have its speed halved until the start of the digdogger's next turn.

4. Fire Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw or take 22 (4d10) fire damage. . 5. Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed 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.

6. Sleep Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw of fall asleep and reamin unconscious for 1 minute. The target awawkens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. . 7. Fear Ray. The targeted creature must succeed on a DC 14 Charisma saving throw or be frightened 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. . 8. Nightmare Ray. The targeted creature must make a DC 14 Intelligence saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one.


Digdogger Calf

Medium aberration, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 22 (3d8 + 9)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 16 (+3) 7 (-2) 15 (+2) 10 (+0)

  • Saving Throws Wis +5, Cha +1
  • Skills Perception +5
  • Condition Immunities prone
  • Senses: darkvision 120 ft., Passive Perception 15
  • Languages
  • Challenge 2 (450 XP)

Actions

Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage.

Eye Ray. The digdogger calf shoots one of the following magical eye rays at random, chooosing one target it can see within 120 feet of it:

1. Devour Magic Ray. The targeted creature must succeed on a DC 12 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the digdoggers next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.

2. Enervation Ray. The targeted creature must make a DC 12 Constitution saving throw, taking 9 (2d8) necrotic damage on a failed save, or half as much damage on a successful one. 3. Fire Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw or take 11 (2d10) fire damage.

4. Paralyzing Ray. The targeted creature must succeed on a DC 12 Constitution saving throw or be paralyzed 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.

5. Sleep Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw of fall asleep and reamin unconscious for 1 minute. The target awawkens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

6. Nightmare Ray. The targeted creature must make a DC 12 Intelligence saving throw, taking 9 (2d8) psychic damage on a failed save, or half as much damage on a successful one.


Dinolfos

Medium humanoid (lizalfos), chaotic evil


  • Armor Class 17 (natural armor, armor pieces)
  • Hit Points 57 (7d8 + 21)
  • Speed ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 8 (-1) 14 (+2) 9 (-1)

  • Saving Throws Dexterity +1
  • Skills Perception +3
  • Senses Passive Perception 13
  • Languages Alfonic
  • Challenge 4 ( XP)

Hold Breath. The dinolfos can hold its breath for 15 minutes.

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

Pack Tactics. The dinolfos has advantage on an attack roll against a creature if at least one of the dinolfos’s allies is within 5 feet of the creature and the ally isn’t Incapacitated.

Quick Recovery. If the dinolfos is knocked prone, it can use its reaction to immediately jump back on its feet without using any of its movement.

Actions

Multiattack. The dinolfos makes four attacks, two with its battleaxe, one with its bite, and one with its tail spike.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Battleaxe. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Tail Spike. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 7 (1d6 + 3) piercing damage.


Dodongo, Baby

Small monstrosity, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 10 (3d4 + 3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 13 (+1) 2 (-4) 9 (-1) 3 (-4)

  • Senses Passive Perception 10
  • Languages
  • Challenge 1/4 (25 XP)

Death Explosion. When the baby dodongo is reduced to 0 hit points, it starts radiating heat and emitting smoke for 1 turn. At the end of the turn(s), the baby dodongo explodes. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 3 (1d6) fire damage on a failed save, or half as much damage on a successful one.


Actions

Lunging Bite. A baby dodongo can leap at a target 10 feet away. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 4 (1d6 + 1) piercing damage.


Dodongo, Juvenille

Large monstrosity, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 21 (3d10 + 6)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 2 (-4) 10 (+) 4 (-3)

  • Damage Resistance
  • Senses Passive Perception 10
  • Languages
  • Challenge 1 (200 XP)

Smoke Disdain If a dodongo is in the area of effect from an explosion, the dodongo has vulnerability to all weapon attacks for one round.


Actions

Multiattack. The dodongo makes one bite attack and one tail attack, or one fire breath attack.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Fire Breath (Recharge 5-6). The dodongo exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.


Dodongo, Adult (NOT DONE - REDO hit points, damage, and AC)

Large monstrosity, unaligned


  • Armor Class (natural armor)
  • Hit Points (3d10 + 6)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 2 (-4) 10 (+) 4 (-3)

  • Damage Resistance bludgeoning, piercing, slashing from nonmagical weapons.
  • Senses Passive Perception 10
  • Languages
  • Challenge 1 (200 XP)

Smoke Disdain If a dodongo is in the area of effect from an explosion, the dodongo has vulnerability to all weapon attacks for one round.

Charge If the dodongo moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.


Actions

Multiattack. The dodongo makes one bite attack and one tail attack, or one fire breath attack.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Fire Breath (Recharge 5-6). The dodongo exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.



Dodongo, King (NOT DONE - REDO HIT POINTS, damage, AND AC - make harder)

Huge Monstrosity, unaligned


  • Armor Class (natural armor)
  • Hit Points (10d12 + 30)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 17 (3) 2 (-4) 11 (+0) 5 (-3)

  • Damage Resistance bludgeoning, piercing, slashing from nonmagical weapons.
  • Senses Passive Perception 10
  • Languages
  • Challenge 4 ( XP)

Weak Gullet. Damage done to the stomach from the inside of the King Dodongo does triple damage to it.


Actions

Multiattack. The king dodongo can perform one bite and two gores, or one roll, or one fire breath.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) piercing damage plus 3 (1d6) fire damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is Restrained, and the king dodongo can’t bite another target.

Swallow. The king dodongo makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is Blinded and Restrained, it has total cover against attacks and other effects outside the king dodongo, and it takes 7 (2d6) acid damage and 7 (2d6) fire damage at the start of each of the king dodongo’s turns. A king dodongo can have only one creature swallowed at a time. If the king dodongo takes 15 damage or more on a single turn from the swallowed creature, the king dodongo must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls Prone in a space within 10 feet of the king dodongo. If the king dodongo dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 15 feet of movement, exiting Prone.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: The king dodongo swats its horned head at a target. On a hit, the target takes 11 (1d8 + 6) bludgeoning damage and is sent flying 1d3 x 5 feet away. The creature must make a Dexterity (Acrobatics) saving throw or land Prone.

Roll. The King Dodongo tucks itself and rolls up to 120 feet. Any creature in its path must make a DC 13 Dexterity saving throw or take 22 (3d10 +6) bludgeoning damage and be knocked Prone.

Fire Breath (Recharge 5-6). The King Dodongo opens its mouth and inhales and then exhales fire in a 60-foot cone. During inhalation, each creatures of size Medium or smaller in a 30-foot cone must make a DC 11 Strength saving throw or be pulled 15 feet towards the king dodongo. Any creature that is pulled into the king dodongo's space is sucked into its throat, where it is Blinded, Restrained, and has total cover against attacks and other effects outside of the king dodongo. While inhaling, the king dodongo provokes opportunity attacks from any creatures outside the 30-foot cone. Additionally, small, unanchored objects weighing less than 50 lbs. are also pulled towards and into the king dodongo's throat.

During exhalation, each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. Any creature that was pulled into the king dodongo's throat does not get a Dexterity saving throw, taking the 24 (7d6) fire damage and is ejected out of the king dodongo 1d4 x 5 feet away, taking 1d6 bludgeoning damage upon hitting the ground, and landing Prone.


Fairy

Tiny fey, lawful good


  • Armor Class 16
  • Hit Points 1 (1d4 - 1)
  • Speed 5 ft., fly 40 ft.

STR DEX CON INT WIS CHA
2 (-4) 20 (+5) 8 (-1) 10 (+0) 14 (+2) 15 (+2)

  • Saving Throws DEX +2
  • Damage Immunities Necrotic
  • Condition Immunities Charmed
  • Senses Passive Perception 14
  • Languages Kokiri, Common
  • Challenge 0 (0 XP)

Actions

Resuscitate. The fairy can cast cure wounds as a 5th-level spell, or can cast revivify without material components. Once it casts either of these spells, it cannot cast a spell again until it returns to a fairy fountain or fairy spring and recevies the blessing of a great fairy (which could take years).


Freezard

Large elemental, chaotic neutral


  • Armor Class 14 (natural armor)
  • Hit Points 82 (8d10 + 32)
  • Speed 10 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 18 (+4) 5 (-3) 14 (+2) 5 (-3)

  • Skills Perception +5
  • Damage Vulnerabilities bludgeoning from weapons with heavy property, fire
  • Damage Resistances piercing from nonmagical attacks
  • Damage Immunities cold, poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision, Passive Perception 13
  • Languages
  • Challenge 3 (1,100 XP)

Freezing Aura. At the start of each of the freezard’s turns, each creature within 5 feet of it takes 3 (1d6) cold damage, its speed is reduced by 15 feet until the start of the freezard's next turn, and liquids that aren't being worn or carried freeze solid. A creature that touches the freezard or hits it with a melee attack while within 5 feet of it takes 3 (1d6) cold damage.

Ice Walk. The freezard can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment.


Actions

Freezing Breath (Recharge 3-6). The freezard exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 8 (2d8) cold damage and becoming frozen in a thin layer of ice on a failed save. While frozen, a creature is Paralyzed and takes 4 (1d8) cold damage at the start of each of its turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Taking fire damage will also end the frozen effect. A creature killed by this freezong breath becomes a frozen statue until it thaws.

Reactions

Break Apart A freezard that is below 50 hit points and takes more than 15 points in bludgeoning damage in a single attack breaks apart into a number of mini freezards equal to 10 divided by the number of hit points remaining after the damage dealt (rounding down).


Freezard, Mini

Small elemental, chaotic neutral


  • Armor Class 14 (natural armor)
  • Hit Points 16 (3d6 + 6)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
8 (-1) 8 (-1) 14 (+2) 5 (-3) 6 (-2) 5 (-3)

  • Damage Vulnerabilities bludgeoning, fire, thunder
  • Damage Immunities cold, poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision, Passive Perception 13
  • Languages
  • Challenge 1/2 (100 XP)

Ice Walk. The mini freezard can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment.


Actions

Freezing Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: The creature must make a DC 13 Constitution saving throw, taking 4 (1d8) cold damage and becoming frozen in a thin layer of ice on a failed save. While frozen, a creature is Paralyzed and takes 2 (1d4) cold damage at the start of each of its turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Taking fire damage will also end the frozen effect. A creature killed by this freezing touch becomes a frozen statue until it thaws.


Ghoul Rat

Tiny undead, unaligned


  • Armor Class 10
  • Hit Points 1 (1d4 - 1)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 9 -1) 10 (+) 10 (+) 5 (+)

  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, restrained, unconscious
  • Senses darkvision 60 ft., Passive Perception 10
  • Languages
  • Challenge 0 (10 XP)

Invisible. The ghoul rat can only be seen by magical means, such as the spell see invisibility, a warlock's Witch Sight, by a magical item, or other means that allows seeing invisible things. Ghoul rats give off a presence can be detected by the spells such as detect evil and good or by class features such as a paladin's Divine Sense.

Incorporeal Defense. The ghoul rat can only be attacked when it is able to be "seen" by magical means.

Extreme Sunlight Vulnerability The ghoul rat is killed instantly it is exposed to direct sunlight or the equivalent of direct sunlight, even in its invisible incorporeal form. It will detach itself from a target and flee towards the shadows if it senses the target moving towards sunlight.


Actions

Cling. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: the ghoul rat jumps and holds onto the target. While the ghoul rat is clinging to the target, the target feels the sensation of being weighed down or held back. The target has disadvantage on attacks, spell attacks, Strength and Dexterity saving throws, and Strength and Dexterity ability checks. For every ghoul rat attached to a target, the target's movement speed decreases by 5 feet to a minimum movement speed of 5 feet. The ghoul rat can detach itself at any time and doesn't cost an action or reaction.


Gibdo

Medium undead, lawful evil


  • Armor Class 11 (natural armor)
  • Hit Points 58 (9d8 + 18)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 15 (+2) 6 (-2) 10 (+0) 12 (+1)

  • Saving Throws Wisdom +2
  • Damage Vulnerabilities fire
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages understands Stal, but can't speak
  • Challenge 3 (700 XP)

Actions

Multiattack. The gibdo can use its Dreadful Glare and makes one attack with its rotting fist.

Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with gibdo rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Dreadful Glare. The gibdo targets one creature it can see within 60 feet of it. If the target can see the gibdo, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the gibdo's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all gibdos for the next 24 hours.



Gleeok

Huge dragon, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 144 (9d12 + 36)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 18 (+4) 6 (-2) 11 (+0) 12 (+1)

  • Skills Perception +6
  • Senses darkvision 60 ft., passive Perception 16
  • Languages
  • Challenge 5 (1,800 XP)

Multiple Heads. The gleeok has 1d3 + 1 heads. While it has more than one head, the gleeok has advantage on saving throws against being Blinded, Charmed, Deafened, Frightened, Stunned, and knocked Unconscious. Whenever the gleeok takes 10 or more damage in a single turn and it has more than one attached head, one of heads separates from the body and becomes a Gleeok Head.

Reactive Heads. For each attached head the gleeok has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While the gleeok sleeps, at least one of its heads is awake.

Actions


Actions

Multiattack. The gleeok can use it's Frightful Presence and makes as many bite or lightning attacks as it has heads.

Bite. Melee Weapon Attack. +6 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Lightning Breath. Ranged Weapon Attack. +6 to hit, reach 60 ft., one target. On a successful hit, the target must make a DC 16 Dexterity saving throw, taking 9 (3d6) lightning damage on a failed save, or half as much damage on a successful one.

Frightful Presence. Each creature of the gleeok’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 15 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw 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 gleeok’s Frightful Presence for the next 24 hours.

Legendary Action

The gleeok can take 2 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The gleeok regains spent legendary actions at the start of its turn.

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

Attack. The gleeok makes one attack.



Gleeok Head

Medium undead, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 16 (8d4)
  • Speed fly 30 ft. (hover)

STR DEX CON INT WIS CHA
12 (+1) 14 (+1) 10 (+0) 6 (-2) 11 (+0) 10 (+0)

  • Condition Immunities charmed, frightened, prone, unconscious
  • Damage Immunities acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, slashing, thunder.
  • Damage Resistance radiant
  • Senses darkvision 60 ft., passive Perception 16
  • Languages
  • Challenge 2 (450 XP)

Soul Bound. The gleeok head's life force is bound to the gleeok body it originated from. If the original gleeok body dies, the gleeok head dies and disintegrates.

Turning Defiance. The gleeok head has advantage on saving throws against effects that turn undead.

Fire Defense. The gleeok head is surrounded by a layer of fire. A creature that touches the gleeok head or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.


Actions

Bite. Melee Weapon Attack. +6 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Lightning Breath. Ranged Weapon Attack. +6 to hit, reach 60 ft., one target. On a successful hit, the target must make a DC 16 Dexterity saving throw, taking 9 (3d6) lightning damage on a failed save, or half as much damage on a successful one.


Gohma, Larva

small monstrosity, unaligned


  • Armor Class ()
  • Hit Points (d + )
  • Speed ft.

STR DEX CON INT WIS CHA
10 (+) 10 (+) 10 (+) 10 (+) 10 (+) 10 (+)

  • Saving Throws
  • Skills Perception
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities
  • Senses Passive Perception
  • Languages
  • Challenge ( XP)

Skill. blah

Innate Spellcasting. Its spellcasting ability is Wisdom (spell save DC 14, +5 to hit with spell attacks). It requires no components to cast its spells. The great deku snag has the following spells prepared:

Spellcasting. The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following spells prepared:

Cantrips (at will): bless

1st level ( slots): bless

2nd level ( slots): bless

3rd level ( slots): bless


Actions

Multiattack.

Weapon. Melee Weapon Attack: + to hit, reach ft., one target. Hit: (d + ) type damage.

Range. Ranged Weapon Attack: + to hit, range / ft., one target. Hit: (1d + ) type damage.


Golden Bee

Tiny beast, neutral good


  • Armor Class 14
  • Hit Points 1 (1d4 - 1)
  • Speed 5 ft., fly 40 ft.

STR DEX CON INT WIS CHA
1 (-5) 18 (+4) 5 (-3) 6 (-2) 10 (+0) 4 (-3)

  • Damage Immunities necrotic
  • Condition Immunities charmed, frightened
  • Senses Passive Perception 10
  • Languages
  • Challenge 0 (10 XP)

Protective If a golden bee is captured and unharmed in the capturing process, the golden bee assumes its captor is its master. When released, the golden bee will attack any creature it deems a threat to its master. The golden bee will attack one perceived hostile target at a time until that target is dead, unconscious, or can't be seen be the golden bee, after which the golden bee will then move on and attack the next perceived threat nearest to the golden bee. The golden bee moves in the most direct route to a target, even if it means the golden bee moves itself into dangerous or deadly positions, such as an area covered in thick spider webs or a room filled with toxic fumes. A golden bee will follow a target no matter what, even if the target moves far away from the golden bee's master. When a target is defeated or out of the golden bee's sight, the golden bee returns to its master as long as it can see its master. If it can't see its master immediatly after it ceases attacking, or if it hasn't been recaptured in a bottle in 1d4 rounds after it ceases attacking, it flys away.

Secrets Detection Once a day when released from a bottle and if there are no perceived threats, the golden bee has a 50% chance of detecting a secret, hidden, or invisible thing, which it will buzz around in small circle for 1 minute. After that, it will fly away.


Actions

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 (1d2) piercing damage.


Gooma

Huge giant, chaotic neutral


  • Armor Class 15 (natural armor)
  • Hit Points 149 (13d12 + 65)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 20 (+5) 9 (-1) 14 (+2) 6 (-2)

  • Skills Athletics +3
  • Senses darkvision 60 ft., Passive Perception 10
  • Languages Boko
  • Challenge 8 ( XP)

Actions

Multiattack. The gooma attacks twice with its spiked ball & chain, or makes one Ground Smash and makes one attack with its spiked ball & chain.

Spiked Ball & Chain. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 4 (1d8) piercing damage and is knocked backwards 1d2 x 5 feet.

Ground Smash. The gooma swings its ball & chain into the ground at a point within reach, with a force that causes the nearby ground to shake. Each creature within 5 feet of the point of impact must make a DC 15 Dexterity save. On a fail, a creature takes 1d6 bludgeoning damage and is knocked prone.


Rections

Ball & Chain Sweep. When a creature attempts to flank the gooma, the gooma attempts to knock the flanking creature away with its ball & chain. The flanking creautre must succeed a DC 17 Dexterity Saving throw or take 10 (1d8 + 6) bludgeoning damange plus 4 (1d8) piercing damage, and be knocked back 15 feet.


Goriya

Medium humanoid (goriya), chaotic evil


  • Armor Class 14 (hide armor)
  • Hit Points 22 (5d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 7 (-2)

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

Pack Tactics. The goriya has advantage on an attack roll against a creature if at least one of the goriya’s allies is within 5 feet of the creature and the ally isn’t Incapacitated.

Actions

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

Boomerang. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2)


Gyorg

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 26 (4d8 + 4)
  • Speed Swim 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (+0) 4 (-3)

  • Skills Perception +2
  • Senses blindsight 30 ft., Passive Perception 12
  • Challenge 1/2 (100 XP)

Blood Frenzy. The gyorg has advantage on melee attack rolls against any creature that doesn't have all its hp.

Water Breathing. The gyorg can breathe only underwater.


Actions

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

Ram. Ranged Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 1) bludgeoning damage.


Gyorg, Giant/Mega

Huge beast, unaligned


  • Armor Class 13
  • Hit Points (d + )
  • Speed 50 ft.

STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 21 (+5) 1 (-5) 10 (+0) 5 (-3)

  • Skills Perception +3
  • Senses Blindsight 60 ft., Passive Perception 13
  • Challenge 5 (1,800 XP)

Blood Frenzy. The giant gyorg has advantage on melee attack rolls against any creature that doesn't have all its hp.

Siege Monster. The giant gyorg deals double damage to objects and structures.

Water Breathing. The giant gyorg can breathe only underwater.


Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage and the target is grappled (escape DC 18).

Swallow. The giant gyorg makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the giant gyorg, and it takes 17 (5d6) acid damage at the start of each of the giant gyorg's turns. A giant gyorg can have two Medium, or four Small creatures swallowed at a time.

If the giant gyorg takes 20 damage or more on a single turn from a swallowed creature, the giant gyorg must succeed on a DC 18 Constitution saving throw or regurgitate all swallowed creatures, which fall prone within 10 feet of the giant gyorg. If the giant gyorg dies, a swallowed creature is no longer restrained by it and can escape by using 20 feet of movement, exiting prone.

Ram. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgoening damage damage. If the target is an object that creatures are standing on, the creatures must make a Dexterity saving throw equal to the damage rolled. A creature that fails its save and is within 5 ft. of the edge of the object is on is knocked off the object. A creature that is not within 5 ft. of an edge is knocked prone.


Hinox, Greater

Huge giant, chaotic evil


  • Armor Class 14 (natural armor)
  • Hit Points 138 (12d12 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 11 (+0) 20 (+5) 8 (-1) 6 (-2) 10 (+0)

  • Senses Passive Perception 8
  • Languages Boko
  • Challenge 6 (2,300 XP)

Poor Depth Perception. The hinox has disadvantage on any attack roll against a target more than 30 feet away.

Actions

Multiattack. The hinox makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage .

Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 12 (1d8 + 6) bludgeoning damage .

Log Throw. Ranged Weapon Attack: +9 to hit, range 15/30 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.


Hinox, Lesser (NOT DONE)

Large giant, chaotic evil


  • Armor Class 12 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 17 (+3) 10 (+0) 11 (+0) 10 (+0)

  • Senses Passive Perception 8
  • Languages Boko
  • Challenge 4 (1,100 XP)

Critical Point. fire = explosion

Poor Depth Perception. The hinox has disadvantage on any attack roll against a target more than 30 feet away.

Actions

Multiattack. The hinox makes two fist attacks.

Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.

Bomb. The hinox throws a bomb anywhere within 20 feet. Any creatures within 5 feet of where the bomb lands must make a DC 12 Dexterity saving throw, taking 5 (1d10) fire damage, 5 (1d10) thunder damage, knocked 5 feet back from the point of detonation and land in a Prone position. On a successful save, the creature takes half of each damage type and not be knocked Prone, but still moved 5 feet back from the point of detonation.


Keese

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 1 (1d4 - 1)
  • Speed 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3)

  • Senses blindsight 60 ft., passive Perception 11

  • Challenge 0 (10 XP)


Echolocation. The keese can’t use its blindsight while Deafened.

Keen Hearing. The keese has advantage on Wisdom (Perception) checks that rely on hearing.


Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


Keese, Swarm

TMedium swarm of Tiny beasts, unaligned


  • Armor Class 12
  • Hit Points 22 (5d8)
  • Speed 0 ft., fly 30 ft.

STR DEX CON INT WIS CHA
5 (-3) 15 (+2) 10 (+0) 2 (-4) 12 (+1) 4 (-3)

  • Damage Resistances bludgeoning, piercing, slashing
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses blindsight 60 ft., passive Perception 11
  • Challenge 0 (10 XP)

Echolocation. The swarm can’t use its blindsight while Deafened.

Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

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 bat. The swarm can’t regain hit points or gain temporary hit points.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.



Like Like

Medium ooze, unaligned


  • Armor Class 6
  • Hit Points 62 (6d10 + 30)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
14 (+2) 3 (-4) 20 (+5) 1 (-5) 6 (-2) 1 (-5)

  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 60 ft. (blind beyond this radius), Passive Perception 8
  • Languages
  • Challenge 2 (450 XP)

Predatory Sense. A creature can enter the like like's space, but a creature that does so is subjected to the like like's Engulf and has disadvantage on the saving throw.

A creature within 5 feet of the like like can take an action to pull a creature or object out of the like like. Doing so requires a successful DC 13 Strength check, and the creature making the attempt takes 3 (1d6) acid damage. The like like can hold only one Large creature or up to 2 Medium or smaller creatures inside it at a time.

Shield Predation The like like will seek out and attempt to engulf the nearest target with a shield. If no shields are present, it will go after the nearest target with armor. It will target weapons next, then currency, and then random gear after that.

Dissolve A like like will attempt to digest a piece of equipment on a creature it has engulfed. While the like like has a creature engulfed, at the end of the like like's next turn, the item has a permanent -1 penalty to its effectiveness. If a -1 penalty is inapplicable to the item, the item will be weakened in some way at the DM's discretion. At the end of the like like's next turn, the item has been completely dissolved.


Actions

Engulf. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: The creature must make a DC 12 Dexterity saving throw. On a successful save, the creature takes 2 (1d4) acid damage, and can choose to be pushed 5 feet back or to the side. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the creature is pulled into the like like's space and into the like like's body. The creature takes 3 (1d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, takes 3 (1d6) acid damage at the start of each of the like like's turns, and is subject to the like like's Dissolve. When the like like moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the like like.

An engulfed creature is ejected out of the like like after the like like has fully dissolved a piece of the creature's equipment. An ejected creatures flies 15 feet away from the like like in a random direction and lands prone.



Lizalfos

Medium humanoid (lizalfos), neutral evil


  • Armor Class 15 (natural armor, shield)
  • Hit Points 22 (4d8 + 4)
  • Speed 35 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 7 (-2) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +4, Survival +5
  • Senses passive Perception 13
  • Languages Alfonic
  • Challenge 1/2 (100 XP)

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

Ambusher. In the first round of combat, the lizalfos has advantage on attack rolls against any creature it has surprised.

Chameleon Skin. The lizalfos has advantage on Dexterity (Stealth) checks made to hide.

Hold Breath. The lizalfos can hold its breath for 15 minutes.

Actions

Multiattack. The lizalfos makes two attacks.

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

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60, one target. Hit: 5 (1d6 + 2) piercing damage or 6 (1d8 + 2) piercing damage if used with two hands to make am melee attack.

Spit. Ranged Weapon Attack: +4 to hit, range 15/30 ft., one target. Hit: 4 (1d8) bludgeoning damage.


Lizalfos, Dark

Medium humanoid (lizalfos), neutral evil


  • Armor Class 15 (natural armor, shield)
  • Hit Points 22 (4d8 + 4)
  • Speed 35 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 7 (-2) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +4, Survival +5
  • Senses passive Perception 13
  • Languages Alfonic
  • Challenge 1/2 (100 XP)

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

Ambusher. In the first round of combat, the dark lizalfos has advantage on attack rolls against any creature it has surprised.

Chameleon Skin. The dark lizalfos has advantage on Dexterity (Stealth) checks made to hide.

Hold Breath. The dark lizalfos can hold its breath for 15 minutes.

Radiant Hyper-vulnerability. If the dark lizalfos takes at least 1 point of radiant damage, it is instantly defeated, disintegrating in an wake of smoke and flashes of light.

Actions

Multiattack. The dark lizalfos makes two attacks.

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

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

Cursed Smoke Spit (Recharge 5-6). The dark lizalfos spits a cloud of dark purple smoke in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 9 (2d8) necrotic damage on a failed save, or half as much damage on a successful one, and have disadvantage on any attacks until the start of the dark lizalfos's next turn.


Lizalfos, Fire

Medium humanoid (lizalfos), neutral evil


  • Armor Class 15 (natural armor, shield)
  • Hit Points 22 (4d8 + 4)
  • Speed 35 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 7 (-2) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +4, Survival +5
  • Senses passive Perception 13
  • Languages Alfonic
  • Challenge 1/2 (100 XP)

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

Ambusher. In the first round of combat, the fire lizalfos has advantage on attack rolls against any creature it has surprised.

Chameleon Skin. The fire lizalfos has advantage on Dexterity (Stealth) checks made to hide.

Cold Hyper-vulnerability. If the fire lizalfos takes at least 1 point of cold damage, it is instantly defeated, disintegrating in an icy wake.

Hold Breath. The fire lizalfos can hold its breath for 15 minutes.

Actions

Multiattack. The fire lizalfos makes two attacks.

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

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

Fire Spit (Recharge 5-6). The fire lizalfos spits a burst of fire in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one. A flammable object hit by the fire ignites if it isn't being worn or carried.


Lizalfos, Ice

Medium humanoid (lizalfos), neutral evil


  • Armor Class 15 (natural armor, shield)
  • Hit Points 22 (4d8 + 4)
  • Speed 35 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 7 (-2) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +4, Survival +5
  • Senses passive Perception 13
  • Languages Alfonic
  • Challenge 1/2 (100 XP)

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

Ambusher. In the first round of combat, the ice lizalfos has advantage on attack rolls against any creature it has surprised.

Chameleon Skin. The ice lizalfos has advantage on Dexterity (Stealth) checks made to hide.

Fire Hyper-vulnerability. If the ice lizalfos takes at least 1 point of fire damage, it is instantly defeated, disintegrating in a fiery wake.

Hold Breath. The ice lizalfos can hold its breath for 15 minutes.

Actions

Multiattack. The ice lizalfos makes two attacks.

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

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

Ice Spit (Recharge 5-6). The ice lizalfos spits a burst of ice in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 9 (2d8) cold damage on a failed save, or half as much damage on a successful one, and its speed is reduced by 10 feet until the start of the ice lizalfos's next turn.



Lynel (NOT DONE)

Large monstrosity, chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 199 (19d10 + 95)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 20 (+5) 10 (+0) 16 (+3) 23 (+6)

  • Saving Throws Dex +6, Con +11, Int +9, Wisdom +10
  • Skills Athletics +8, Insight +6, Intimidation +15, Perception +10
  • Condition Immunities charmed, frightened
  • Senses Passive Perception 20
  • Languages Common, Demonic
  • Challenge 17 (18,000 XP)

Goring Charge. If the lynel moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Innate Spellcasting. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It requires only verbal components to cast its spells. The lynel has the following spells prepared:

Cantrips (at will): eldritch blast, resistance, true strike

1st level (4 slots): compelled duel, misty step, thunderwave

2nd level (3 slots): blindness/deafness, hold person

3rd level (2 slots): counterspell, slow


Actions

Multiattack. The lynel makes 3 crusher attacks, or makes 1 crusher attack and casts 1 spell.

Crusher. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (1d6 + 6) piercing damage.

Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage

Fire Breath (Recharge 5-6). The lynel spews 3 balls of fire, each in a direction of its choosing, each in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 10 (5d6) fire damage on a failed save. A flammable object hit by any a fireball ignites if it isn't being worn or carried.

Jumping Strike. The lynel stands still and begins charging and channeling its power. It foregoes the rest of its current turn, concentrating on its power. It has advantage on any rolls to maintain concentration. During this time, there is a noticeable movement of air in a 40-foot diameter around the lynel. On its next turn, the lynel can leap high into the air and drives its crusher into the ground. Any creatures in a 40-foot radius must make a DC 17 Constitution saving throw taking 35 (10d6) thunder damage on a failed save as well as knocked prone, and half as much damage on a successful save and not knocked prone.

Shock Arrow. Ranged Spell Attack: The lynel fires 5 arrows of magical electricity into the air. The lynel can choose for each arrow to target the same creature or different creatures. Targeted creatures must make a DC 16 saving throw for each shock arrow or take 3d8 lightning damage for each one that hits. The target gains no benefit from cover for this saving throw.

Roar.


Reactions

Snipe Caster (Recharge 5-6). If the lynel detects a creature in the process of Casting a Spell, it shoots a shock arrow at the caster. The lynel makes a ranged attack. On a hit, the caster takes 3d8 lightning damage and must succeed a DC 15 Concentration check or else the creature's spell fails and has no effect.


Legendary Actions

The lynel can take 2 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The lynel regains spent legendary actions at the start of its turn.

Attack. The lynel can make one attack.

Leap Away. The lynel can quickly leap in a straight line to an unoccupied space up to 30 feet away without provoking opportunity attacks.

Roar (2/day). Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success



Moa

Small undead, neutral evil


  • Armor Class 14 (natural armor)
  • Hit Points 9 (2d6 + 2)
  • Speed 50 ft. fly

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 12 (+1) 6 (-2) 10 (+0) 6 (-2)

  • Skills Perception +2
  • Damage Immunities poison, necrotic
  • Condition Immunities charmed, exhaustion, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 12
  • Languages
  • Challenge 1 (100 XP)

Ethereal Sight. The moa can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Evasion. If the moa is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the moa instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Flyby. The moa doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Incorporeal Movement. The moa can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Invisible. The moa can only be seen by magical means, such as the spell see invisibility, a warlock's Witch Sight, by a magical item, or other means that allows seeing invisible things. The moa give off a presence can be detected by the spells such as detect evil and good or by class features such as a paladin's Divine Sense.

Additionally, a moa can be made visible if a cleric or paladin brandishes his or her holy symbol.

Limited Incorporeal Defense. The moa can only be attacked by non-magical means if it is able to be seen, whether that's by making it visible, or by magical means, such as those describe under its "Invisible" trait.


Actions

Life Draining Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (2d4) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Create Bonfire. The moa casts the spell create bonfire.



Moblin

Large giant, chaotic evil


  • Armor Class 11 (hide)
  • Hit Points 59 (7d10 + 21)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 16 (+3) 7 (-2) 8 (-1) 7 (-2)

  • Senses darkvision 60 ft., passive Perception 9
  • Languages Boko
  • Challenge 2 (450 XP)

Actions

Great Glaive. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 14 (2d10 + 4) slashing damage

Great Spiked Bone Club. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 9 (1d8 + 4) bludgeoning damage.

Rock. Ranged Weapon Attack: +6 to hit, range 30/80 ft., one target. Hit: 6 (1d4 + 4)

Spear. Melee Weapon Attack: +6 to hit, reach 5ft. or range 30/120 ft., one target. Hit: 11 (1d6 + 4) piercing damage.

Spear Charge. The moblin moves up to 15 feet in a straight line and can move through the space of any creature smaller than Large. The first time it enters a creature’s space during this move, it makes a spear attack against the creature. If the attack hits, the target takes the damage from the attack and must also succeed a DC 17 Strength saving throw or be pushed ahead of the moblin for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 8 (1d8 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if it was already prone


Moblin, Greater

Large giant, chaotic evil


  • Armor Class 11 (hide)
  • Hit Points 85 (10d10 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 16 (+3) 7 (-2) 8 (-1) 7 (-2)

  • Senses darkvision 60 ft., passive Perception 9
  • Languages Boko
  • Challenge 5 (1,800 XP)

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


Actions

Multiattack. The moblin makes two great mace attacks

Great Mace. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Great Spear. Melee Weapon Attack: +8 to hit, reach 5ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 5) piercing damage.

Spear Charge. The moblin moves up to 15 feet in a straight line and can move through the space of any creature smaller than Large. The first time it enters a creature’s space during this move, it makes a spear attack against the creature. If the attack hits, the target takes the damage from the attack and must also succeed a DC 18 Strength saving throw or be pushed ahead of the moblin for the rest of this move. If a creature fails the save by 5 or more, it is also pushed 10 feet away from where the moblin stops, lands prone, and takes an additional 8 (1d8 + 5) piercing damage, or 14 (2d8 + 5) piercing damage if it was already prone.

Ground Pound. As a bonus action, the moblin smashes his mace into the ground. Creatures within 5 ft. of the moblin musgt make a DC 14 Dexterity saving throw or fall prone.


Moldorm

Medium monstrosity, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 22 (5d6 + 5)
  • Speed 30 ft. burrow

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

  • Skills Perception
  • Senses Tremorsense 60 ft., Passive Perception 10
  • Languages
  • Challenge 1/2 (100 XP)

Pounce. If the moldorm moves at least 10 feet straight toward a creature and then leaps out from under the ground and hits it with a bite attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked back 5 feet and knocked Prone. If the target is Prone, the moldorm can make one bite attack against it as a bonus action.


Actions

Bite. Melee Weapon Attack: +5 to hit, 10 reach ft., one target. Hit: 5 (1d6 + 2) piercing damage.


Morth

Tiny beast, unaligned


  • Armor Class 10
  • Hit Points 1 (1d4 + -3)
  • Speed 20 ft.

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

  • Senses Passive Perception 10
  • Languages
  • Challenge 0 (10 XP)

Audible Movement. Whenever the morth moves, it makes noises that sound like a wood block slit drum, giving it disadvantage on Dexterity (Stealth) while moving.


Actions

Cling. The morth can leap towards a target within 10 feet of it. The target must succeed a DC 14 or else take 1 point of piercing damage, and the morth attaches to the target. While the morth is attached, at the start of each of the morths’s turns, the target loses 1 hit point due to blood loss. Additionally, the target has disadvantage on attacks, spell attacks, Dexterity saving throws, and Dexterity ability checks. For every morth attached to a target, the target's movement speed decreases by 5 feet to a minimum movement speed of 5 feet. A target can use its Reaction to shake all attached morths off its body. Each morth lands a number of feet away equal to 1d4 x 5.


Mothula (NOT DONE)

Large beast, unaligned


  • Armor Class 12
  • Hit Points 16 (3d10)
  • Speed 30 ft., fly 50 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (2) 10 (+0) 1 (-5) 10 (0) 4 (-3)

  • Damage Vulnerabilities fire
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses Passive Perception 10
  • Languages
  • Challenge 1/2 (100 XP)

Anthropod Kinship. Any insects, arachnids, and other type of anthropods will not attack a mothula, including golden bees and magically summoned swarms.


Actions

Multiattack. The mothula can make 1 bite attack and 1 poison attack.

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

Poison. The mothula realses a poisonous powerder from its wings in a 30-foot cone. Any creature in the affected area must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but Poisoned for 1 hour, even after regaining hit points, and is Paralyzed while Poisoned in this way.

Create Morths (Rechange 5-6). A mothula can produce 5d4 morths within a 10-foot cone of its backside.


Rections

Create Morths.


Octorok

Medium monstrosity, unaligned


  • Armor Class 11
  • Hit Points 11 (2d8 + 2)
  • Speed 25 ft., swim 20 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 13 (+1) 4 (-3) 10 (+0) 4 (-3)

  • Skills Perception +4, Stealth +5
  • Senses darkvision 60 ft., passive Perception 14
  • Languages
  • Challenge 1/4 (50 XP)

***Amphibious. *** The octorok can breathe air and water.

Actions

Rock. Ranged Weapon Attack: +5 to hit, range 40/80 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Bite. Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.


Poe

Medium undead, neutral evil


  • Armor Class 12
  • Hit Points 17 (4d8)
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)

  • Damage Resistances acid, cold, fire, lightning, thunder
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, retrained, unconscious
  • Senses darkvision 60 ft., Passive Perception 10
  • Languages understands all languages it knew in life and Stal, but only emits incoherent sounds
  • Challenge 1/2 (100 XP)

Ethereal Sight The poe can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The poe can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.


Actions

Lantern. Melee Weapon Attack +4 to hit, reach 5 ft., one creature. Hit: 4 (1d8) necrotic damage

Etherealness. The poe enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.


Poe, Imp (NOT DONE)

Medium undead, neutral evil


  • Armor Class
  • Hit Points ()
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
(-5) (+2) (+0) (+0) (+0) (+0)

  • Damage Resistances acid, cold, fire, lightning, thunder
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, retrained, unconscious
  • Senses darkvision 60 ft., Passive Perception 10
  • Languages understands all languages it knew in life and Stal, but only emits incoherent sounds
  • Challenge 1/2 (100 XP)

Invisible. The ghoul rat can only be seen by magical means, such as the spell see invisibility, a warlock's Witch Sight, by a magical item, or other means that allows seeing invisible things. Ghoul rats give off a presence can be detected by the spells such as detect evil and good or by class features such as a paladin's Divine Sense.

Incorporeal Defense. The ghoul rat can only be attacked when it is able to be "seen" by magical means.

Extreme Sunlight Vulnerability The ghoul rat is killed instantly it is exposed to direct sunlight or the equivalent of direct sunlight, even in its invisible incorporeal form. It will detach itself from a target and flee towards the shadows if it senses the target moving towards sunlight.

Ethereal Sight The poe can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The poe can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.


Actions

Spectral Sythe. Melee Weapon Attack +4 to hit, reach 5 ft., one creature. Hit: 4 (1d8) necrotic damage

Etherealness. The poe enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.



Poe, Jalhalla (NOT DONE - ETHEREALNESS)

Medium Undead, chaotic evil


  • Armor Class 12
  • Hit Points 25 (5d8 + 3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1)

  • Damage Vulnerabilities radiant
  • Damage Resistance acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision, 60 ft., Passive Perception 10
  • Languages
  • Challenge 1 (200 XP)

Ethereal Sight The jalhalla poe can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement The jalhalla poe can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Sunlight Weakness While exposed to sunlight, the jalhalla poe has disadvantage on attack rolls, ability checks, and saving throws.


Actions

Lantern. Melee Weapon Attack +4 to hit, reach 5 ft., one creature. Hit: 4 (1d8) necrotic damage

Etherealness. The jalhalla poe enters the Great Beyond from the Light World, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Possession (Recharge 6). One humanoid that the jalhalla poe can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the jalhalla poe; the jalhalla poe then disappears, and the target is incapacitated and loses control of its body. The jalhalla poe now controls the body but doesn't deprive the target of awareness. The jalhalla poe can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts for 1d3 round, until the body drops to 0 hit points, the jalhalla poe ends it as a bonus action, or the jalhalla poe is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the jalhalla poe reappears in an unoccupied space within 5 feet of the body. The target is immune to this jalhalla poe's Possession for 24 hours after succeeding on the saving throw or after the possession ends.



Poe Sister (NOT DONE - Language)

Medium Undead, chaotic evil


  • Armor Class 13
  • Hit Points 67 (9d8 + 27)
  • Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)

  • Damage Vulnerabilities radiant
  • Damage Immunities necrotic, poison, and acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision, 60 ft., Passive Perception 12
  • Languages Stal, the language is knew in life but spoken backwards
  • Challenge 5 (1,800 XP)

Incorporeal Movement The poe sister can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Sunlight Weakness While exposed to sunlight, the poe sister has disadvantage on attack rolls, ability checks, and saving throws.


Actions

Spectral Lantern. Melee Weapon Attack +6 to hit, reach 5 ft., one creature. Hit: 5 (1d4) bludgeoning damage plus 7 (2d6) psychic damage. A creature hit by this lantern must make a DC 14 Charisma saving throw or else have disadvantage on Intelligence saving throws, as its mind clouds with supernatural static. A creature can repeat the saving throw at the end of its turns.

Horrifying Visage. Each non-undead creature within 60 feet of the poe sister that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the poe sister is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the poe sister’s Horrifying Visage for the next 24 hours.

Face of Death. The poe sister targets one frightened creature she can see within 10 ft. of her. The poe sister bears her macabre face, provided that she isn’t in sunlight. This display has no effect on constructs and undead. All other creatures within 15 feet of her that can see her must make a DC 13 Wisdom saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.

Create Poe. The poe sister targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute. The target’s spirit rises as a poe (or imp poe) in the space of its corpse or in the nearest unoccupied space. The poe is under the poe sister’s control. The poe sister can have no more than seven poes under its control at one time.



Pols Voice 2 (better one)

Medium aberration, neutral


  • Armor Class 11 (natural armor)
  • Hit Points 38 (5d8 + 15)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
10 (+0) 11 (+0) 16 (+3) 5 (-3) 12 (+1) 6 (-2)

  • Damage Vulnerabilities thunder
  • Senses darkvision, 60 ft., Passive Perception 10
  • Languages
  • Challenge 2 (450 XP)

Nimble Escape. The pols voice can take the Disengage action as a bonus action on each of its turns.

Voices. The pols voice emits random sentences from a variety of voices while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the pols voice and can hear the voices must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

Innate Spellcasting. The pols voice spellcasting ability is Wisdom based (spell save DC 13). The pols voice can innately cast the following spell, requiring only verbal components:

At will: dissonant whispers

Create Pols Voice. A creature killed by a pols voice's dissonant whispers spell becomes a pols voice in 1d4 rounds.


Actions

Multiattack. The pols voice can use its bite attack and can cast dissonant whispers.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d6) piercing damage and 3 (1d6) acid damage, and the pols voice attaches to the target. If the target is Medium or smaller and the pols voice has advantage on the Attack roll, it attaches by engulfing the target's head, and the target is also Blinded and unable to breathe while the pols voice is attached in this way. While attached to the target, the pols voice can Attack no other creature except the target but has advantage on its Attack rolls. The pols voice's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. A creature can detach the pols voice by making a successful DC 13 Strength check as an action. On its turn, the pols voice can detach itself from the target by using 5 feet of Movement.

Pounce. If the pols voice moves at least 15 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is prone, the pols voice can make one bite attack against it as a bonus action.



Puppet

Medium construct, lawful neutral


  • Armor Class 11
  • Hit Points 4 (1d8 - 1)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 8 (-1) 1 (-5) 7 (-2) 2 (-4)

  • Damage Vulnerabilities fire
  • Damage Immunities necrotic, psychic
  • Condition Immunities charmed, deafened, exhaustion, frightened, petrified, poisoned, unconscious
  • Senses Passive Perception 9
  • Languages
  • Challenge 1/8 (25 XP)

Antimagic Susceptibility. The puppet is Incapacitated while in the area of an antimagic field. If targeted by dispel magic, the puppet must succeed on a Constitution saving throw against the caster’s spell save DC or fall Unconscious for 1 minute.

Float The puppet floats just above the ground and is not directly affected by difficult terrain (such as ice or brambles) or hazardous terrain (such as lava or spikes) as a creature in contact with the ground would. Additionally, it does not affect or interact with objects on the ground that react to contact or weight, such as causing a rotted wooden plank of a suspension bridge to break away, or triggering a pressure-plate of a trap.

Pack Tactics The puppet has advantage on an attack roll against a creature if at least one other puppet is within 5 feet of the creature and the ally isn't incapacitated.


Actions

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



Rebonack

Medium construct, neutral


  • Armor Class 20 (plate, shield)
  • Hit Points 37 (5d8 + 15)
  • Speed 30 ft.

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

  • Skills Perception +2
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren't Adamantium
  • Damage Immunities force, necrotic, poison
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned
  • Senses Passive Perception 12
  • Languages understands the languages of its creator but can't speak
  • Challenge 3 (750 XP)

False Appearance. While the rebonack remains motionless, it is indistinguishable from a normal suit of armor.

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

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

Spellcasting. The rebonack is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +4 to hit with spell attacks). The rebonack has the following spells prepared:

Cantrips (at will): eldritch blast

1st level (2 slots): magic missile, shield


Actions

Multiattack. The rebonack makes three attacks of any combination of its longsword and/or eldritch blast.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Variant: Mounted Rebonack

The rebonack sometimes rides a horse into battle. Use the stats of a standard War Horse for its mount's stats.

Lance Charge. If the mounted rebonack moves at least 20 feet straight toward a creature and then hits it with a lance attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked Prone.

Mounted Combatant. The rebonack has advantage on Animal Handling checks made related to its mount. Additionally, the rebonack has advantage on saving throws made to avoid falling off its mount. If the rebonack falls off its mount and descends no more than 10 feet, it can land on its feet if it is not incapacitated.

Finally, mounting or dismounting costs the rebonack only 5 feet of movement, rather than half its speed.


Actions

Lance. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) piercing damage \columnbreak



ReDead

Medium undead, neutral evil


  • Armor Class 8
  • Hit Points 21 (4d8 + 4)
  • Speed 10 ft.

STR DEX CON INT WIS CHA
13 (+1) 7 (-2) 13 (+1) 3 (-4) 6 (-2) 5 (-3)

  • Damage Vulnerabilities radiant
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses Passive Perception 11
  • Languages understands the languages it knew in life but can't speak
  • Challenge 2 (700 XP)

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

Sentinel A ReDead will stand in one place and not move or attack unless it—or another ReDead it can see—is attacked and it can see the attacker, or until a creature that isn't undead comes within 20 feet of it.

Sunlight Weakness While in sunlight, the ReDead has disadvantage on attack rolls, ability checks, and saving throws.

Eat The Dead A ReDead that spends 1 round devouring the corpse of a creature with flesh (including other ReDead) regains all of its hit points at the start of its next turn. While feasting in this way, the ReDead is prone. Once it regains all its hit points from feeding, it will stop eating, stand up, and return to its Sentinal state.

Radiance Paralysis Whenever the ReDead takes radiant damage, it must make a Constitution saving throw with a DC of 5 + the damage taken. On a failed save, the ReDead is paralyzed for 1 round.


Actions>

Multiattack. The ReDead can take one Paralyzing Scream action and one Strength Draining Bite action.

Paralyzing Scream. The ReDead emits a bone-chilling shriek. Any creature within 30 feet of the ReDead and able to hear it must make a DC 13 Wisdom saving throw or be stunned for 1 round. The stunned condition ends if the target takes any amount of damage.

The ReDead can't use its Paralyzing Scream if it has a creature grappled.

Strength Draining Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, the target's Strength score is reduced by 1d4, and the target is grappled (escape DC 14) and restrained. While grappling the target, the ReDead can attack no other creatures except the target, but has advantage on its attack rolls, and the target has half-cover. A creature within 5 feet of the ReDead can take an action to pull a ReDead off the target. Doing so requires a successful DC 14 Strength check. On a successful removal, the ReDead can attempt a Strength Draining Bite on the creature that pulled it off of its original target.

Any Strength reduction lasts until the target finishes a short or long rest. The target dies if its Strength is reduced to 0. Any creature killed by a ReDead comes back as a ReDead in 1d4 rounds.


ReDead Knight

Medium undead, neutral evil


  • Armor Class 9 (armor scraps)
  • Hit Points 36 (7d8 + 7)
  • Speed 10 ft.

STR DEX CON INT WIS CHA
14 (+2) 7 (-2) 13 (+1) 5 (-3) 6 (-2) 7 (-2)

  • Damage Vulnerabilities fire, radiant
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses Passive Perception 11
  • Languages understands the languages it knew in life but can't speak
  • Challenge 2 (700 XP)

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

Sentinel A ReDead Knight will stand in one place and not move or attack unless it—or another ReDead it can see—is attacked and it can see the attacker, or until a creature that isn't undead comes within 20 feet of it.


Actions>

Multiattack. The ReDead Knight can take one Paralyzing Scream action and make one greatsword attack.

Paralyzing Scream. The ReDead Knighr emits a bone-chilling shriek. Any creature within 30 feet of the ReDead and able to hear it must make a DC 14 Wisdom saving throw or be stunned for 1 round. The stunned condition ends if the target takes any amount of damage.

ReDead Knight Greatsword Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (3d6 + 2) slashing damage. A target that is hit by the ReDead Knight Greatsword that is also suffering the effects of the Paralyzing Scream is knocked backwards 5 feet and lands prone.


Rope

Tiny beast, unaligned


  • Armor Class 13
  • Hit Points 2 (1d4)
  • Speed 30 ft., swim 30 ft..

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 11 (+0) 1 (-5) 10 (+0) 3 (-4)

  • Senses blindsight 10 ft., passive Perception 10
  • Challenge 1/8 (25 XP)

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.


Sand Seal

Medium beast, unaligned


  • Armor Class 9
  • Hit Points 19 (3d8 + 6)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 3 (-4) 11 (+0) 4 (-3)

  • Senses Passive Perception 10
  • Languages
  • Challenge 1/4 (50 XP)

Sand Strider. The sand seal triples its speed if it is traveling on sand.


Actions

Tusks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.


Skullfish

Tiny undead, unaligned


  • Armor Class 13
  • Hit Points 1 (1d4 - 1)
  • Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4)

  • Damage Immunities poison
  • Condition Immunities Poisoned
  • Senses darkvision 60 ft., Passive Perception 8
  • Languages
  • Challenge 0 (10 XP)

Actions

Bite. Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.



Skulltula

Large beast, unaligned


  • Armor Class 15 (natrual armor)
  • Hit Points 26 (4d10 + 4)
  • Speed 30 ft., climb 30 ft.

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

  • Damage Immunities acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, radiant, slashing, and thunder from nonmagical attacks that strike its hardened shell.
  • Skills Perception +3, Stealth +7
  • Senses blindsight 10 ft., darkvision 60 ft., Passive Perception 10
  • Languages
  • Challenge 1 (200 XP)

Ambusher. In the first round of combat, the skulltula has advantage on attack rolls against any creature it has surprised.

Shielded Abodomen. The skulltula's has a hardened chitinous shell covering its back, leaving only its soft underside succeptible to nonmagical attacks.

Spider Climb. The skulltula 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 skulltula knows the exact location of any other creature in contact with the same web.

Web Walker. The skulltula ignores movement restrictions caused by webbing.


Actions

Bite. Melee Weapon Attack: +5 to hit, reach ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but Poisoned for 1 hour, even after regaining hit points, and is Paralyzed while Poisoned in this way.

Drop. Melee Weapon Attack: +5 to hit, one creature directly underneath the skulltula. Hit: Hit: 10 (2d6 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but Poisoned for 1 hour, even after regaining hit points, and is Paralyzed while Poisoned in this way.

Web (Recharge 5-6). Ranged Weapon Attack: +5 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 12 Strength 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).


Rections

Spin. While hanging from a strand of webbing, the skulltula spins violently if a creature apporaches it. Any creature within 5 ft. of the skulltula must make a DC 12 Dexterity saving throw or take be knocked 10 feet backwards, taking 1d6 bludgeoning damage and landing Prone. If it does not hit any target when it spins, the next attack made against the skulltula has advantage.



Skulltula, Golden Curse

Small beast, unaligned


  • Armor Class 11
  • Hit Points 27 (5d6+10)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 13 (+1) 15 (+2) 3 (-4) 12 (+1) 4 (-3)

  • Senses blindsight 10 ft., darkvision 60 ft., Passive Perception 10
  • Languages
  • Challenge 1 (200 XP)

Golden Carapace. The abdomen of a golden curse skulltula is made of gold worth 50 gp.

Nimble Escape. The golden curse skulltula can take the Disengage or Hide action as a bonus action on each of its turns.

Spider Climb. The golden curseskulltula 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 golden curseskulltula knows the exact location of any other creature in contact with the same web.

Web Walker. The golden curse skulltula ignores movement restrictions caused by webbing.


Actions

Curse (Recharge 5-6). The golden curse skulltula can cast polymorph (spell save DC 14), turning a creture into a skulltula (mostly - one of the legs might be an elongated arm with a hand at the end, one of the eyes might be one of the targets regular eyes, etc., and the creature can still speak normally while polymorphed). The golden curse skulltula does not need to concentrate on this spell and can cast it multiple times at multiple targets.

Transmuting Blast. The golden curse skulltula emits piercing shriek and a magic blast. The blast has a 15-foot diameter centered on the golden curse skulltula. Within that diameter, 10% of all valuable coins (gold, silver, copper, etc.) or one non-magcial object made of a precious metal and is no greater than 1 square foot, is transformed into worthless rocks or stone.

Bite. Melee Weapon Attack: +5 to hit, reach ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but Poisoned for 1 hour, even after regaining hit points, and is Paralyzed while Poisoned in this way.


Rections

Spin. While hanging from a strand of webbing, the skulltula spins violently if a creature apporaches it. Any creature within 5 ft. of the skulltula must make a DC 12 Dexterity saving throw or take be knocked 10 feet backwards, taking 1d6 bludgeoning damage and landing Prone. If it does not hit any target when it spins, the next attack made against the skulltula has advantage.


Slime

small ooze, chaotic neutral


  • Armor Class 9
  • Hit Points 5 (2d4)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
8 (-1) 9 (-1) 8 (-1) 6 (-2) 10 (+0) 2 (-4)

  • Senses Passive Perception 10
  • Languages
  • Challenge 0 (10 XP)

Actions

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


Spirit Wisp

tiny undead, any alignment


  • Armor Class 9
  • Hit Points 12 (5d4)
  • Speed 0 ft., fly 10 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 7 (-2) 10 (+0) 10 (+0) 10 (+0) 0 (+0)

  • Damage Immunities cold, necrotic, poison; acid, fire, bludgeoning, piercing, slashing, and thunder from nonmagical weapons
  • Condition Immunities Blinded, Deafened, Exhaustion, Grappled, Paralyzed, Poisoned, Petrified, Poisoned, Prone, Restrained, Unconscious
  • Senses darkvision 60 ft., Passive Perception 10
  • Languages any languages it knew in life
  • Challenge 0 (10 XP)

Incorporeal. The spirit wisp can't take actions or reactions, and can't interact with anything in the physical.

Incorporeal Movement. The spirit wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.


Staltroop

Medium undead, lawful evil


  • Armor Class 9 (armor scraps)
  • Hit Points 4 (1d8)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
10 (+0) 6 (-2) 10 (+0) 6 (-2) 8 (-1) 5 (-3)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Understands Stal, but can't speak
  • Challenge 0 (10 XP)

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


Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 2 (1d4) bludgeoning damage.


Stal Child

Small undead, lawful evil


  • Armor Class 9
  • Hit Points 5 (1d6 + 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 8 (-1) 13 (+1) 6 (-2) 8 (-1) 5 (-3)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Understands Stal, but can't speak
  • Challenge 0 (10 XP)

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


Actions

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


Stalkin

Small undead, lawful evil


  • Armor Class 10
  • Hit Points 8 (2d6 +2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 13 (+1) 6 (-2) 8 (-1) 5 (-3)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Understands Stal, but can't speak
  • Challenge 1/8 (25 XP)

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


Actions

Spear. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d8) piercing damage.


Stalfos

Medium undead, lawful evil


  • Armor Class 13 (armor scraps)
  • Hit Points 13 (2d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Understands Stal, but can't speak
  • Challenge 1/4 (50 XP)

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


Actions

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

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320., one target. Hit: 5 (1d6 + 2) piercing damage.


Stalfos Warrior

Medium undead, lawful evil


  • Armor Class 13
  • Hit Points 20 (4d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 6 (-2) 9 (-1) 5 (-3)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Understands Stal, but can't speak
  • Challenge 1/4 (50 XP)

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


Actions

Multiattack The stalfos warrior makes 2 attacks, one with each scimitar.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) slashing damage.


Stalfos Knight

Large undead, lawful evil


  • Armor Class 15 (armor scraps, shield)
  • Hit Points 28 (4d10 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 6 (-2) 10 (+0) 5 (-3)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Understands Stal, but can't speak
  • Challenge 1 (200 XP)

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


Reassemble. When the stalfos knight is reduced to 0 hit points, it collapses into a pile of bones. Any items on the stalfos knight are magically fixed to the bones and can't be pried off them, and the bones can't be pried apart. The stalfos knight regains 10 hit points at the start of its turn and reassembles as a bonus action. If the stalfos knight takes thunder damage while it is a collapsed pile of bone, this trait doesn’t function at the start of the stalfos knight’s next turn. The stalfos knight dies only if it starts its turn with 0 hit points and doesn’t reassemble.


Actions

Multiattack The stalfos knight makes 2 longword attacks, or 1 jumping sword attack.

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

Jump Sword Attack. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (3d6 + 2) slashing damage.


Stalmaster

Medium undead, lawful evil


  • Armor Class 16 (breastplate)
  • Hit Points 49 (7d8 + 21)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 17 (+3) 5 (-3) 10 (+1) 5 (-3)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Understands Stal, but can't speak
  • Challenge 2 (200 XP)

Actions

Multiattack. The stalmaster makes 4 attacks (one with each longsword), or it can make one sword charge attack.

Longsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Sword Charge (Recharge 6). If the stalmaster moves at least 15 feet straight towards a target, it can make a concentrated attack with all four longswords at once. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 21 (4d8 + 3)


Staldra

Medium undead, lawful evil


  • Armor Class 13 (natural armor)
  • Hit Points 45 (7d8 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 14 (+2) 7 (-2) 10 (+0) 5 (-5)

  • Skills Perception +3
  • Damage Immunities poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Passive Perception 12
  • Languages
  • Challenge 2 (200 XP)

Multiple Heads. The staldra has three heads. While it has more than one head, the staldra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the staldra takes 10 or more damage in a single attack, one of its heads dies. If all its heads die, the staldra dies. At the end of its turn, it regrows any of its heads that died since its last turn. The staldra regains 10 hit points for each head regrown in this way.

Reactive Heads For each head the staldra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.


Actions

Multiattack. The staldra makes as many bite attacks as it has heads.

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


Stone Talus (NOT DONE)

Large elemental, neutral


  • Armor Class 17 (natural armor)
  • Hit Points 126 (12d10 + 60)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 20 (+5) 5 (-3) 10 (+0) 5 (-3)

  • Damage Immunities necrotic, radiant, poison, psychic. Additional immunity to acid, bludgeoning, cold, fire, force, lightning, pierecing, slashing, thunder to anywhere except critical point.
  • Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  • Languages
  • Challenge 5 (1,800 XP)

Critical Point. The stone talus has a small outcropping of gemstones on its back. Striking this outcrop paralyzes the stone talus for 1 round in addition to dealing damage. From the ground, the outcrop has 1/2 cover if the attacking creature is size medium or smaller.

Siege Monster. The talus deals double damage to objects and structures.


Actions

Multiattack. The stone talus can make two Boulder Toss attacks

Crush. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Boulder Toss (Recharge 4-6). Ranged Weapon Attack: +8 to hit, range 20/40 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Reactions

Judder. The talus can use its reaction to knock off creatures that are climbing on it. Creatures subject to this must make a DC 15 Dexterity (Acrobatics) check, taking 12 (2d6 + 5) bludgeoning damage and flying 10 feet away from the talus in a random direction (landing prone) on a failure, or flies 10 feet away from the talus in a random direction, but does not take damage and does not land prone on a success.

Variant: Ice and Lava Talus

Taluses can come in different varieties. Below are the differences between a regular Stone Talus and Ice and Lave Talus

Ice Talus. Additional Damage Vulnerability to fire. Additional Damage Immunity to cold. Attacks deal additional 1d8 cold damage.

Lava Talus. Additional Damage Vulnerability to cold. Additional Damage Immunity to fire. Attacks deal additional 1d8 fire damage.


Tektite

Medium monstrosity, unaligned


  • Armor Class 12
  • Hit Points 13 (3d8)
  • Speed 50 ft., swim 30 feet.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 2 (-4) 9 (-1) 3 (-4)

  • Saving Throws
  • Skills Perception +3
  • Senses Passive Perception 10
  • Languages
  • Challenge 1/2 (100 XP)

High Jumper A tektite can jump up to 15 feet high and leap a distance up to 15 feet.

Spring Attack. While standing on a solid suface, the tektite can jump at a target up 15 feet away. The target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tektite can make one bite attack against it as a bonus action.

Water Strider. Tektites can move across the surface of water as though it were difficult terrain.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) poison damage.


Toadpoli

Small beast, unaligned


  • Armor Class 11
  • Hit Points 3 (2d4 - 1)
  • Speed 15 ft., swim 30 ft.

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

  • Senses Passive Perception 14
  • Languages
  • Challenge 1/8 (25 XP)

Amphibious. The toadpoli can breathe air and water.

Liquid Cover. When at least half of the toadpoli's body is under water or simliar liquid, it gains the benefits of half-cover. When it is fully submereged, it gains the benefits of 3/4 cover.


Actions

Spit. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 1) bludgeoning damage.

Reactions

Submerge. If a creature comes within 20 feet of the toadpoli while the toadpoli is in liquid at least 3 feet deep, it can use its reaction to dive underwater.


Twilit Messenger

Medium aberration, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 45 (7d8 + 14)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 7 (-2)

  • Damage Vulnerabilities radiant
  • Skills Stealth +4
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Understands Twili but can't speak
  • Challenge 1 (200 XP)

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

Pounce. If the shadow beast moves at least 20 feet straight toward a creature and then hits it with a fist attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the shadow beast can make one Leaping Stomp attack against it as a bonus action.

Sunlight Hypersensitivity: The shadow beast takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.


Actions>

Multiattack. The shadow beast makes three attacks, each with its fist.

Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. If the attack hits and target is a Medium or smaller creature, it is Grappled (escape DC 13).

Body Slam. If the twili messenger is grappling a Medium or smaller target, the shadow beast can use a bonus action to violently slam the target onto the ground. The target lands prone, taking 10 (2d6 + 3) bludgeoning damage, and is no longer grappled.

Leaping Stomp. Melee Weapon Attack: +5 to hit, reach 10 ft., one prone target. Hit: 7 (1d8 + 3) bludgeoning damage. The shadow beast can leap from 10 feet away, landing on and crushing a prone target. The shadow beast must end its turn in an empty space next to the target.



Twilit Messenger, Greater

Large aberration, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 58 (8d10 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 8 (-1) 13 (+1) 9 (-1)

  • Damage Vulnerabilities radiant
  • Skills Stealth +4
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Understands Twili but can't speak
  • Challenge 3 (1,100 XP)

Sunlight Hypersensitivity: The greater shadow beast takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Superior Darkvision The greater shadow beast can discern colors using its darkvision.

Innate Spellcasting. The greater shadow beast's spellcasting ability is Wisdom based (spell save DC 13). The greater shadow beast can innately cast the following spells, requiring no components:

1st level (2 slots): fogcloud


Actions

Multiattack. The greater shadow beast makes three actions.

Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. If the attack hits and target is a Medium or smaller creature, it is Grappled (escape DC 14). Until this grapple ends, the target is Restrained, and the greater shadow beast can’t grapple another target, but can still attack with its other fist.

Body Slam. The greater twili messenger is grappling a Medium or smaller target, the shadow beast can use a bonus action to violently slam the target onto the ground. The target lands prone, taking 13 (2d8 + 4) bludgeoning damage, and is no longer grappled.

Leaping Stomp. Melee Weapon Attack: +6 to hit, reach 10 ft., one prone target. Hit: 8 (1d8 + 4) bludgeoning damage. The shadow beast can leap from up to 10 feet away, landing on the target. The target must succeed a DC 15 Strength saving throw or be knocked prone. The greater shadow beast must end its turn in an empty space next to the target.

Awakening Bellow (Recharge 5-6). The greater shadow beast lets out a dreadful wail. Any creature within 30 feet of the greater shadow beast that isn't deaf must make a DC 13 Constitution saving throw or be stunned for 1 round, or until suffering damage. Additionally, any defeated shadow beasts in a 60-foot radius regain 2 hit dice worth of hit points.



Wolfos

Medium monstrosity, neutral evil


  • Armor Class 12 (natural armor)
  • Hit Points 19 (3d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+2) 14 (+2) 7 (-2) 10 (+0) 6 (-2)

  • Skills Perception +3, Stealth +4
  • Senses Passive Perception 13
  • Languages
  • Challenge 1/2 (100 XP)

Keen Hearing and Smell. The wolfos has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack. The wolfos makes two attacks

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

Reactions

Block. The wolfos adds 2 to its AC against one melee attack that would hit it. To do so, the wolfos must see the attacker.


Wosu

Medium humanoid (wosu), lawful evil


  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 35 ft.

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

  • Senses Passive Perception 9
  • Languages
  • Challenge 1/8 (25 XP)

Skill. blah


Actions

Blood Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. A target hit by this attack must succeed a DC 8 Constitution saving throw or have disadvantage on its next attack, save, or skill check.


Zola

Medium humanoid (zola), neutral evil


  • Armor Class 12 (natural armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 12 (+1) 13 (+1) 9 (-1)

  • Skills Perception +5,
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Zora
  • Challenge 1/2 (100 XP)

Limited Amphibiousness. The zola can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

Actions

Multiattack. The zola makes two melee attacks, or one spit fire attack.

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

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

Spit Fire. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 5 (1d10) fire damage.


Zola Sea Sorcerer

Medium humanoid (zola), neutral evil


  • Armor Class 12 (natural armor)
  • Hit Points 31 (7d8)
  • Speed 30 ft., swim 40 ft.

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

  • Skills Perception +5,
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Zora
  • Challenge 2 (450 XP)

Limited Amphibiousness. The zola sea sorcerer can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

Spellcasting. The zola sea sorcerer is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +5 to hit with spell attacks). The zola sea sorcerer has the following cleric spells prepared:

Cantrips (at will): frostbite, shape water, shocking grasp

1st level (4 slots): create or destroy water, thunderwave

2nd level (3 slots): gust of wind

3rd level (2 slots): tidal wave, wall of water


Actions

Multiattack. The zola makes two melee attacks, or one spit fire attack.

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

Spit Fire. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 5 (1d10) fire damage.

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

Credits

Wizards of the Coast

For creating the core rules of this game I enjoy tremendously.

http://company.wizards.com/

http://dnd.wizards.com/

Nintendo

For creating the Legend of Zelda (my favorite video game franchise) and the for all the official art work and models.

https://www.nintendo.com/

http://www.zelda.com/

GM Binder

For creating this official-looking formatting.

https://www.gmbinder.com

D&D Zelda 5e PHB

DA Clark for the inspiration and ideas. I think DA Clark's Reddit name is u/ninjabreadbear https://www.reddit.com/r/DnD/comments/2ookln/dd_5e_legend_of_zelda_campaign_setting/

DA Clark's Players Handbook: https://www.dropbox.com/s/lexzdcugan6m0vu/Zelda%205E%20Player%27s%20Guide.pdf?dl=0

DA Clark's Dungeon Master's Guide: https://www.dropbox.com/s/9mru2aqtdhfj01e/Zelda%205E%20Master%27s%20Guide.pdf?dl=0

 

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