HellDelvers Monsters
Damage against your feet is reduced to 1, you may move 2 when an attack hits you, and if something reasonably uses your nose, you have advantage when you roll to do it.
When you attack a grappled creature, gain 5 temporary HP.
- •Grab and Vomit.1d2+6.
Cannot crit. On hit: Grappled (escape DC 12).
- •Slurp!!!1d20+5
The carrion crawler can climb difficult surfaces, including along ceilings, without needing to make an ability check.
- •Multiattack.
The carrion crawler uses Tentacles and makes one Bite attack, each turn.
- •Bite.2d4+2 Piercing Damage + 1d6 Poison Damage
- •Tentacles.
Range: 10 ft, DC12. Failure: The target becomes Poisoned and must repeat the saving throw at the end of each of its turns, ending the condition on a success. After 1 minute, the target automatically recovers. While Poisoned in this way, the target is also Paralyzed.
Can breathe air and water. Immune to poison.
- •Pincer (2×).2d10+5.
On hit: Grappled (escape DC 14)
- •Tentacles.
(up to 2 Grappled creatures) DC 14 STR save or Dazed (1 turn) and disadvantage on next attempt to break grapple.
When starting turn: change the damage type of Corroded Watchbot's attacks to either fire, lightning, cold, radiant, or necrotic.
When crit: half flying speed until the start of Corroded Watchbot's next turn.
- •Screech.
(1/encounter). Daze all heroes. Notify all Corroded Guardbots in the area of its enemies.
- •Peck.1d6+1.
(2x.)
A tiny automaton whirring with long forgotten magical technology. Created for Monster Monday Week 34.
All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...
Takes 20 radiant damage in sunlight (1/round).
Adjacent creatures take 10 necrotic damage and Poisoned for 1 turn.
- •Slime Mold (2 uses).
If no Slime Molds present, summon 1/hero Slime Molds (d12 minions).
- •Fetid Slam.
Reach 2. 3d12+20. Treat highest Die as Primary Die.
Habitat: Forest, Swamp, Underground
Festerhulks are dead giants whose corpses are infested with fungus engorged by the magic of decay. This fungus has consumed and replaced much of the giant’s flesh and now animates the corpse. The heads of these giants are often completely overtaken by repulsive mushrooms and other fungal growths. The spores given off by their infestation can spread to victims killed by festerhulks, giving rise to further Undead.
Secret. Festerhulks shrink from sunlight, which harms the fungus that animates them.
Advantage against smoldering targets
- Mandible.1d6.
grapples on crit
Crits are enabled against grappled targets
- Spit fire. .1d4.
fire damage, range 6, crit smolders
(1/combat) Can be enraged while bloodied (DC 12 skill check). Loses enraged if healed above bloodied.
- Pinch!2d8+4.
Dwarves use Giant Beetles as draft animals and can be processed into a number of commodities. They prefer to eat moss and fungus.
- Bite.1d4+2 Piercing Damage.
Target has Poisoned condition (Disadvantage on rolls) until the start of the centipede's next turn.

Does not require sight to see. Can see through invisibility. (Reach 6)
- Bite.1d6.
On hit: Poisoned for 1 round.

Any time you have a creature grappled, spend your turn dragging it toward your lair.
- Bite.2d8+1.
On hit: Grappled.
The beetle sheds Bright light (10-foot-radius) and Dim Light (an additional 10-foot-radius).
- Bite.1 Fire Damage
Adjacent creatures have disadvantage on perception check
Moving does not provoke opportunity attack
- Venomous Sting.1d6+2.
On crit: make a DC 10 STR save or be Poisoned for 2 turns

- •Shoot Web.1d8+2.
(Range 6) On hit: Restrained
- •Bite.2d8+4.
(Hampered target) Poisoned (magical healing ends)
The Spider can climb difficult surfaces, including along ceilings and walls.
The spider ignores movement restrictions caused by webs, and knows the location of any creature within the web.
- •Bite.1d8+3.
(Piercing) If the spider successfully damages a target, then add 2d6 Poison damage (target has disadvantage 1 round).
- •Web.DEX save vs DC13.
(Range 12 (60 ft)) Failure: The target is Restrained until the web is destroyed. (Web: no armor, 5 HP, Vulnerable to fire damage (gain advantage when fire is used).)
Some spiders are big, others are really big.
Melee attacks on creatures smaller than Jin Daze 1 the target(s), but doesn't stack.
Fire, Cold
Creatures that end their turn adjacent to Jin Dahaad take 1d6 cold damage.
- •Freezing Jet (2 Uses).4d20+4.
Cold. Cone 8/Line 12. After freezing the area, create icey difficult terrain and mist blinding those in it.
- •Rend (2x).3d12+3.
Advantage on Hampered Targets.
- •Charge.
Move 8 in a straight line. Those caught make DEX Save 17. Failure: 2d12 Bludgeoning. Success: Avoid damage and move away from Jin's Path.
At 177 HP, Jin recharges their Freezing Jet.
Jin Dahaad is dying! 170 more damage and it dies!
Jin Dahaad curls its body to use Crystalize, encasing itself in ice for one round being using Ice Coffin. While in Ice Coffin, Jin is immune to all damage. Crits remove this immunity for each damage type.
Crystalize. Range: 20x20, DEX Save 17, Failure: 5d20+10 Cold. Success: Halved damage. If behind total cover, avoid all damage.
Optional Ruling: Being gargantuan and serpentine, Jin Dahaad is larger than most creatures. As a DM: You can divide the monster into three parts where each part has access to its three moves, and their HP is divided into thirds (118) of their total HP. If one side takes all of its damage, it loses access to its respective attack.
Loot from carving parts from this Monster:
Armor of the Ice King
Legendary Armor
Immune to Cold Damage and Difficult Terrain made by Ice.
Icestring Bow
Legendary Bow
2d8+DEX Cold, 2-handed, Range 16. Freezing Mists. On hit: Create a 3x3 ice diffiicult terrain under the target location
(Burst 10). Whenever an enemy starts turn within range, deal 1d4 Psychic. On crit, Dazed until start of next turn.
It knows what you're thinking.
2d4 Magic damage
- •Blink.
Teleport up to 4.
- •Shunt.Range 6..
Creature or object is moved 6 in any direction.
- •Brain Blast (1/Round).Range 10. 2d10 Psychic.
- •Extract Brain (1/Round).4d6 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.
While below 70HP, remove round limit on Extract Brain
(1/encounter) At 35 HP, Use Brain Blast on every enemy in range
Damage against your feet is reduced to 1, you may move 2 when an attack hits you, and if something reasonably uses your nose, you have advantage when you roll to do it.
- Snoot Smack!1d12-1
Weevils that live in fiery locations, able to digest even severely burnt flesh.
Poison (Damage and Condition)
Slashing
On Crit, inflict Poisoned. If crit on Poisoned creatures, remove Poisoned to inflict 2 wounds.
- •Pending Sweep.
Move 6 then, Range 8, 4d8 + 3 Poison.
- •Crimson Whirlwind.
(2 uses) All in Range 8, DEX Save 16. Failure: 3d10+5 and become Poisoned. Success: Half damage and not Poisoned
At 148 HP, Saint of the Crimson Rot can use Pending Sweep twice.
Saint of Crimson Rot is dying! 150 HP More health until she dies! Pending Sweep can grapple on hit. Crimson Whirlwind also gains 1 charge.