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).

  • Ancient Sword.

    1d4+4.

Lvl 1 faerie
20
Elf (Dolmenwood): Unearthly Beauty.

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

  • Flurry of Blows.

    (2x, melee or Range 12) 1d8

Lvl 1 human apprentice
25
  • 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
20
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+4.

  • Fur Ball.

    (Line 6, 1 Use) 2d6 damage.

BLOODIED:

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

Lvl 2 aquatic demi-fae
630
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
30
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
M30
Flammable.

Fire ignores armor and does double damage.

  • Slam.

    1d8+10. On hit: Prone.

Lvl 2 faerie marauder
34
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
630
  • Harpoon.

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

Lvl 2 large faerie
30
Iradescent Glamor.

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

  • Hooves.

    1d4+8. On crit: Prone.

Lvl 3 seasonal construct
40
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
40
Dazzling Gaze.

Disadvantage to attack it.

  • Thump.

    2d6+10.

Machiavellian geniuses that love riddles.

Lvl 3 monstrous boar
40
Nauseating Stench.

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

Choose one.
  • Gore.

    1d10+10.

  • Woodifying Breath.

    (Cone 6) DC 12 STR save or Ossified.

Lvl 3 large leonine demi-fae
40
Rubbery Underflesh.

Resistance to Slashing/Piercing.

Mighty Beast.

STR+.

Choose one.
  • Mighty Claw.

    2d10. 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 +5 HP/Damage) per room beyond the first. In combat, its gains 1 level per round.

Lvl 3 forest folk
40
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 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 4 ooze-like faerie
50
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
50
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
850
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+5. 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
1050
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+15. 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
850
Sensitive Antennae.

Can "see" invisible creatures.

Flammable.

Double damage from Fire.

Choose one.
  • Claws (2x).

    2d6+4.

  • Frosty Breath.

    (Cone 6, 1 use) DC 12 DEX save or 5d6 damage (halved on success) and Slowed this Encounter.

BLOODIED:

At 25 HP, regain Frosty Breath.

H30
Come To My Aid!

Allies can interpose for you.

Lead From The Front.

Adjacent allies have Advantage on attacks.

  • Longsword (2x).

    1d8+2.

Lvl 5 haughty breggle noble
M45
Longhorn Gaze.

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

  • Commander.

    Give 1 Breggle ally an additional turn. THEN:

  • Gore.

    1d8+7

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
60
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.

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
70
Choose one.
  • Astral Blade.

    1d4+20. On Hit: Ossified. On Crit: Turn Invisible.

  • Green Flame.

    (Range 6) 4d10.

  • Flame & Shadows Meld.

    (1 use, Cone 5) 4d10, DC 14 DEX save for half.

BLOODIED:

At 35 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
M660
Choose one.
  • Groping Hands.

    1d10+10. On hit: Grabbed.

  • Drag Below.

    (Grabbed creature) 1d10+20. On hit: Dazed.

  • Muck Rake.

    (Reach 2) 1d10+10 to 2 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
1080
Choose twice.
  • Life Drain.

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

  • Decapitated Gaze.

    (Reach 6) DC 15 WIL or Frightened this encounter.

Lvl 8 large ogre witch
M675
Cursed Vulnerability.

Armor bypassed by silver or magic.

Choose one.
  • Cursed Claws.

    2d10+15. On hit, Frightened.

  • Charm.

    (Range 6) DC 15 WIL save or Harridan spends 1 of your actions (2 on a nat 1 / 5 or less).

Lvl 8 large elf and noble steed
1020
Iridescent Glamor.

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

  • Lance.

    (Reach 2) 1d8+10, +1 damage for each space moved towards the target.

Dismounted. At 0hp, summon an Elf Knight.