Dolmenwood Monsters

New ancestries, monsters, and more for the Dolmenwood setting.

Lvl 1/2 corrupted breggle
12
Bloodthirsty.

Advantage VS damaged creatures.

Diseased.

On close skin contact (e.g. Grappling), DC 10 STR save or contract a Crookhorn Disease (long term).

  • Ravage.

    1d10.

More powerful Crookhorns use Gnoll stat blocks, but adding Diseased.

See DMB for Crookhorn Diseases.

Lvl 1/2 small bat-faced demi-fae goblin
12
  • Mad Revelry.

    (AoE, Faeries have Advantage) DC 10 WIL save or (choose one): Dance (immobilized), Laugh (can't speak, move 1/2 speed or fall prone), or Mount (spend 1 action trying to ride nearby creatures).

M10
Unliving, Undying.

(1 use) On death: reset to 1 HP.

Brittle.

Resist Piercing. Vulnerable to Bludgeoning (+5 damage instead of -5, bypasses "Unliving, Undying").

  • Ancient Sword.

    1d4+2.

Lvl 1 faerie
15
Elf (Dolmenwood): Unearthly Beauty.

WIL+. The first time a mortal would damage them, DC 12 WIL save or miss instead.

  • Precise Blow.

    (melee or Range 12) 1d8+4

Lvl 1 human apprentice
20
  • Green Flame.

    (Range 6) 2d10.

Lvl 1 small woody humanoid
H15
Forest's Resilience.

STR+. Damage degrades armor (H>M>None).

Choose one.
  • Squelch.

    2d8.

  • Fungal Spores.

    DC 10 DEX save or (roll 1d6): 1. Blinded, 2. Dazed, 3. Frightened, 4. Poisoned, 5. Slowed, 6. Taunted (lasts 1 round).

Lvl 1 human wanderer
15
Elusive.

(1/round) Move 3 before being attacked.

  • Enchanting Song.

    Enemies in 6, DC 10 WIL or Dazed.

Lvl 1 small feline faerie
20
Choose one.
  • Claws.

    2d6.

  • Fur Ball.

    (Line 6, 1 Use) 2d6 damage.

BLOODIED:

At 10 HP, gain +4 speed, Claws deal 2d10, and attacks against you have Disadvantage.

Lvl 2 aquatic demi-fae
625
Song Immunity.

Immune to magical songs or music.

Choose one.
  • Trident.

    2d8+5.

  • Magical Song.

    (Requires 3+ Merfuans, 1 Use) DC 10 + the number of Merfauns. On a failure, Dazed. Lose 1 additional action for each 5 you fail by.

Lvl 2 undead
25
Green Flame Burst.

On death, all in 2 take 5 damage.

  • Throttle.

    1d4+10. On Crit, Grabbed and take 5 damage per turn while Grabbed.

Lvl 2 wooden construct
M20
Flammable.

Vulnerable to Fire (+5 instead of -5 damage)

  • Slam.

    1d8+10. On hit: Prone.

Lvl 2 faerie marauder
25
Choose one.
  • Cudgel.

    (2x) 2d6 (nonlethal). On crit: Dazed.

  • Nursery Rhymes.

    (Requires 4+ Redcaps) WIL save, DC 10 + the number of Redcaps or fall asleep for 1 hour.

Rob targets of all non-silver treasures once unconscious.

Lvl 2 small demi-fae catfish
625
  • Harpoon.

    2d6+5. On hit: Pull 2. On crit: Poisoned and Dazed for 1 round.

Lvl 2 large faerie
25
Iradescent Glamor.

Attacks deal a max of 10 damage against you. The attacker takes any remaining damage.

  • Hooves.

    1d4+10. On crit: Prone.

Lvl 3 seasonal construct
32
Terrifying Gaze.

Heroes roll a WIL save instead of Initiative. If you roll less than 10, Frightened this encounter.

  • Thump (2x).

    1d8+4.

In spring/summer, jolly peddlers seeking wonder and merriment! In autumn, murderous, seek to consume brains.

Lvl 3 small glowing fungus
30
Dazzling Gaze.

Disadvantage to attack it.

  • Thump.

    2d6+10.

Machiavellian geniuses that love riddles.

Lvl 3 monstrous boar
30
Nauseating Stench.

Heroes roll a STR save instead of Initiative. If you roll less than 10, Poisoned this encounter.

Choose one.
  • Gore.

    2d10+10.

  • Woodifying Breath.

    (Cone 6) DC 12 STR save or Ossified.

Lvl 3 large leonine demi-fae
30
Rubbery Underflesh.

Resistance to Slashing/Piercing (-10 dmg).

Mighty Beast.

STR+.

Choose one.
  • Mighty Claw.

    2d10+5. On hit: Prone.

  • Maul.

    (Prone target) 4d10.

Takes the form of a wandering bumpkin, turning into its Leonine form only if it is invited inside someone's home and given a hot beverage. (To detect: Iron burns it, as a Faerie.)

It expands to fill all available space, gaining +1 level (and +10 HP / +5 Damage) per 10x10 area beyond the first. In combat, its gains 1 level per round.

Lvl 3 forest folk
32
Woodland Stealth.

Advantage on Initiative (or PCs have Disadvantage) if unseen.

Choose one.
  • Cudgel (2x).

    1d8+4.

  • Call Woodland Creatures.

    (1 use) 3x3 area, DC 12 DEX save or 2d8 damage and Taunted for 1 round (by animals which don't stick around).

Lvl 4 ooze-like faerie
40
Absorb Personality.

Creatures friendly to their form's original owner have Disadvantage on initiative and to attack them.

  • Fists (2x).

    1d8+5.

Lvl 4 human mage
42
Choose One:
  • Green Flame.

    (Range 6) 4d10.

  • Be Stone To You!

    (1 use) Enemies in 3: DC 12 STR Save or Ossified.

Drune often command Bramblings (Briarbanes).

Lvl 4 undead spirit guardian
M35
Unliving, Undying.

(1 use) On death: reset to 1 HP.

  • Life Drain.

    1d4+15. On crit: Dazed + lose 1 HD.

Lvl 4 small woody humanoid
H34
Forest's Resilience.

STR+. Damage degrades armor (H>M>None).

Choose one.
  • Squelch.

    2d8+10.

  • Spore Breath.

    (Cone 3, 1 Use) DC 12 DEX save or (roll 1d6 per target): 1. Blinded, 2. Dazed, 3. Frightened, 4. Poisoned, 5. Slowed, 6. Taunted (until end of Encounter)

BLOODIED:

At 17 HP, regain Spore Breath.

remixed from Mossling
Lvl 4 large hybrid monster
840
Unshadow.

When initiative is rolled, each creature's shadow animates as a Shadow Minion (size: d12). When they are destroyed, the Peryton takes half the damage they were dealt.

Choose one.
  • Antlered Charge.

    2d10+10. Advantage if you moved 4+ in a straight line first.

  • Vicious Fangs.

    (Dying Target) Rip out their heart if they fail a DC 12 STR save, then fly 8.

Once they rip out a heart, they fly away to feed it to their young.

Lvl 4 human occultist
40
Naughty, Naughty...

(1/round) When damaged, attacker takes 1/2 damage, then turn invisible until the end of the next PCs turn and teleport 3.

  • Summon Kilning.

    1d6 Minion. THEN:

  • Enchanting Song.

    Enemies in 6, DC 12 WIL or Dazed.

Lvl 4 small milky-white owl
1040
Haunting Screech.

Enemies have Disadvantage on Initiative.

Shadow Servants.

A creature killed by the Witch Owl becomes a Shadow Minion (size: d12).

Choose one.
  • Hunter's Gaze.

    (Range 6) DC 12 WIL save or Dazed, and the Owl has Advantage on its next attack against you.

  • Psychic Drain.

    1d4+20. On Crit, Dazed and lose part of your psyche.

Those who fail vs. Hunters Gaze have a momentary vision of being a mouse lost in moonlit woods, hunted and then torn to shreds by owls.

If you lose part of your psyche, roll or choose something similar: 1. All memories of own parents. 2. Ability to love. 3. A significant goal, driving force, or dream. 4. Knowledge of own name. 5. Ability to enjoy food. 6. Memory of own greatest deed. These can never be truly recalled, even if reminded by others.

Lvl 4 demi-fae monster
840
Sensitive Antennae.

Can "see" invisible creatures.

Flammable.

Vulnerable to Fire (+10 dmg).

Choose one.
  • Claws (2x).

    2d6+4.

  • Frosty Breath.

    (Cone 6, 1 use) DC 12 DEX save or 4d6 damage (halved on success) and Slowed this Encounter.

BLOODIED:

At 20 HP, regain Frosty Breath.

H25
Come To My Aid!

Allies can interpose for you.

Lead From The Front.

Adjacent allies have Advantage on attacks.

  • Longsword (2x).

    1d8+5.

Lvl 5 large writhing mass
450
Mass of Tentacles.

Can grab any number of creatures. Crits or slashing damage against the Tentacles automatically free 1 Grabbed creature.

  • Writhing Tentacles.

    2d10 to all in 2. On hit: Grabbed + Pulled 1. While Grabbed, take 5 damage per turn.

Lvl 5 haughty breggle noble
M40
Longhorn Gaze.

(1/round) When Crit, DC 12 WIL save or Miss instead.

  • Commander.

    Give 1 Breggle ally an additional turn. THEN:

  • Gore.

    1d8+10

Breggle Shorthorns can use any normal human warrior statblocks (e.g. those found in Monsters & More: City & Village, or Iron Legion Soldiers, Veterans, and Cavalry). They get Shorthorn Gaze, which is 1/encounter and DC 10.

Lvl 5 large demi-fae horse
650
Choose twice.
  • Hooves.

    1d4+10. On crit: Prone.

  • Captivating Song.

    (AoE) DC 13 WIL or spend 1 action approaching or riding the Kelpie (2 on a nat 1 / 3 or less).

  • Wild Ride.

    Move again. All riding creatures take 1d10+10 damage. On hit: Dazed.

Tries to Wild Ride foes underwater to drown and eat them.

Level 5 Solo Shadow-Wreathed Crow Spirit
50/heroDEX+ INT+
Choose one.
  • Peck.

    Fly 10, attack for 2d6. On Crit: Poisoned.

  • Darken the Skies.

    (AoE, Range 3) 2d6 damage. On Crit: Poisoned.

  • Command Proteges.

    Nearby children move 6 and Grapple (let them succeed or risk hurting them).

BLOODIED:

Mommy, Please! DC 12 WIL Save or Disadvantage 2 to strike the Gloam until you deal damage to it.

LAST STAND:

The Gloam bursts into a swarm of crows with 10 HP (damage reduced HP by 1, AoE attacks reduce HP by 2). Until then, it only uses Darken the Skies, and rolls 4d6.

For longer-lasting effects, the Poisoned condition doesn't end without a cure, and kills you after 1d6 weeks as your flesh rots.

Level 5 Solo Huge Lumpy Killer
H25/heroSTR+, DEX+, WIL+
Wyrm: Humorous Immunity.

Immune to Acid and Poison.

Commanding Growl.

Enemies roll initiative with disadvantage.

Choose one.
  • Sinuous Charge.

    Burrow 8. 1d20.

  • Tail Swipe.

    2 Targets. Reach 3: 1d20.

  • Caustic Bile breath.

    Cone 4. 2d20. DC 10 DEX for half.

BLOODIED:

One enemy in 6: DC 12 WIL or spend their next action to flee.

LAST STAND:

The Wyrm is dying! 50 more damage and it dies. Until then, it gains Oozing Bile: Creatures that end their turn in 3 take 5 damage.

30′ long, with lumpy flesh, brown-black scales, patches of fur or feathers, and leering, lupine faces. Burrow into the earth to surprise prey. Delight in killing for its own sake.

Behaviour: Savage, rapacious, destructive. Speech: Growling, broken sentences. Basic Woldish, Wyrm.

See DMB 96 for more on Wyrms (especially Vulnerabilities and Regeneration).

Lvl 6 faerie noble
60
Elf (Dolmenwood): Unearthly Beauty.

WIL+. The first time a mortal would damage them, DC 12 WIL save or miss instead.

Choose one.
  • Paralyzing Staff.

    (2x) 1d8 + 10. On Hit: Dazed.

  • Beguile the Senses.

    Create a 3x3 Mirage. Enemies within take 1d8+10 damage and gain your choice of Blinded, Taunted, or Prone.

Lvl 6 human mage
60
Choose one.
  • Astral Blade.

    1d4+25. On Hit: Ossified. On Crit: Turn Invisible.

  • Green Flame.

    (Range 6) 5d10.

  • Flame & Shadows Meld.

    (1 use, Cone 5) 5d10, DC 14 DEX save for half.

BLOODIED:

At 30 HP, regain Flame & Shadows Meld.

Lvl 6 faerie warrior
H30
Elf (Dolmenwood): Unearthly Beauty.

WIL+. The first time a mortal would damage them, DC 12 WIL save or miss instead.

Defender of Faerie.

(1/round, Reach 4) Can Interpose for allies.

  • Longsword.

    (2x) 1d8+10.

Lvl 6 large monstrous sludge miner
M650
Choose one.
  • Groping Hands.

    2d10+10. On hit: Grabbed.

  • Drag Below.

    (Grabbed creature) 2d10+20. On hit: Dazed.

  • Muck Rake.

    (Reach 2) 2d10 to 2-3 adjacent targets.

Lvl 7 corrupted faerie
1070
Fearful Visage.

Disadvantage 2 to strike the Unicorn until you damage it.

Choose twice.
  • Cursed Horn.

    1d4 damage. On hit: Cursed 20 (the next time you take damage this round, it deals +20 damage).

  • Hooves.

    1d4+10. On crit: Prone.

Lvl 7 large spectral outlaw
1070
Choose twice.
  • Life Drain.

    1d4+10. On crit: Dazed + lose 1 HD.

  • Decapitated Gaze.

    Enemies in 6, DC 13 WIL or Frightened this encounter.

Level 7 Solo Huge Silver Serpent
H30/heroALL+
Wyrm: Humorous Immunity.

Immune to Acid and Poison.

Hypnotic Gaze.

Roll WIL save with disadvantage instead of Initiative.

Choose one.
  • Sinuous Charge.

    Move 10. 1d20+4.

  • Tail Sweep.

    2 targets. Reach 3: 1d20+4.

  • Venemous Phlegm Breath.

    3x3 burst in 12. 2d20. DC 13 DEX for half.

BLOODIED:

All in 6: DC 13 WIL or Dazed.

LAST STAND:

The Wyrm is dying! 70 more damage and it dies. Until then, gain Oozing Phlgem: Enemies who end their turn in 3 are Dazed.

40′ long, sinuous, with scintillating silver-grey scales, weed-like fringes of purple, serpentine faces, and flashing, golden eyes. Dwell in or close to water. Love gems and hypnotic music.

Behaviour: Languid, avaricious, deceitful. Speech: Dreamy hissing. Woldish, Wyrm.

See DMB 96 for more on Wyrms (especially Vulnerabilities and Regeneration).

Lvl 8 large ogre witch
M670
Cursed Vulnerability.

Armor bypassed by silver or magic.

Choose one.
  • Cursed Claws.

    2d10+10. On hit, Frightened and Cursed 20.

  • Charm.

    All in 6, DC 12 WIL save or Harridan spends 1 of your actions.

Lvl 8 large noble steed bearing an elf knight
1020
Iridescent Glamor.

Attacks deal a maximum of 10 damage against you. The attacker takes any remaining damage.

  • Lance.

    (Reach 2) 1d8+20, +1 damage for each space moved towards the target.

Dismounted. At 0hp, summon an Elf Knight.

Level 9 Solo Gargantuan Human-Faced Wyrm
H35/heroALL+
Wyrm: Humorous Immunity.

Immune to Acid and Poison.

Charming Voice.

Roll a WIL save instead of Initiative. If you roll less than 14, the Wyrm spends one of your actions for you to move.

Choose one.
  • Sinuous Charge.

    Fly 12. 1d20+7.

  • Tail Sweep.

    2 Targets. Reach 3: 1d20+7.

  • Boiling Blood Breath.

    Cone 6. 2d20. DC 14 DEX for half.

BLOODIED:

DC 14 WIL save or the Wyrm spends one of your actions for you to move.

LAST STAND:

The Wyrm is dying! 90 more damage and it dies. Until then, it gains Oozing Blood: enemies in 3 have disadvantage to attack it.

50′ long, with deep crimson scales, human-like faces, pupilless blue eyes, a ridge of antlers at the neck, and a thorny, whip-like tail. Often charm lesser beings to do their bidding. Behavior: Scheming, cruel, sadistic. Speech: Eloquent, venomous. Woldish, Wyrm, Sylvan. See DMB 96 for more on Wyrms (especially Vulnerabilities and Regeneration).

Level 11 Solo Gargantuan Mishapen Monstrosity
H45/heroALL++
Wyrm: Humorous Immunity.

Immune to Acid and Poison.

Aura of Fear.

Roll a WIL save instead of initiative. If you roll less than 15, you are Frightened on your first turn.

Burst of Knowledge.

Vulnerable to Psychic Damage, but causes enemies in 6 to take half the damage it takes.

Choose one.
  • Sinuous Charge.

    Fly 12. 1d20 + 10.

  • Tail Sweep.

    2 Targets. Reach 4: 1d20 + 10.

  • Acidic Bile Breath.

    Cone 6. 3d20. DC 15 DEX for half.

BLOODIED:

Immediately use Acidic Bile Breath.

LAST STAND:

The Wyrm is dying! 110 more damage and it dies. Until then, gain Oozing Bile: enemies that end their turn in 3 take 10 acid damage.

60′ long, with tarnished gold scales, misshapen heads, bulbous, black eyes, and tufts of wispy, white hair. Hoard knowledge in addition to gold, feigning wisdom to lure in victims. Behaviour: Erudite, treacherous, hateful Speech: Reasoned rasp. Woldish, Wyrm, Dwelve, Sylvan.

See DMB 96 for more on Wyrms (especially Vulnerabilities and Regeneration).