Monster Ability Toolbox

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Monster Ability Toolbox

The following is a list of sample abilities and actions you might add to monsters from the Monster Manual, to add to your own homebrew creations, or simply to draw inspiration.

Overview

The abilities and actions here are sorted into one of three categories, being Martial, Magical, and Special abilities. Martial are flavored around conventional weapons, such as swords, hammers, and bows; Magical abilities are flavored around magic and magical effects.

Special abilities are more complicated to run and will likely be the main ability of a monster, if not one of its main abilities.

Symbols and Terms

For simplicity, the abilities and actions on this list use certain symbols to define how and when they are used:


  • Action. This symbol designates that the ability costs an Action to use.
  • Bonus Action. This symbol designates that the ability costs a Bonus Action to use.
  • Reaction. This symbol designates that the ability costs a Reaction to use. It is also sometimes used to designate an ability that is part of a creature's Multiattack.
  • Special. This symbol designates that the ability doesn't have a normal cost, such as a Free Action or an ability that goes alongside an action, such as the paladin's Smite or the monk's Debilitating Strike.
  • Recharge. Once this ability is used, it must be recharged to be used again. The ability lists the maximum number or numbers of a die size (such as 5-6 for a D6), and at the start of that creature's turn, it must roll that die to determine whether the ability recharges if it hasn't yet been recharged. If the result is within the target (5 or 6 for a Recharge of 5-6), the ability can be used again.

Some Rules of Thumb

  • Recharge abilities are easiest to run with just one per creature. Past that, you might tie multiple recharge abilities to a single die roll, or roll separately.
  • Certain abilities here can have multiple effects depending on what the creature chooses to do. For instance, a creature might choose the damage type their attack deals, or what conditon they inflict with an ability.
  • The type and size of Area of Effect abilities and actions here, but they can always be changed as you need them.
  • Flavor is free, reword these abilities as you need.

Martial Abilities

☐ Accurate Eye

When a creature uses the Dodge action, creature can choose to ignore it.

☐ Action Surge (#/day).

On creature’s turn, they can choose to take one additional action.

☐ Advanced Mobility.

While moving, creature can run along vertical surfaces without falling during the move.

◇ Agressive

creature can dash as a bonus action as long as they can end their turn within 5ft of a hostile creature.

☐ Alert

creature has a +5 to their initiative and can't be surprised.

◇ Attack Command.

As a bonus action, creature directs one of its allies that can see or hear it to strike. That creature can immediately use its reaction to make one weapon attack.

☐ Aura of Arcane Punishment

creature emanates an aura of anti-energy in a distance radius. If a creature casts a spell within this aura, they must make a DC number Constitution saving throw. On a failed save the spell fails, and the creature takes 2d6 Psychic damage.

⮌ Battle Strategy

When an ally creature within distance of creature fails an attack roll, saving throw, or ability check during combat, creature can use its reaction to give that creature advantage.

◆ Beguiling Presence

As an action, creature focuses their body to conjure a beguiling visage. Creatures that can see creature must make a DC number Wisdom saving throw. On a failed save, the creature is either Charmed or Frightened until they take damage (creature's choice). A creature cannot be affected by creature's Beguiling Presence again until they complete a long rest, regardless of whether it saved.

☐ Bloodlust Strike

Once per turn when [this creature] reduces a target below 0 hit points, it can make an additional melee attack on the same turn.

◇ Brutal Leap

[This creature] jumps up to [distance] as a bonus action. If it lands next to a creature, that creature must make a DC number Dexterity saving throw. On a failed save, creatures take 2d6 Bludgeoning damage and are knocked prone. On a successful save, it takes half that damage and is not knocked prone.

⮌ Brutal Opener

When a creature comes within 5ft of [this creature], it can make an opportunity attack as a reaction.

☐ Brutalist (#/day).

When a creature uses the disengage action, [this creature] can choose to ignore it.

☐ Colossal

This creature cannot be grappled by a creature unless it is of Gargantuan size.

◇ Combat Analysis (#/day)

As a bonus action, creature analyzes the battlefield, studying the tactics and movements of other creatures. Until it next takes damage, creature has advantage on all d20 rolls.

☐ Crippling Strike.

When creature hits a creature with attack, it can use its bonus action to attempt to crush the target. When it does so, the target must succeed a DC number Strength saving throw. On a failed save, the target's melee and ranged damage are reduced by number until it regains hit points.

◆ Defense Command

As an action, creature grants all friendly creatures that can see or hear them a +1 bonus to their AC, which lasts until the start of creature's next turn.

⮌ Deflect Missiles.

creature can use its reaction to catch a missile when it is hit by a ranged weapon attack. When it does so, the damage it takes from the attack is reduced by 1d10 + number.

If creature reduces the damage to 0, it can catch the missile if it is small enough for it to hold in one hand and it has at least one hand free.

☐ Evasion.

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

⮌ Evasive Maneuvers.

While flying, creature can use its reaction to attempt to evade incoming damage, raising its AC by 1d4 against one attack that would hit it. It must be able to see the attacker to do so. If this causes the attack to miss, creature moves up to distance in any direction as a free action.

☐ Explosive Defeat

When creature drops below 0 hit points it explodes in a distance radius. Creatures in this zone must make a DC number Dexterity saving throw, taking damage on a failed save, or half as much on a success. Once used, creature is instantly killed.

☐ Freedom of Movement

creature ignores difficult terrain, and magical effects can't reduce their speed or cause them to be restrained. creature can spend 5ft of movement to escape from nonmagical restraints or from being Grappled.

◆ Gust of Wind.

As an action, creature unleashes a gust of wind in a 30ft cone. To do so, it must be flying. All creatures within this zone must make a DC number Dexterity saving throw, falling prone on a failed save. If a creature in this zone is flying, it is instead moved 30ft away from the Airwarden if it fails.

◇ Hastened Movement

creature can Dash and Disengage as a bonus action.

☐ Hive Mind.

creature can see what allies can see, giving it advantage on Perception checks.

☐ Immovable / Heavy

creature cannot be moved against its will.

☐ Immutable Form

creature is immune to effects that would alter its form.

☐ Inevitable Resolve

creature cannot be controlled, and any effects affecting creature that last multiple rounds instead only last 1 turn.

☐ Keen Mind

creature always knows which way is north, knows the number of hours left before the next sunrise or sunset, and can accurately recall anything it has seen or heard within the past month.

☐ Lacerator

Once per turn when creature hits a creature with their Slashing_weapon, they can choose to half its movement speed until the start of creature's next turn.

☐ Legendary Resistance, (#/day)

If creature fails a saving throw, it can choose to succeed instead.

☐ Mage Slayer

Ability. creature has advantage on saving throws made against spells cast within 5ft of them, and creatures creature hits have disadvantage on their Concentration checks.


Reaction. When a creature within 5ft of creature casts a spell, creature can make a melee attack against that creature. On a hit, the target must make a Concentration check for the spell that triggered this attack. On a failed save, the spell fails.

◇ Move Command

As a bonus action, creature directs an ally to move. That creature then uses its reaction to move a number of feet up to its walking speed.

◇ Menacing Attack

When creature hits a creature with melee_weapon, it can use its bonus action to attempt to frighten the target. When it does so, the target must succeed a DC number Wisdom saving throw or become Frightened until the end of creature's next turn.

☐ Multiattack

creature can make a number of attacks using weapon / a_combination_of_weapon_A,_weapon_B... on their turn.

◆ Onslaught

As an action, creature makes a weapon attack against all creatures in a 5ft x 15ft line in front of them.

☐ Pack Tactics

creature has advantage on attack rolls against a creature if at least one of its allies is within 5 feet of the target and the ally isn't incapacitated.

⮌ Parry

As a reaction, creature adds 1d4 to their AC against one melee Attack that would hit them. To do so, creature must see the attacker and be wielding a melee weapon.

◆ Pseudopod Strike, + number to_hit, reach number

creature strikes with a quickly formed pseudopod, dealing damage worth of Bludgeoning, Piercing, or Slashing damage (creature's choice). This attack ignores any Grappled or Restrained conditions caused by nonmagical effects.

◇ Rage State, (#/day)

As a bonus action, creature can enter a rage state. While in this state creature is resistant to nonmagical attacks and has advantage on attack rolls. creature's rage state lasts until creature ends a turn without dealing or receiving damage.

☐ Raidboss Resistance

creature is immune to any effect that would alter its form or teleport it against its will.

◇ Rally (#/day)

As a bonus action, creature bolsters the resolve of one of their allies that can see or hear it. That creature gains number temporary hit points.

☐ Ranged Expert

creature doesn't have disadvantage on its ranged attacks when making an attack within 5ft.

☐ Sentinel.

Ability. creature ignores the Disengage action, and when its hits a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.


Reaction. When a creature within 5ft makes an attack against a target other than creature within 5ft, creature can make an opportunity attack against that creature.

☐ Sneak Attack

Once per turn, the creature can deal an extra damage to one creature it hits with an attack if it has advantage on the attack roll. This must be with a finesse or a ranged weapon.

creature doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and creature doesn't have disadvantage on the attack roll.

☐ Sturdy Armor

creature can't take damage from an attack that deals less than number damage.

☐ Thorns (Area).

When a creature hits creature with an attack, any creatures within distance of creature take damage.

☐ Thorns (Point).

When a creature hits creature with a melee attack, it takes damage.

Tripping attack (#/day)

As a part of its melee attack action, creature can use its bonus action to attempt to trip the target with its attack. The target must succeed a DC number Dexterity saving throw or be knocked Prone.

⮌ Uncanny Dodge

When an attacker creature can see hits them with an attack, they can half the damage as a reaction.

☐ Weapon Expert

creature rerolls any 1s on damage rolls for melee or ranged attacks that deal damage type.

◆ Wing Rush

While flying, creature can use their action to fly distance in a straight line. The first creature hit by this movement must make a DC number Dexterity saving throw. On a failed save, the target takes Bludgeoning damage, and is knocked prone. On a successful save, the target takes no damage and is not knocked prone.

Magical Abilities

☐ Arcane Recovery

creature can regain magical energy quicker than most. Once per day when creature finishes a short rest, it regains a number of spell slots with a combined level of number.

☐ Aura of Conquest

creature emanates an aura of menacing presence while not incapacitated. This aura extends in a distance radius, but not through total cover. If a creature is Frightened of creature, its speed is reduced to 0 while in the aura, and that creature takes number psychic damage if it starts its turn there.

☐ Aura of Courage

All creatures within distance of this creatures can't be Frightened while creature is conscious.

☐ Aura of Damage Resistance

Creatures within a distance of creature are resistant to damage type(s).

☐ Aura of Pressure.

creature emanates a field of unnatural pressure in a distance sphere. This zone is difficult terrain

☐ Aura of Protection.

Whenever creature or a friendly creature within distance of them must make a saving throw, the creature gains a +5 bonus to the saving throw, provided creature is conscious.

☐ Condition Resistance

creature is capable of resisting condition. While it is conscious, creature has advantage on saving throws to avoid being afflicted with condition.

☐ Damage Aura

When a creature starts or ends its turn within distance of creature, it must make a DC number Dexterity saving throw, taking damage on a failed save, or half as much on a success.

☐ Divine Smite.

Once per turn when creature hits a creature with a melee attack, they can expend one spell slot to deal extra Radiant damage to the target equal to 2d8 + 1d8 per spell level after 1st or_alternatively_just_2d8

☐ Enervating Gaze.

While a creature is within creature's line of sight, its movement speed is halved.

☐ Gravity / Wind Aura

Objects that aren't being worn or carried within distance sphere orbit around creature, and creatures gain a distance Fly speed within this area.

◇ Healing Burst

As a bonus action, creature causes all friendly creatures within distance to regain number hit points. or_alternatively_temp_hp

☐ Improved Darkvision

creature can see through magical darkness.

◆ Invisibility

creature can use its action or_alternatively_bonus_action to turn invisible. This invisibility lasts until creature attacks or casts a spell.

⮌ Kinetic Blast.

When a creature hits creature with a melee attack, creature can use its reaction to release stored up kinetic energy in a distance sphere around it. Creatures within this zone must make a DC number Constitution saving throw, taking damage on a failed save or half as much on a success.

Kinetic Dash

As a bonus action, creature propels themself up to distance in a straight line in front of them. Creatures within 5ft of this path must succeed a DC number Dexterity saving throw or be launched distance away from creature. A creature can only be affected by this ability once per turn.

☐ Magic Resistance

creature has advantage on saving throws against spells and other magical effects.

⮌ Magic Retort

When a creature attacks creature with a spell, creature can use its reaction to attempt to turn that creature's magic against it. The target must make an Intelligence save against creature's spell save DC. On a failed save, the spell fails and the target takes damage.

☐ Magical Sense

creature can sense the presence of magic, as if by the Detect Magic spell.

◇ Misty Step (#/day)

As a bonus action, the creature teleports up to distance to an unoccupied space it can see.

⮌ Phase Evade, (#/day)

As a reaction to taking damage, creature raises its AC by 1d4 against one attack that hit it. If this causes the attack to miss, creature teleports up to distance away.

☐ Phasic Body

creature can move through solid material less than 1ft thick, and it ignores difficult terrain.

◇ Shadow Step

While in darkness, creature can use its bonus action to teleport up to distance to an unoccupied space it can see, provided that space is also in darkness.

☐ Slow Fall

creature has immunity to fall damage.

☐ Spell Expert

creature rerolls any 1s on damage rolls for spells that deal damage type.

⮌ Spell Explosion (#/day)

When creature hits a creature with a ranged spell attack, it can use its reaction to cause the spell to explode with power, dealing the spell's maximum damage instead of rolling.

☐ Spider Climb

creature can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

☐ Subtle Spell, (#/day)

When creature casts a spell, it can choose to do so without verbal or somatic components.

☐ Transmuted Spell

creature can choose to make their spells deal damage type(s).

◇ Telekinesis

As a bonus action, creature attempts to shove a creature with its psionics. The target must make a DC number Constitution saving throw. On a failed save the creature is moved up to distance in a direction of creature's choice.

☐ Turn Resistance.

creature has advantage against the effects of Turn Undead and similar effects.

☐ Twinned Spell, (#/day)

When creature casts a spell that targets only one creature and doesn't have a range of self, it can choose to force it to target two creatures.

◆ Vortex Pulse

As an action, creature pulses its arcane aura, temporarily expanding it and retracting it in the hopes of bringing creatures closer to it. Creatures within a distance A radius of creature must make a DC number Dexterity saving throw. On a failed save, creatures are pulled distance B closer to creature.

◆ Wave of Force

As an action, creature expels a wave of force in a size cube centered on itself. Any other creatures in that area must make a DC number Dexterity saving throw. On a failed save creatures take damage and are pushed distance away from creature. On a success creatures take half that damage and are not moved.

☐ Weakness Aura

creature generates a weakening aura in a distance radius. Creatures other than creature within this zone have disadvantage on Strength, Dexterity, and Constitution saving throws.

Special Abilities

Call of the Grave

Creatures within distance of creature cannot be healed by magical means.

Dripping Wings

While flying, any creatures that start their turn less than distance beneath creature or go beneath them for the first time on a turn must make a DC number Dexterity saving throw or take damage.

Life Bind

When creature B dies or falls unconscious, creature immediately drop to 0 hit points.

Mind Sanctuary.

creature can use Actions and Bonus Actions interchangeably. This ability is nullified for 1 turn if it fails an Intelligence saving throw or takes more than 15 Psychic damage from a single attack.

Piercing Rays

creature calls forth rays to pierce their enemies, creating up to Number A Distance A x Distance B lines at points they can see. Hostile creatures in those areas on creature's next turn must make a DC number Dexterity saving throw, taking damage on a failed save, or half as much on a success.

Reactive

creature can use number reactions per turn, but only once per trigger.

Store Energy

As an action, creature stores energy within it. For every turn that creature charges, add damage to the damage roll of attack, to a maximum of damage.

Summon

As an action, creature rolls 1d4. creature summons a number of creature B of Medium size, up to the amount rolled.

Tangling Trail.

creature spreads magical roots on all spaces it moves through on its turn, which last until the creature's next turn and counts as difficult terrain. Creatures that start their turn on these roots must make a DC number Dexterity Saving throw or be Grappled by the roots. Creatures automatically escape the grapple when the roots disappear.

 

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