Davey's Faveys

Lvl 5 large winged dinosaur
1258
Lift.

If the aerosaur uses its talons on a target smaller than itself, and the aerosaur is flying, that target must make a STR or DEX roll. If they fail, they are grabbed in the aerosaurs talons. The aerosaur can drop, bite, or throw a target it has grabbed.

Actions
  • Talons..

    (Range 1) initiates "Lift" on small and medium targets.

  • Aerial Advantage..

    (Range 1) the aerosaur can use its "Lift" ability on an allied target, and that target can be maneuvered or use ranged attacks, for example.

"Its assistance is unnervingly similar to the way it hunts prey."

Level 1 Solo Large giant
H40
STR+ INT-
Thick black Troll Blood.

Heavy armor. When crit by a melee weapon the weapon gets stuck in the Trolls body (DC 10 STR or DEX save to pull free). Taking fire or radiant damage supresses Thick black Troll Blood for 1 turn.

The blood sings to me.

Your attacks can't miss bloodied enemies.

After each hero's turn, choose one.
  • Raking Claw.

    Move 6, then strike for 1d4+6. On Damage: Grappled (escape DC 10).

  • The Oath must be remembered!

    (a grappled target) carve the oath in the targets flesh to deal 1 Wound, then throw them up to 4 spaces. (They take 10 dmg).

  • Mad Ravings (1 Use).

    (enemies within reach 10) DC 10 WIL or 2d4+10 psychic, half on save.

BLOODIED:

At 20 HP Mad Ravings recharges.

LAST STAND:

Angor is dying! 10 more damage and he dies. Until then only fire, radiant or crits can harm him.

Lvl 7 huge dinosaur - Defender
M68
  • Tail.

    (Reach: 2) 4d6+4 bludgeoning. On damage: Dazed.

Made by SanityWithIn for Monster Monday Week 14: Time.

Lvl 13 humanoid - Ambusher
8140
Evasive.

Rolls of 1 or 2 miss the assassin. DEX + saves.

Fast.

Initiative rolls are made at disadvantage.

Backstab.

Attacks from a target's rear are made at 2 advantage.

Choose one.
  • Masterful backstab..

    On crit: Extra 40 damage, 1 wound, unblockable.

  • Smoke bomb.

    Gain invisibility until your next turn.

DM note: To be run as a hit and run

Lvl 1/4 humanoid
12
Choose one.
  • Scimitar..

    (Slashing, Martial, Light). You can make one extra attack with this weapon during the Attack action, instead of as a Bonus Action, once per turn

  • Crossbow, Light..

    (Piercing, Two-Handed, Load 1 action, Range 8, Simple) . On a hit, you can reduce the target's Speed by 10 feet until the end of its next turn.

Bandits use the threat of violence to seize what they want. These criminals include gang members, desperadoes, and rogue mercenaries. Some are driven by greed, while others turn to crime out of desperation, unjust laws, or the demands of ruthless leaders.

Lvl 13 large ooze - Melee
44180
Split.

Every time a pudding is bloodied it splits into two smaller (med/small/tiny) puddings. Damage dice halve on every split size. (4d8, 2d8, 1d8)

  • Psuedopod.

A 180 HP pudding will split into 2 x 90 HP 4d8 med puddings, which will split into 4 x 22 HP 2d8 small puddings, which will split into 8 x 5 HP d8 tiny puddings. The party will need to defeat 15 foes making AEO at the end very valuable. If you need to bump up the CR on this have some mini puddings already present at the start of the fight.

Lvl 2
M30
Gobkin: Haha, Missed Me!

Whenever an attack misses you or an ally within Reach 6, deal 1 psychic damage in return.

Devious Rascal.

When you attack a Distracted target in melee, you roll with advantage.

  • Bash.. OR:
  • Bolas. (Range 8).

    On hit: Restrained (escape DC 10)

Bugbear
M35
Goblins: Haha, Missed Me!

Whenever an attack misses you, deal 1 psychic damage in return.

Choose one.
  • Cleave.
  • Shoot.

Given weapons and armor enchanted by the Forge of Spells, these are not your average Bugbear.

Paper Forge: #161 Bugbear
Bugbear
Lvl 2 goblinoid
M33
Bloodlust.

The bugbear has advantage on attack rolls against creatures that are Bloodied.

Choose one.
  • Greatsword..

    On a miss, bugbear can headbutt the same target

  • Headbutt..

    On damage: Dazed 2 (Str save 12)

  • Heavy Crossbow..

    Range: 20. If target is large or smaller, 2 forced movement away from the bugbear

Shards of Corruption - Bard's Delivery

Paper Forge: #494 Bugbear
Gobkin: Haha, Missed Me!

Whenever an attack misses you or an ally within Reach 6, deal 1 psychic damage in return.

Devious Rascal.

When you attack a Distracted target in melee, you roll with advantage.

Meat Shield.

Can force goblins to Interpose for him.

  • Bash..

    Then:

  • Get Them!

    Command 1 goblin to move up to their speed (or 2 goblins up to half their speed) for free.

remixed from Bugbear
Level 11 Solo Huge Wyvern
H235
STR +++
Immunities.

Fire, Smoldering

Fire in the Hole.

Scales are left behind by Cinderashe when they move every 4 spaces. Scales explode when they are hit by AoE damage that isn't ice. They deal 2d10 3x3 AoE Fire damage

After each Hero's Turn, choose one:
  • Rend (2x)..

    Slashing/Bludgeoning. The Cinderashe dislodges a scale from its mane in the space it attacks.

  • Fire Breath (1 Use)..

    Fire. Cone 8. DEX Save DC 15. Half Damage on success.

  • Charge..

    AoE. Charges forward and Moves 8 spaces. Those caught make a DEX Save DC 15 and pushed 1 space away. Half on success.

BLOODIED:

At 150 HP, Cinderashe doubles the amount of scales it drops.

LAST STAND:

Cinderashe is dying! 110 more damage and Cinderashe dies! Cinderashe enters a super heated state and can trigger all scales to explode as a action.

Cinderashe only appears on the dry seasons after hibernating the wet season, with its awakening brings burning of old plants that would otherwise take over the land if left unchecked. This behavior is mimicked by Stormshifters of the same circle that take after Cinderashe's duty in the off-season.

But this does not mean the Cinderashe is all knowing and a guardian. As a apex predator, it sees new creatures taken over its land and gets territorial and often goes on a rampage. The wildfires it does to clear the land is more of a aftermath of its rampage.

When players carve parts from this creature to craft weapons, they can gain:

Cindercloak

Very Rare, Any armor or cloth +2

Ashe Cloud. Grants Fire Resistance. When you defend, the cloak flairs and causes KEY damage to everyone in 1 space.

Triggershell

Legendary, Any Melee Weapon

You attach a mechanism to your weapon for explosive results

Firearm. (3) You can fire a shell to make a ranged weapon attack (1d8+STR/DEX Fire, Range 12) or add 1d8 fire AoE damage to a melee attack. Reloading: 2 Actions.

Royal Guard. When you defend and reduce damage to 0, reload a shell.

Wyvernfire. Consume all charges and discharge Line 6, Charges d8 Fire Damage. DEX Save (10+STR/DEX), half on success.

Lvl 2 reptile
M25
Lurking predator.

When a player moves in or out of your reach, immedietly attack for free.

Choose one:
  • Bite...

    On damage: Grapple

  • Clamping jaws.

    (a grappled creature) 2d8+5

Often found in swamps next to

H35
Kobolds (Dragon Ancestry): Draconic Analogy.

You carry gold coins equal to your level. When an ally does within 3 squares, you may consume 1 gold. If you do, gain 5 temporary hit points and attack for free.

Aura of Fear.

Allies are Frightened of you.

Choose one.
  • Get in here!(Reach: 10).

    Call 1d4 kobold minions to join the fight. They appear somewhere logical within reach.

  • Fight harder!20 to a kobold.

    (Reach: 4)

Lvl 3 Defender
745
Cheats: Cheating's Fun!

Once per turn, when you hit with a melee attack, you can change the primary die to its maximum value (this causes it to crit).

Misdirection.

Once per round, when you are hit with a melee attack, you can reduce the damage you take by half.

  • Shortsword.
Doppleganger
65
  • Slam.(2x)
  • Shapeshift.

    Change shape into any Medium or Small humanoid. Equipment is not transformed.

  • True Form.

    Transform back into its true form. Creatures within 6 spaces make a DC 13 WIL save or are Frightened for 3 rounds.

Paper Forge: #370 Doppleganger
Lvl 1/2 humanoid - brute - Melee
18
Drunkard: Drunk.

Falls Prone when missing with an attack.

  • Improvised Weapon...

    On crit: The weapon breaks.

Made by SanityWithIn for Monster Monday Week 17: City.

Lvl 5 humanoid - brute - Melee
50
Drunkard: Drunk.

Falls Prone when missing with an attack.

Drunken Master.

Ignores disadvantage on all attacks and has Heavy Armor while prone.

Choose one.
  • Swift Fists (2x).
  • Backflip...

    On hit: No longer prone. (Can only be used while prone)

Made by SanityWithIn for Monster Monday Week 17: City.

Lvl 6 humanoid (dwarf) - brute - Melee
580
Intensifying Fury.

Roll an additional 1d8 on every attack for every time the Dwarven Berserker raged.

Choose one.
  • Adamant Rage (3 Uses).

    Gain Heavy Armor for 1 round.

  • Axe Swing.

    1d12+4 slashing.

  • Side Axe (2 Uses).

    (Range: 2-4) 1d6+4 slashing.

Made by SanityWithIn for Monster Monday Week 3: Humanoids/NPCs.

Lvl 1 dwarf
520
Choose one.
  • Crossbow...

    (Range 8)

  • Mace..

Bolters prefer to group up behind Defenders, and will only use their Mace when cornered.

Lvl 1 dwarf
M520
Fotification.

Increases the armor of each adjacent Dwarven ally by 1 step (None, Medium, Heavy).

Can Interpose.
  • Shield Bash...

    On damage: Push 1 space. On crit: Push 1 space and Dazed.

Defenders protect Bolters and Metalmongers at all costs, including during retreats.

535
Metallicity.

Zap! damage done to targets wearing or made of metal has an increased crit range (5-6).

Choose one.
  • Zap!. (Range 8).

    On crit: Zap! the nearest target up to 4 spaces away that has not been zapped this turn.

  • Give Me Your Metal!(Range 4).

    (Metallic mail or plate only) DC 12 STR save or Restrained until the end of their next turn, or Incapacitated if already Restrained.

Metalmongers sometimes end up zapping their Defenders. Oops.

Level 7 Solo Large Dragon
H155
STR+ INT+ WIL-
Poisonous Lair.

Due to a myriad of small fungi present in the lair, the air is saturated with toxic spores. When entering the Lair , heroes must make a DC14 STR save or be poisoned until they leave the Lair.

Poisonous Lair Arise.

When Eruvilvaart becomes Bloodied, if you're not already poisoned make a DC16 STR save or becomes poisoned until you leave the Lair

After each hero’s turn, choose one:
  • Dash.

    Fly 16 in any directions

  • Tear the living.

    (Reach 2) 2D6 + 3 (9), heroes must make a DC8 WIL save or be Frightened for one turn

  • Make them suffer.

    (Reach 1) 3d6+3 (12)

  • Acid Breath.

    (1 use) cone 6, DC 14 DEX save or 2d12+12 dmg. Half on save

  • Breathe In.

    Regain Acid Breath

BLOODIED:

At 70 HP , Gain : Acid Blood. Melee attackers take half the HP lost in return as acid damage. All heroes that aren't poisoned must make a DC 16 STR save or becomes poisoned until they leave the lair

LAST STAND:

Erulvivaart is dying !, she can take 70 damage, then she die. She emits a terrible roar, spitting out a greenish, acidic gas. Until the end of the fight, heroes are reduced to two actions.

Lvl 4
66
Fae Tricksters: Binding Words.

If a creature lies to you, you know, and the first time after they lie you hit them with an attack, you automatically crit.

Fae Resistances.

You have advantage on magical saving throws and magic cannot see through your disguises.

Choose one.
  • Command.

    (Range: 8) One enemy must make a DC 12 WIL Save or be forced to lose 2 actions doing a silly dance, telling you a secret, or throwing what they're holding 6 squares.

  • Claws.

Forest Hags are powerful, solitary fae that never try to fight. They typically appear as old ladies, but can also disguise themselves as attractive women, men, or even small creatures like dogs or cats. They do not try to kill (unless in self defense), but will instead attempt to trick travelers into doing evil things (such as tricking them into cannibalism by offering them food made from children) or send them on nonsense quests to waste their time ("There's a dragon in the waterfall a mile south, would you be brave enough to slay it for me?" There is no dragon).

If they are forced to fight, they will have minions to defend them, usually either devils or demons - some sort of creature they have made a pact with. The Hag will command their foes as long as they are above half HP and their minions are alive - but if the Hag becomes bloodied or her minions fall, she will fell on her Magic Flying Broom!

Level 6 Solo Large Beholder
M175
INT++ WIL+
Dazing Gaze.

Any creature looking at the Gauth eye at the start of their turn must make a DC 13 INT Save or they are dazed until the start of their next turn.

If they don't look into it's eye, their attacks are made at disadvantage.

Fly 6 and choose 1:
  • Enervation Ray.

    2d8+4 Necrotic

  • Fire Ray .

    4d8+4 Fire

  • Devour Magic Ray.

    The targeted creature must succeed on a DC 13 DEX saving throw or have one of its magic items lose all magical properties until the start of the gauth’s next turn.

    Determine the affected item randomly, ignoring single-use items such as potions and scrolls.

  • Frost Ray.

    The targeted creature must succeed on a DC 13 STR saving throw or be frozen 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.

  • Push/Pull Ray.

    The targeted creature must succeed on a DC 13 STR saving throw or be pushed or pulled up to 15 feet directly away from the gauth and be knocked prone.

  • Blind Ray.

    The targeted creature must succeed on a DC 13 WIL saving throw or have the blind condition.

BLOODIED:

At 80HP gain Illusory Shift. Reaction, when attacked (1 use): Swap places with a creature within 6 Squares and they take the damage from the attack.

LAST STAND:

Gauth is dying! 60 More damage or he dies. Until then he Gains a new ray he can use once a round. Disintegration Ray. Dex saving throw 13 or 8d8+4 Force damage half on save.

Lvl 4 large
355
Engulfed.

When you move onto another creature's space DC 12 Dex save or become engulfed. 3 medium creatures can be engulfed at a time. Engulfed creatures are dazed 2, riding, take 10 damage at the start of their turn, and attack at 2 disadvantage, escape might DC 13.

Transparant.

Invisible unless spotted on Perc DC 15 or when moving.

Oozelets.

Can create an oozelet minion on being hit if you want to beef up an encounter.

  • Psuedopod x2..

    On crit: Next save against being engulfed is at disadvantage.

The escape is a good opp to encourage the help reaction. Fun to have objects seemingly floating in mid air until they spot it. Or if you think players are wise to that trick have them perceive it as a shimmering forcefield slowly moving toward them.

Lvl 2 large ooze
363
  • Pseudopod. Acid Damage
  • Engulf.

    The cube can hold 1 Large or 4 Medium/Small creatures. It may move through creatures if it has room inside them. Creatures whose space it enters make a DC 12 Dex save.

    Failure: 3d6 acid damage and Engulfed. Engulfed creatures are Restrained, have Total Cover, can’t cast spells, take 3d6 acid at the start of the cube’s turn, and move with it.

    An engulfed creature may use an Action Point to make a DC 12 Str save to escape.

    Success: The creature moves to a space within 5 ft. of the cube.

Lvl 20 evil wizard zombie - Controller
189
Spectres of the Dead : Jump Scare.

If encountered in the dark, you always go first and you start the encounter with 2 × LVL temporary hit points.

Bound Soul.

At the beginning of each hero's turn, while your phylactery is in tact, gain 20 temporary hit points. If you did while your phylactery is in tact, no you don't. You wake up without any of your stuff right not to it.

Summon Zombies. Then choose one.
  • Summon Zombies.

    Summon 1 Zombie monster/hero (9d8+13) with 10 HP within Reach: 12 of you and Reach: 2 of a hero.

  • Flaming Barriers.

    Create two three square by three square pyres of flame that do not spread. Any creature that starts its turn or enters within Reach: 2 of this pyre for the first time each turn takes 4d8 fire damage. It disappears when you use this ability again.

  • Icy Encasing.

    Encase a 100 square square area of ground in slippery ice. Any creature that moves on the ice must make a DC 20 dex save with disadvantage or fall prone, become Slowed, and take 1d8 cold damage. It disappears when you use this ability again.

  • Unlimited Power!!! (Range: 4).

    Attacks with advantage. On hit: deal damage to up to two other creatures in range.

  • Deadly Winds.1d44 (range: 12).

    Attacks with double advantage. Also hits enemies within Reach: 2 of your target.

  • False Sacrifice.

    Use Summon Zombies three times, attack one target within Range: 12 for d100 with advantage, then you die.

Has the HP of a heavy armor monster due to its healing.

Probably counts as five times hero count level 20 monsters because of the zombies it summons each round.

Has a magic staff that gives him advantage on spells, but if you don't want to give that as loot he could just be really cewl and strong. It's reflected in the stat block already.

Lvl 1 small fey (goblinoid)
M21
Multiattack.

Make 2 attacks, in any combination, with scimitar or shortbow.

Bonus Action: Nimble Escape.

During Off-turn the Goblin Boss may Disengage (imposes Disadvantage on all attacks against the Goblin Boss, until the beginning of the Goblin Boss's next turn.

Reaction: Redirect Attack.

Trigger: A creature damages the Goblin Boss. Response: An ally within 5 ft of the Goblin Boss and the Goblin Boss switch places, the ally takes the damage instead.

Choose one.
  • Scimitar. Slashing Damage.

    Add 1d4 Slashing Damage if the Goblin Boss has Advantage on Damage roll.

  • Shortbow. Piercing Damage.

    Range 80 ft (16). Add 1d4 Piercing Damage if the Goblin Boss has Advantage on Damage roll.

Lvl 6 large chimeric beast
1270
Seize.

When the griffin deals damage immediately after moving, its target must succeed a DC 13 athleticism or acrobatics roll, if they fail they are grabbed by the griffin

Wingbeat.

Any target the griffin flies directly over must succeed a DC 6 saving roll or are knocked prone

Choose Two Actions...
  • Razor Beak and Talons.
  • Piercing Cry..

    Targets within 2x2 tiles around the griffin must succeed a DC 7 saving roll or are deafened for 2 turns

Lvl 1
26
Tight formation.

Has medium armour if adjacent to another guard.

  • Longsword.
  • Crossbow (1 use)..

    Too slow to reload

Lvl 4 humanoid
H75
Multiattack.

Makes 2 attacks, using Javelin or Longsword in any combination.

Choose one.
  • Javelin. Piercing Damage.

    Can be used in melee or thrown. Range 30 ft (6)

  • Longsword. Slashing Damage
Lvl 3 Skirmisher
840
Halfling: Lucky.

(1 Use) Reroll a miss.

Windstep.

Ignore difficult terrain. Immune to opportunity attacks.

  • Flurry of Blows (3x)..

    On 3 hits: Prone.

Highway Bandits: It's High Noon...

Whenever you roll exactly a 12 on a die or are reduced to 12 or less HP, make an attack (d6) against all enemies that are not dying within range 12. This attack cannot crit.

Choose one.
  • Everyone! Shoot!

    You and your allies regain their ability to use their Quick Draw attacks (Quick Cast and Quick Heal are not Quick Draw).

  • Quick Draw (Once)..

    (Range 12).

These creatures lead bands of others to steal from heavily fortified vehicles on highways. They will flee when they're low on health, and are not loyal to their men. They cannot use Everyone! Shoot! while they are fleeing.

Gobkin: Haha, Missed Me!

Whenever an attack misses you or an ally within Reach 6, deal 1 psychic damage in return.

Regimented.

Gain Advantage on all attacks while being adjacent to an ally.

  • Sever..

    Can also damage a 2nd target within Reach. OR:

  • Crossbow. (Range 8).
remixed from Hobgoblin
Level 3 Solo Large Goblin Patriarch
M100
STR+ INT-
Rally.

1d6 goblin minions appear at the beginning of each round.

Actions: After each hero's turn, choose one:
  • Hamfisted.

    Hogboon makes two separate melee attacks for 1d6+2 each. If both attacks hit the same target, they make a DC12 STR save or become Dazed.

  • Sweeping Blow.

    Attack for 2d6+2 damage against up to 2 adjacent heroes. On damage, targets are knocked Prone.

  • Charge.

    Move 8, all caught in the path make a DC12 DEX save or take 3d6+2 damage, half damage on save.

BLOODIED:

The first time Hogboon drops to 50HP or less, emerald flames explode outward from him, dealing 3d6 damage to all within 3 spaces. Hogboon recovers 1d6 HP for each goblin ally killed this way.

LAST STAND:

Hogboon is Dying! 30 more damage and he dies. Until then, once per turn as free action, Hogboon may cause an ally goblin within 6 spaces to erupt in emerald flames and explode, dealing 2d6 fire damage to all within 1 space.

A massive goblin with the head of a boar, Hogboon is blessed by the god Goreguts. His bloated frame conceals terrifying strength, and his cruel reign is marked by ruthlessness—even sacrificing his own kin as weapons. His emerald septum ring glows as he channels the wrath of Goreguts, turning goblins into bombs of green fire.

Level 9 Solo Huge decaying monstrosity
M250
Str ++
Overwhelming stench.

Initiative rolls on Str instead of Dex.

Volatile miasma.

Reach 6, all enemies at the start of their turn, DC 14 Str or dazed and poisoned until the end of their next turn. Can be ignited with fire doing 2d10+20 and prone to all creatures in reach 6 (including the hydra), stopping the miasma.

Hydra heads.

One head to start. Every 20 damage from the front a head is chopped off and 2 regrow.

Mine, no mine!

While the hydra has 2+ heads it misses on a 1 to 3

Choose one.
  • Reposition.

    Changes facing, then move 3.

  • Flurry of bites.

    Can only attack front facing, attack x number of heads, reach 2, d6+5 damage.

  • Screeching roar.

    All enemies in reach 6, DC 14 Wil or frightened on next turn.

BLOODIED:

125 HP. The hydra is wounded and focuses its attention. "mine, no mine!" is no longer in effect.

LAST STAND:

The hydra is running out of energy for its regeneration. 90 more damage and it dies. Until then it does not regrow heads.

Drakkenheim note: This monster replaces the Duchess in combat. "My guardian will rip you limb from limb!". If beaten the Duchess becomes a social encounter. The Duchess cannot be fought. DM note: Introduce as a dragon, the hydra bit comes later. This hydra lives in water and, being sopping wet, lacks the usual interaction with fire. This is replaced by its miasma of constant rot and regeneration cloud ignition. If the head thing is getting out of control do a screeching roar to reduce pressure, or reposition. If it's too easy have the last stand be reposition and bite in one action. Assess 1: (once multiheaded) The heads snap and bicker and pull in different directions. Assess 2: The gas cloud smells like methane (or a fantasy equivalent), highly volatile Assess 3: The beast seeks to stay facing the heroes

Lvl 3 small - Controller
36
Kobold: Nooo!

When an ally within 2 spaces dies, attack once for free

Shadow Warp (1/round).

When a creature takes necrotic damage you may swap places with it.

  • Shadow Blast.

    (Range: 8) 1d12+6 necrotic.

41
Kobolds (Dragon Ancestry): Draconic Analogy.

You carry gold coins equal to your level. When an ally does within 3 squares, you may consume 1 gold. If you do, gain 5 temporary hit points and attack for free.

Blue Blood.

Advantage on attacks while charged.

Choose one.
  • Lightning Fingies..

    (Range: 6) On hit: You deal the value of the primary die to yourself

  • Sparky Slap.
Lvl 3 small - Support
34
Kobold: Nooo!

When an ally within 2 spaces dies, attack once for free

Inspiration (1/round).

Allow an ally to reroll a single primary die or save.

  • Crossbow.

    (Range: 8) 4d4.

Water Elemental
6058
Water Bound.

Invisible when submerged in water. Dies if it leaves the water.

Choose one.
  • Slam (2x).
  • Whelm..

    On hit: Grappled.

On grapple, attempts to drown creature.

Cultist Warlock
Level 5 Solo Necromancer
150
Defense +5 Magic +8
Shadow Bolt.

Ranged attack (60 ft.). Deals 1d10 + 4 Necrotic damage.

Grave Touch.

Melee attack. Deals 1d6 + 4 Necrotic damage. Can only target a single Hero.

Command Undead.

Malak commands one nearby Undead Minion (Skeletal Warrior or Zombie) to immediately take a free Attack action.

Defend.

Malak increases his Defenses by 3 until the start of his next turn. Consumed upon defend action.

Legendary after each turn, reaction on trigger.
  • Legendary Ability (Malak's Power).

    Lord Malak acts immediately after each Hero's turn (in addition to his normal turn in the initiative order). On these legendary turns, he can use an action to execute Shadow Bolt, Grave Touch, or Defend.

  • Bind Soul.

    Trigger: A Hero damages one of Malak's Undead Minions. The damaged Minion takes 0 damage instead. Malak takes 1d4 damage as the power strains him.

On his turn, Malak has a total of 4 Action Points.

Opening Move: Start by using Command Undead two or three times to focus Minion attacks on one or two Heroes, potentially threatening a Takedown. This is a great way to use his multiple actions quickly.

Maintaining Pressure: During his legendary turns, he should use his actions primarily to cast Shadow Bolt to keep the ranged damage consistent.

Defensive Play: If a Hero with high damage (like a Barbarian or Rogue) gets close, use the Defend action on his main turn, forcing the players to waste their actions bypassing his high temporary AC.

Tactical Saves: Use the Bind Soul Heroic Reaction when a Minion is about to be destroyed. This not only keeps the Minion in the fight, but the small self-damage hints to the Heroes that the Minions are magically linked to Malak, encouraging them to target the boss directly.

Lvl 6 veteran
M50
Elite Mercenaries: Dirty Tactics.

When an attack misses you, your next attack is a crit.

Cover Me.

1/turn, when attacked in melee, an ally at Reach 2 Interposes. Triggers Dirty Tactics.

Choose twice.
  • Shield Bash.

    1d10+5 bludgeoning, on damage: Push 2 and Dazed.

  • Heavy Swing.

    (Reach 2) 2d10+5 slashing.

  • No Quarters!

    Two allies who can hear them take an action immediately.

Lvl 2 monstrosity
459
Adhesive (Object Form Only).

The mimic adheres to anything that touches it. A large or smaller creature adhered to the mimic has the Grappled condition (escape DC 13). Checks made to escape this grapple have Disadvantage.

Bonus Action: Shape Shift.

The mimic, on its off-turn, may shape-shift to resemble a Medium or Small object, or it returns to its true blob form.

Choose one.
  • Bite. Piercing Damage + Acid Damage.

    2d8 + 3 Piercing damage if the target is Grappled by the mimic plus 1d8 Acid damage.

  • Pseudopod. Bludgeoning Damage + Acid Damage.

    If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13). Ability checks made to escape this grapple have Disadvantage.

Level 7 Solo
M140
DEX+1 INT+6 WIL+4
Agonizing Brainwaves.

(Burst 10). Whenever an enemy starts turn within range, deal 1d4 Psychic. On crit, Dazed until start of next turn.

Mind Reader.

It knows what you're thinking.

Resistances.

2d4 Magic damage

Choose one.
  • Blink.

    Teleport up to 4.

  • Shunt.Range 6..

    Creature or object is moved 6 in any direction.

  • Brain Blast (1/Round).Range 10. Psychic.
  • Extract Brain (1/Round). Piercing..

    Heal for half the damage. On crit, creature is grappled.

  • Dominate.

    (1/Round) DC 16 WILL save or immediately make an attack on the nearest Ally.

BLOODIED:

While below 70HP, remove round limit on Extract Brain

LAST STAND:

(1/encounter) At 35 HP, Use Brain Blast on every enemy in range

Lvl 3 small - Support
H25
Kobold: Nooo!

When an ally within 2 spaces dies, attack once for free

Big Clangy Armor.

(1/round) When hit, your armor lets off an inspring clang. Allies roll with advantage on their next attack.

Choose one.
  • Stab (2x).
  • Sling.

    (Range: 8) 1d4 +5.

Lvl 15 outsider - Controller
160
Shapeshifter.

Rakshasa can change their shape to any humanoid at will. The Illusion can only be pierced with True Sight.

Lesser Magic Immunity.

Unaffected by Cantrips.

Major Illusion (1/round).

When you would be hit you may instead teleport 6 spaces (where you really were all long!).

Choose one.
  • Claw (2x)..

    On Crit: Confused 1 turn (the GM spends your first action).

  • Horrific Visions.

    (3x3 area in Reach: 6) DC 17 INT save or frightened and d66 psychic, half on save.

  • Dominate.

    DC 17 WIL save or you spend 3 actions, 2 actions on save. (Cannot spend resources, they regain spent actions afterwards.)

Made by SanityWithIn for Monster Monday Week 25: Pride.

Lvl 2 dinosaur
61230
Raptor: Pounce.

If the raptor uses a claw attack immediately after moving at least 3 spaces and if their target is smaller or equal in size to them, that target must succeed a STR or DEX saving throw or are knocked prone.

Actions
  • Eviscerate..

    (Range 1) activates as an attack of opportunity whenever a creature is knocked prone within range

  • Claws..

    (Range 1)

  • Bark.

    the raptor summons another raptor within 5 spaces, a single raptor can only summon a maximum of 2 other raptors.

"If you come across a raptor, stay perfectly still! It'll be quicker that way."

Level 3 Solo
M100
Dex +
Ratling: Skulker.

Ranged attacks against ratlings are at disadvantage.

Ratling: Confidence in numbers.

Have advantage on attacks when outnumbering foes. Have disadvantage on attacks when outnumbered.

Your life is mine to spend.

Force a ratling minion to interpose whenever you are hit.

The rat prince.

Starts combat with 2 ratling d6 minions/hero. Ratling minions don't act unless commanded.

Choose one.
  • Contaminated gnawing.

    Move 6, attack 2d6+4, on crit: gain one level of contamination.

  • Eat the world, my pretties!

    1/round. Move 6, all minions act.

  • Come out of the shadows!

    If the heroes outnumber the ratlings. Summon 1d2 ratling d6 minions/hero.

  • Hand crossbow.

    Move 6, attack range 6, 1d4+8, on crit: poisoned until healed.

BLOODIED:

40 HP: The rat prince is wounded and his minions will no longer come to him! He cannot use the 'come out the shadows' action. Remaining minions are in a frenzy of fear. The rat prince can use the 'eat the world, my pretties' action without limit.

LAST STAND:

The rat prince is beaten and begs for his life!

DM note: The rat prince should bite whoever defended the minions if you want to up the difficulty. The minions can be dialled down to 1/hero if you want to balance down. Assess 1: Has crystals instead of front teeth, they look dangerous and corrupt. Assess 2: Keeps minions close as sacrifical pawns.

Level 3 Solo Drunken Fist (and also a Dragon)
M100
DEX+
Drunkard: Drunk.

Falls Prone when missing with an attack.

Drunken Master.

Ignores disadvantage on all attacks and has Heavy Armor while prone.

After each hero's turn, move 6 and choose one.
  • Dragon Fist.

    1d4+12 slashing. On crit: Enemies adjaent to the target take 5 fire damage.

  • Belch.

    Daze an adjacent target. DC 11 STR save or become drunk.

  • Fire Belch (0 uses).

    (Cone 4) DC 11 DEX save or 3d10+5 fire, half on save.

BLOODIED:

At 50 HP, Rumbane transforms into a large dragon and gains 2 uses of Fire Belch.

LAST STAND:

Rumbane is exhausted! 30 more damage, and he passes out. Until then, Dragon Fist rolls with advantage (1d4a+12).

Lvl 3 pirate - Defender
40
Crew of the Saltfox: Dirty Fighting.

Attacks daze on crit.

Parry.

Treat attacks against you that roll 2 as a miss.

Choose one.
  • Cutlass (2x)..
  • Taunt.

    (Reach: 6) Target is taunted.

Made by SanityWithIn for Monster Monday Week 26: Island.

Lvl 3 pirate - Controller
30
Crew of the Saltfox: Dirty Fighting.

Attacks daze on crit.

Wind Barrier.

Heavy armor against ranged attacks.

Choose one.
  • Gale (2x).

    (Range: 12) 1d4+3 slashing. On damage: Knockback Primary Die spaces.

  • Sweep (1 Use).

    (2x2 area in Range: 12) DC 11 STR check or prone.

Made by SanityWithIn for Monster Monday Week 26: Island.

Lvl 3 large animal - brute - Melee
M633
Sewer Monster: Filthy.

Dealing damage to a bloodied or wounded creatures makes them sick until they next make camp or safe rest.

  • Bite.

    2d8+4. On hit: Grappled (escape DC 11).

Made by SanityWithIn for Monster Monday Week 38: Sewers.

Lvl 12 large
H100
Shield guardian.

True sight to range 2. Immune to most conditions.

Guardian construct.

(Range 2) Interposes attacks on its owner.

Choose one.
  • Stored lightning bolt (1 use)...

    Line 10, will bounce off walls. DC 16 dex for half damage.

  • Clumsy slam.

Assess 1: Is humming with power stored in its fists (stored lightning bolt). Assess 2: Is constantly shifting between its master, who holds an amulet and danger Consider running the amulet as an RP/improv challenge, ie can you disarm the owner

Lvl 10 abberation - Ranged
1242
Damage Interactions.

Lightning (R)

Abberrant Mind.

Advantage on INT and WIL saves.

Choose one.
  • Arc Lightning.

    (Range: 12) 3d8 lightning. Also strike the next closest magnetized target. If this attack misses Star Lord takes the damage instead.

  • Magnetic Discharge.

    (Range: 6) 2d8+8 lightning to a hero and all other creatures within 2 spaces. Can only be cast on a magnetized target, ending the condition.

  • Magnetokinesis (1 Use).

    (Reach: 12) forcefully move a magnetized target 6 spaces.

Made by SanityWithIn for Monster Monday Week 6: Gravity.

Lvl 5 large plate-crested dinosaur
60
Magic Bounce.

If the stegosaur is hit by a spell, its crests reflect the spell back at the caster if it succeeds its saving roll.

Actions
  • Thagomizer..

    (Range 1) this attack covers 3 spaces and hits all living targets in those spaces.

"The Sun Empire's most sacred sites are protected by more than just prayers."

Stirge
Lvl 1/2 tiny
600
Stirges: Evasive Flier.

Attacks against stirges are made with disadvantage.

Latched On.

You move where your target moves until either dies. Your attacks can’t miss or be Defended/Interposed against. Attacks that miss you damage your target instead.

Choose one.
  • Latch On..

    On hit: Latched On.

Paper Forge: #563 Stirge
Lvl 6 large dinosaur
770
Trash.

Each time the swordtooth moves, targets in adjacent tiles to the side or front of the swordtooth must succeed DEX saving rolls or are dealt 5 damage.

Taste for the Undead.

Each time the swordtooth hits a vampire, zombie, or other undead with a bite attack, it regains health equal to half the damage it dealt, rounded down.

Actions
  • Bite..

    (Range 1) whenever the swordtooth bites, it also sweeps its tail behind it.

  • Tailsweep..

    (Range 1x3) this attack can hit up to 3 targets behind the swordtooth, and if they fail a DEX saving roll, they are knocked prone.

"Carnivorous dinosaurs developed a taste for undead flesh, tracking the vampires by the scent of blood on their breath."

Level 5 Solo Drow Wizard
150
DEX+ INT++
Web Walker.

The Black Spider ignores movement restrictions caused by webbing.

After each hero's turn, choose one.
  • Web.

    Cover a Reach 3 circle on the floor in webbing, creating Difficult Terrain. Creatures within: DC 13 DEX save or Restrained until the end of their next turn.

  • Shadow Shroud.

    (1 use) Gain 20 Temp HP and advantage on Stealth checks until it is depleted.

  • Shadow Strike.

    Move 8 and 1d8+6 damage (Range 6) On crit: Dazed.

  • Spellweaver Staff (Forge Enhanced).

    3d8+10 damage. If target is Restrained, crit on 7 or 8.

BLOODIED:

At 75 HP, immediately cast Web and spawn 1 Giant Spider/hero within the webbing.

LAST STAND:

The Black Spider is dying! Out of desperation she crushes the Spellweaver Staff to transform into her Drider form with 40 HP. In this form, she gains heavy armor and can walk along walls and ceilings at normal speed. Her Spellweaver Staff attack becomes Venomous Bite, with the same description.

Lvl 1 small humanoid (halfling)
22
Disguise.

While out of sight, the thief may disguise himself as a different humanoid of similar height and weight. While disguised, a creature that observes him closely can make a DC 13 Perception check to discern the disguise.

Multiattack.

May make two Poison Dagger attacks.

Bonus Action: Cunning.

Outside its turn, the thief may move up to half its Speed and attempt to Hide. A creature can make a DC 13 Perception check to discover the thief’s location.

  • Poison Dagger. + 3 Piercing Damage.

    If the target is damaged add 1d6 Poison Damage. If thrown, Range: 20 ft (4).

Lvl 9 huge dinosaur - brute - Melee
10104
Trample.

Can move through spaces occupied by medium or smaller creatures; Dealing 10 bludgeoning to them on its way.

  • Gore.

    4d8+6 piercing. On damage: Knockback primary die spaces.

Made by SanityWithIn for Monster Monday Week 14: Time.

Lvl 13 huge dinosaur - brute - Melee
10160
Crushing Bite.

Bite deal 1 wound against grappled creatures.

  • Bite.

    4d10+10 piercing. On damage: Grappled. Then:

  • Tail Swipe.

    (Reach: 2) 2d10+2 bludgeoning. On damage: Knockback primary die spaces.

Made by SanityWithIn for Monster Monday Week 14: Time.

Level 14 Solo Huge Shadow Dragon
H280
ALL++
One with Darkness.

Varnaar has blindsense and is immune to necrotic damage.

Shun the Light.

Vulnerable to radiant damage. Taking radiant damage dazes Varnaar for 1 turn (1/round).

Punishing.

Whenever an attack misses Varnaar he can retaliate with a Tail Swipe (1/turn)

Drain Essence.

Varnaar heals for 30 HP every time he causes 1 or more Wounds.

After each hero's turn, choose one.
  • Shadow Claw.

    Fly 4, then (Reach: 2) 2d10 necrotic. On damage: Summon a 1d12 Shadow Minion.

  • Bite.

    (Reach: 2) 3d10 piercing + 15 necrotic.

  • Tail Swipe.

    (Reach: 4) 1d10 bludgeoning and knocked back that many spaces.

  • Fell Breath (1 Use).

    Fly 8, then (Reach: Cone 8) DC 17 STR save or 6d10 necrotic and 1 wound, half and no wound on save.

BLOODIED:

At 140 HP Fell Breath recharges (1/encounter).

LAST STAND:

Varnaar is dying! 70 more damage and he dies. Until then he emits an Aura of Darkness: Creatures within 6 spaces are blinded and can't heal. He can't use Drain Essence during Last Stand.

Made by SanityWithIn for Monster Monday Week 22: Shadow.

Werewolf Hybrid
Lvl 3 lycan - Melee
841
Regenerating.

When damage is taken, no further damage can be taken until next turn.

Choose one.
  • Slashing Claws..

    Attack damage can be split between any adjacent targets. Crit rolls cause bleeding

  • Ferocious Bite..

    Successful attack grapples target.

Paper Forge: #53 Werewolf Hybrid
Lvl 5 large horned dinosaur
58
Gore.

If the ceratops attacks with its horns immediately after moving more than 3 spaces, the target is dealt twice as many damage die.

Seeing Red.

Once the ceratops reaches half its health or less, it will begin attack the nearest target, rather than only its enemies.

Actions
  • Horns..

    (Range 1)

  • Stomp..

    (Range 1) small or medium targets hit by this attack have their actions reduced by 1 during their next turn.

"For a ceratops, there's no such thing as a dead end."

Level 3 Solo Dragon
M120
STR++
Element.

Choose one element for its abilities (Fire, Ice, Lightning, Acid, Thunder, Psychic, Necrotic, Radiant)

Choose one.
  • (Element) Breath (1/Encounter).

    In a 12 spaces cone attack 2d20+15 (Element)

  • Dash and Bite.

    Fly 8 spaces and attack 2d12+6

BLOODIED:

At 40 HP, recharge (Element) Breath

LAST STAND:

(Element) Dragon is dying! 30 HP more and is dead. now Dash and bite damage is 2d20+6