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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. \columnbreak ## 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. \pagebreakNum #### ◇ 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. \columnbreak #### ☐ 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. \pagebreakNum #### ☐ 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. \columnbreak #### ☐ 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. \pagebreakNum #### ☐ 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. \columnbreak #### ☐ 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. \pagebreakNum #### ◇ 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. \columnbreak #### ◆ 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. \pagebreakNum # 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.