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D&D 5e Monster Expansion

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  • 7/25/2019 D&D 5e Monster Expansion

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    Not for resale. Permission granted to print or photocopy this document for personal use only. MONSTER EXPANSION 1

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    Not for resale. Permission granted to print or photocopy this document for personal use only. MONSTER EXPANSION 2

    Medium beast, unaligned

    Armor Class12Hit Points9 (2d8)Speed10 ft., fly 60 ft.

    STR DEX CON INT WIS CHA

    8 (-1) 15 (+2) 11 (+0) 4 (-3) 14 (+2) 8 (-1)

    SkillsPerception +4Sensespassive Perception 14LanguagesChallenge1/2 (100 XP)

    Keen Sight .The raptor has advantage on Wisdom

    (Perception) checks that rely on sight.

    Actions

    Mult iattack. The raptor makes two attacks: one with itsbeak and one with its talons.

    Beak. Melee Weapon Attack:+4 to hit, reach 5 ft., onetarget. Hit:4 (1d4 + 2) piercing damage.

    Talons. Melee Weapon Attack:+4 to hit, reach 5 ft.,one target. Hit:7 (2d4 + 2) slashing damage.

    Large beast, unaligned

    Armor Class11Hit Points59 (7d10 + 21)Speed30 ft., climb 30 ft.

    STR DEX CON INT WIS CHA

    19 (+4) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 7 (-2)

    SkillsAthletics +6, Perception +3Sensespassive Perception 13LanguagesChallenge3 (700 XP)

    Actions

    Mult iattack. The ape makes two fist attacks.

    Fist. Melee Weapon Attack:+6 to hit, reach 10 ft., onetarget. Hit:11 (2d6 + 4) bludgeoning damage.

    Rock. Ranged Weapon Attack:+6 to hit, range 30/60 ft.,one target. Hit:14 (3d6 + 4) bludgeoning damage.

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    Not for resale. Permission granted to print or photocopy this document for personal use only. MONSTER EXPANSION 3

    Large beast, unaligned

    Armor Class13 (natural armor)Hit Points45 (6d10 + 12)Speed30 ft., swim 30 ft.

    STR DEX CON INT WIS CHA

    18 (+4) 12 (+1) 14 (+2) 2 (-4) 10 (+0) 5 (-2)

    Sensesblindsight 10 ft., darkvision 30 ft., passivePerception 10LanguagesChallenge3 (700 XP)

    Keen Sense.The lizard has advantage on Wisdom(Perception, Survival) checks to detect or track acreature that doesnt have all its hit points.

    Actions

    Bite. Melee Weapon Attack:+6 to hit, reach 5 ft., onetarget. Hit:13 (2d8 + 4) piercing damage. If the target isa creature, it must succeed on a DC 12 Constitutionsaving throw or contract a disease. Until the disease iscured, the target has the poisoned condition and cantregain hit points except by magical means. The targetshit point maximum decreases by 7 (2d6) every 24hours. If the targets hit point maximum drops to 0 as aresult of this disease, the target dies.

    Large beast, neutral good

    Armor Class13

    Hit Points52 (7d10 + 14)Speed10 ft., fly 80 ft.

    STR DEX CON INT WIS CHA

    18 (+4) 17 (+3) 15 (+2) 10 (+0) 16 (+3) 12 (+1)

    SkillsPerception +5Sensespassive Perception 15LanguagesGiant Eagle, Auran, CommonChallenge4 (1,100 XP)

    Flyby.The eagle doesnt provoke opportunity attackswhen it flies out of an enemys reach.

    Keen Sight .The eagle has advantage on Wisdom(Perception) checks that rely on sight.

    ActionsMult iattack. The eagle makes two attacks: one with itsbeak and one with its talons.

    Beak. Melee Weapon Attack:+6 to hit, reach 5 ft., onetarget. Hit:8 (1d8 + 4) piercing damage.

    Talons. Melee Weapon Attack:+6 to hit, reach 5 ft.,one target. Hit:13 (2d8 + 4) slashing damage.

    Large beast, unaligned

    Armor Class15 (natural armor)

    Hit Points68 (8d10 + 24)Speed50 ft.

    STR DEX CON INT WIS CHA

    20 (+5) 15 (+2) 17 (+3) 3 (-4) 12 (+1) 8 (-1)

    SkillsPerception +3, Stealth +4Sensespassive Perception 13LanguagesChallenge4 (1,100 XP)

    Keen Hear ing and Smell .The wolf has advantage onWisdom (Perception) checks that rely on hearing/smell.

    Pack Tactics. The wolf has advantage on an attack rollagainst a creature if at least one of the wolfsallies is

    within 5 feet of the creature and the ally isntincapacitated.

    Actions

    Bite. Melee Weapon Attack:+7 to hit, reach 5 ft., onetarget. Hit:14 (2d8 + 5) piercing damage. If the target isa creature, it must succeed on a DC 15 Strength savingthrow or be knocked prone.

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    Not for resale. Permission granted to print or photocopy this document for personal use only. MONSTER EXPANSION 4

    Large beast, unaligned

    Armor Class12Hit Points67 (9d10 + 18)Speed50 ft.

    STR DEX CON INT WIS CHA

    20 (+5) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 10 (+0)

    SkillsPerception +4, Stealth +8Sensespassive Perception 14

    LanguagesChallenge5 (1,800 XP)

    Keen Smell .The lion has advantage on Wisdom(Perception) checks that rely on smell.

    Pack Tactics. The lion has advantage on an attack rollagainst a creature if at least one of the lions allies iswithin 5 feet of the creature and the ally isntincapacitated.

    Pounce.If the lion moves at least 20 feet straighttoward a creature and then hits with a claw attack onthe same turn, the target must succeed on a DC 16Strength saving throw or be knocked prone. If the target

    is prone, the lion can make one bite attack against it asa bonus action.

    Running Leap.With a 10-foot running start, the lioncan long jump up to 25 feet.

    Actions

    Bite. Melee Weapon Attack:+8 to hit, reach 5 ft., onetarget. Hit:14 (2d8 + 5) piercing damage.

    Claw. Melee Weapon Attack:+8 to hit, reach 5 ft., onetarget. Hit:12 (2d6 + 5) slashing damage.

    Large beast, unaligned

    Armor Class12Hit Points76 (9d10 + 27)Speed40 ft.

    STR DEX CON INT WIS CHA

    20 (+5) 15 (+2) 16 (+3) 3 (-4) 12 (+1) 10 (+0)

    SkillsPerception +4, Stealth +8Sensesdarkvision 60 ft., passive Perception 14

    LanguagesChallenge5 (1,800 XP)

    Keen Smell .The tiger has advantage on Wisdom(Perception) checks that rely on smell.

    Pounce.If the tiger moves at least 20 feet straighttoward a creature and then hits with a claw attack onthe same turn, the target must succeed on a DC 16Strength saving throw or be knocked prone. If the targetis prone, the lion can make one bite attack against it asa bonus action.

    Actions

    Bite. Melee Weapon Attack:+8 to hit, reach 5 ft., onetarget. Hit:16 (2d10 + 5) piercing damage.

    Claw. Melee Weapon Attack:+8 to hit, reach 5 ft., onetarget. Hit:14 (2d8 + 5) slashing damage.

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    Not for resale. Permission granted to print or photocopy this document for personal use only. MONSTER EXPANSION 5

    Large beast, unaligned

    Armor Class13 (natural armor)Hit Points114 (12d10 + 48)Speed40 ft.

    STR DEX CON INT WIS CHA

    23 (+6) 8 (-1) 19 (+4) 2 (-4) 12 (+1) 6 (-2)

    Sensespassive Perception 11LanguagesChallenge6 (2,300 XP)

    Charge. If the rhinoceros moves at least 20 feetstraight toward a target and then hits with a gore attackon the same turn, the target takes an extra 18 (4d8)bludgeoning damage. If the target is a creature, it mustsucceed on a DC 17 Strength saving throw or beknocked prone.

    Actions

    Gore. Melee Weapon Attack:+9 to hit, reach 5 ft., onetarget. Hit:24 (4d8 + 6) bludgeoning damage.

    Large beast, unaligned

    Armor Class14 (natural armor)Hit Points95 (10d10 + 40)Speed40 ft., swim 30 ft.

    STR DEX CON INT WIS CHA

    22 (+6) 10 (+0) 18 (+4) 2 (-4) 13 (+1) 8 (-1)

    SkillsPerception +4Sensesdarkvision 60 ft., passive Perception 14LanguagesChallenge6 (2,300 XP)

    Keen Smell .The bear has advantage on Wisdom(Perception) checks that rely on smell.

    Actions

    Mult iattack. The bear makes two attacks: one with itsbite and one with its claws.

    Bite. Melee Weapon Attack:+9 to hit, reach 5 ft., onetarget. Hit:15 (2d8 + 6) piercing damage.

    Claws. Melee Weapon Attack:+9 to hit, reach 10 ft.,one target. Hit:16 (3d6 + 6) slashing damage.

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    Not for resale. Permission granted to print or photocopy this document for personal use only. MONSTER EXPANSION 6

    Medium humanoid (gnoll), chaotic evil

    Armor Class14 (studded leather)Hit Points65 (10d8 + 20)Speed30 ft.

    STR DEX CON INT WIS CHA

    17 (+3) 15 (+2) 15 (+2) 8 (-1) 11 (+0) 9 (-1)

    Saving ThrowsCon +4SkillsPerception +2, Survival +2Sensesdarkvision 60 ft., passive Perception 12LanguagesGnollChallenge3 (700 XP)

    Rampage.When a gnoll reduces a creature to 0 hit

    points with a melee attack on its turn, the gnoll can takea bonus action to move up to half its speed and make abite attack.

    Actions

    Mult iattack. The gnoll makes two melee attacks with itsglaive or two ranged attacks with its longbow. It maysubstitute its bite for one of its melee attacks.

    Bite. Melee Weapon Attack:+5 to hit, reach 5 ft., onetarget. Hit:6 (1d6 + 3) piercing damage.

    Glaive. Melee Weapon Attack:+5 to hit, reach 10 ft.,

    one target. Hit:8 (1d10 + 3) slashing damage.

    Longbow. Ranged Weapon Attack:+4 to hit, range150/600 ft., one target. Hit:6 (1d8 + 2) piercing damage.

    Reactions

    Revenge.When hit by a melee attack, the gnoll canmark the attacker for revenge. On its next turn, the gnollhas advantage on its first attack against that opponent.

    Medium humanoid (gnoll), chaotic evil

    Armor Class15 (studded leather)Hit Points97 (13d8 + 39)Speed30 ft.

    STR DEX CON INT WIS CHA

    18 (+4) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 13 (+1)

    Saving ThrowsCon +6, Wis +4SkillsPerception +4, Survival +4Sensesdarkvision 60 ft., passive Perception 14LanguagesGnollChallenge6 (2,300 XP)

    Rampage.When a gnoll reduces a creature to 0 hitpoints with a melee attack on its turn, the gnoll can takea bonus action to move up to half its speed and make abite attack.

    Actions

    Mult iattack. The gnoll makes two melee attacks with its

    glaive and one with its bite, or two ranged attacks withits longbow.

    Bite. Melee Weapon Attack:+7 to hit, reach 5 ft., onetarget. Hit:7 (1d6 + 4) piercing damage.

    Glaive. Melee Weapon Attack:+7 to hit, reach 10 ft.,one target. Hit:9 (1d10 + 4) slashing damage.

    Longbow. Ranged Weapon Attack:+6 to hit, range150/600 ft., one target. Hit:7 (1d8 + 3) piercing damage.

    Reactions

    Revenge.When hit by a melee attack, the gnoll canmark the attacker for revenge. On its next turn, the gnollhas advantage on its first attack against that opponent.

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    Not for resale. Permission granted to print or photocopy this document for personal use only. MONSTER EXPANSION 7

    Small humanoid (goblinoid), neutral evil

    Armor Class16 (hide armor, shield)Hit Points18 (4d6 + 4)Speed30 ft.

    STR DEX CON INT WIS CHA

    10 (+0) 14 (+2) 12 (+1) 10 (+0) 8 (-1) 8 (-1)

    SkillsAthletics +2, Stealth +6Sensesdarkvision 60 ft., passive Perception 9LanguagesCommon, GoblinChallenge1 (200 XP)

    Killer Inst in ct. Once per turn when the goblin hits a

    creature with a weapon attack, the creature takes anextra 3 (1d6) damage if its below its hit point maximum.

    Nimble Escape.The goblin can take the Disengage orHide action as a bonus action on each of its turns.

    Actions

    Mult iattack. The goblin makes two attacks with itsscimitar. The second attack has disadvantage.

    Scimitar. Melee Weapon Attack:+4 to hit, reach 5 ft.,one target. Hit:5 (1d6 + 2) slashing damage.

    Crossbow. Ranged Weapon Attack:+4 to hit, range80/320 ft., one target. Hit:6 (1d8 + 2) piercing damage.

    Small humanoid (goblinoid), neutral evil

    Armor Class17 (chain shirt, shield)Hit Points36 (8d6 + 8)

    Speed30 ft.STR DEX CON INT WIS CHA

    11 (+0) 14 (+2) 12 (+1) 10 (+0) 8 (-1) 12 (+1)

    SkillsAthletics +2, Intimidation +3, Stealth +6Sensesdarkvision 60 ft., passive Perception 9LanguagesCommon, GoblinChallenge2 (450 XP)

    Killer Inst in ct. Once per turn when the goblin hits acreature with a weapon attack, the creature takes anextra 3 (1d6) damage if its below its hit point maximum.

    Nimble Escape.The goblin can take the Disengage orHide action as a bonus action on each of its turns.

    Actions

    Mult iattack. The goblin makes two attacks with itsscimitar.

    Scimitar. Melee Weapon Attack:+4 to hit, reach 5 ft.,one target. Hit:5 (1d6 + 2) slashing damage.

    Javelin. Ranged Weapon Attack:+4 to hit, range30/120 ft., one target. Hit:5 (1d6 + 2) piercing damage.

    Reactions

    Redirect At tack.When a creature the goblin can seetargets it with an attack, the goblin chooses anothergoblin within 5 feet of it. The two goblins swap places,and the chosen goblin becomes the target instead.

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    Not for resale. Permission granted to print or photocopy this document for personal use only. MONSTER EXPANSION 8

    Medium humanoid (goblinoid), lawful evil

    Armor Class18 (chain mail, shield)Hit Points22 (4d8 + 4)Speed30 ft.

    STR DEX CON INT WIS CHA

    14 (+2) 14 (+2) 13 (+1) 11 (+0) 10 (+0) 10 (+0)

    Sensesdarkvision 60 ft., passive Perception 10LanguagesCommon, GoblinChallenge2 (450 XP)

    Martial Ad vantage. Once per turn, the hobgoblin candeal an extra 7 (2d6) damage to a creature it hits with a

    weapon attack if that creature is within 5 feet of an allyof the hobgoblin that isnt incapacitated.

    Actions

    Mult iattack. The hobgoblin makes two longswordattacks.

    Longsword. Melee Weapon Attack:+4 to hit, reach 5ft., one target. Hit:6 (1d8 + 2) slashing damage.

    Longbow. Ranged Weapon Attack:+4 to hit, range150/600 ft., one target. Hit:6 (1d8 + 2) piercing damage.

    Medium humanoid (goblinoid), lawful evil

    Armor Class18 (chain mail, shield)Hit Points78 (12d8 + 24)Speed30 ft.

    STR DEX CON INT WIS CHA

    16 (+3)

    14 (+2)

    15 (+2)

    12 (+1)

    10 (+0)

    12 (+1)

    Saving ThrowsWis +3Sensesdarkvision 60 ft., passive Perception 10LanguagesCommon, GoblinChallenge5 (1,800 XP)

    Martial Adv antage. Once per turn, the hobgoblin candeal an extra 10 (3d6) damage to a creature it hits witha weapon attack if that creature is within 5 feet of an allyof the hobgoblin that isnt incapacitated.

    Actions

    Mult iattack. The hobgoblin makes three melee attacks.Alternatively, it can make two ranged weapon attacks.

    Longsword. Melee Weapon Attack:+6 to hit, reach 5ft., one target. Hit:7 (1d8 + 3) slashing damage, or 8(1d10 + 3) slashing damage if used with two hands.

    Shield Bash. Melee Weapon Attack:+6 to hit, reach 5ft., one target. Hit:5 (1d4 + 3) bludgeoning damage. Ifthe target is the hobgoblinssize or smaller, it mustsucceed on a DC 14 Strength saving throw or beknocked prone.

    Longbow. Ranged Weapon Attack:+5 to hit, range150/600 ft., one target. Hit:6 (1d8 + 2) piercing damage.

    Reactions

    Parry.The hobgoblin adds 3 to its AC against onemelee attack that would hit it. To do so, the hobgoblinmust see the attacker and be wielding a melee weapon.

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    Not for resale. Permission granted to print or photocopy this document for personal use only. MONSTER EXPANSION 9

    Medium humanoid (goblinoid), lawful evil

    Armor Class18 (plate)Hit Points127 (17d8 + 51)

    Speed30 ft.STR DEX CON INT WIS CHA

    17 (+3) 14 (+2) 17 (+3) 15 (+2) 12 (+1) 16 (+3)

    Saving ThrowsInt +6, Wis +5, Cha +7Sensesdarkvision 60 ft., passive Perception 11LanguagesCommon, GoblinChallenge9 (5,000 XP)

    Martial Ad vantage. Once per turn, the hobgoblin candeal an extra 14 (4d6) damage to a creature it hits witha weapon attack if that creature is within 5 feet of anally of the hobgoblin that isnt incapacitated.

    ActionsMult iattack. The hobgoblin makes three attacks.

    Greatsword. Melee Weapon Attack:+7 to hit, reach 5ft., one target. Hit:10 (2d6 + 3) slashing damage.

    Javelin. Ranged Weapon Attack:+7 to hit, range30/120 ft., one target. Hit:6 (1d6 + 3) piercing damage.

    Leadership (Recharges af ter a Short or Long Rest).For 1 minute, the hobgoblin can utter a specialcommand or warning whenever a nonhostile creaturethat it can see within 30 feet of it makes an attack roll orsaving throw. The creature can add a d4 to its roll

    provided it can hear and understand the hobgoblin. Acreature can benefit from only one Leadership die at atime. This effect ends if the hobgoblin is incapacitated.

    Reactions

    Parry.The hobgoblin adds 3 to its AC against onemelee attack that would hit it. To do so, the hobgoblinmust see the attacker and be wielding a melee weapon.

    Legendary Actions

    The hobgoblin general can take 3 legendary actions,choosing from the options below. Only one legendaryaction option can be used at a time and only at the endof another creatures turn. The hobgoblin general

    regains spent legendary actions at the start of its turn.

    Attack.The hobgoblin general makes one meleeweapon attack.

    Bolster .All goblinoids within 30 feet of, and including,the hobgoblin general are bolstered until the end ofits next turn. Bolstered goblinoids cant be charmedor frightened.

    Maneuver (Costs 2 Act ions).All goblinoids within 30feet of, and including, the hobgoblin general canimmediately move up to half their speed. Opportunityattacks against them are at disadvantage.

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    Not for resale. Permission granted to print or photocopy this document for personal use only. MONSTER EXPANSION 10

    Small humanoid (kobold), lawful evil

    Armor Class15 (wooden shield)Hit Points10 (3d6)Speed30 ft.

    STR DEX CON INT WIS CHA

    8 (-1) 16 (+3) 10 (+0) 8 (-1) 7 (-2) 8 (-1)

    Sensesdarkvision 60 ft., passive Perception 8LanguagesCommon, DraconicChallenge1/2 (100 XP)

    Sunl ight Sensit iv i ty . While in sunlight, the kobold hasdisadvantage on attack rolls, as well as on Wisdom

    (Perception) checks that rely on sight.

    Pack Tactics. The kobold has advantage on an attackroll against a creature if at least one of the koboldsallies is within 5 feet of the creature and the ally isntincapacitated.

    Actions

    Shortsword. Melee Weapon Attack:+5 to hit, reach 5ft., one target. Hit:6 (1d6 + 3) piercing damage.

    Sling. Ranged Weapon Attack:+5 to hit, range 30/120ft., one target. Hit:5 (1d4 + 3) bludgeoning damage.

    Small humanoid (kobold), lawful evil

    Armor Class13Hit Points21 (6d6)Speed30 ft.

    STR

    DEX

    CON

    INT

    WIS

    CHA

    9 (-1) 16 (+3) 11 (+0) 9 (-1) 8 (-1) 12 (+1)

    SkillsArcana +1, Deception +3Sensesdarkvision 60 ft., passive Perception 9LanguagesCommon, DraconicChallenge2 (450 XP)

    Sunl ight Sensit iv i ty . While in sunlight, the kobold hasdisadvantage on attack rolls, as well as on Wisdom(Perception) checks that rely on sight.

    Pack Tactics. The kobold has advantage on an attackroll against a creature if at least one of the koboldsallies is within 5 feet of the creature and the ally isn t

    incapacitated.

    Spel lcast ing.The kobold is a 3rd-level spellcaster. Itsspellcasting ability is Charisma (spell save DC 11, +3 tohit with spell attacks). It knows these sorcerer spells:

    Cantrips (at-will): acid splash, blade ward, poison spray,shocking grasp

    1st level (4 slots): color spray, shield2nd level (2 slots): cloud of daggers, misty step

    Actions

    Dagger. Melee Weapon Attack:+5 to hit, reach 5 ft.,

    one target. Hit:5 (1d4 + 3) piercing damage.

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    Not for resale. Permission granted to print or photocopy this document for personal use only. MONSTER EXPANSION 11

    Medium humanoid (orc), chaotic evil

    Armor Class16 (ring mail, shield)Hit Points85 (10d8 + 40)Speed30 ft.

    STR DEX CON INT WIS CHA

    18 (+4) 12 (+1) 18 (+4) 7 (-2) 11 (+0) 10 (+1)

    Saving ThrowsStr +6, Con +6SkillsIntimidation +2Sensesdarkvision 60 ft., passive Perception 10LanguagesCommon, OrcChallenge3 (700 XP)

    Aggressive.As a bonus action, the orc can move up toits speed toward a hostile creature that it can see.

    Gruumshs Fury. The orc deals an extra 4 (1d8)damage when it hits with a weapon attack (included).

    Actions

    Mult iattack. The orc makes two weapon attacks.

    Batt leaxe. Melee Weapon Attack:+6 to hit, reach 5 ft.,one target. Hit:13 (2d8 + 4) slashing damage.

    Spear. Melee or Ranged Weapon Attack:+6 to hit,

    reach 5 ft. or range 20/60 ft., one target. Hit:12 (1d6 +4 plus 1d8) piercing damage.

    Reactions

    Fur ious Advance.The orc imposes disadvantage onone opportunity attack when it moves toward a hostilecreature it can see. To do so, the orc must see theattacker and be carrying a shield.

    Medium humanoid (orc), chaotic evil

    Armor Class17 (splint mail)Hit Points127 (15d8 + 60)Speed30 ft.

    STR DEX CON INT WIS CHA

    19 (+4) 12 (+1) 19 (+4) 12 (+1) 12 (+1) 16 (+3)

    Saving ThrowsStr +7, Con +7, Int +4, Wis +4SkillsIntimidation +6, Perception +4, Survival +4Sensesdarkvision 60 ft., passive Perception 14LanguagesCommon, OrcChallenge7 (2,900 XP)

    Aggressive.As a bonus action, the orc can move up toits speed toward a hostile creature that it can see.

    Gruumshs Fury. The orc deals an extra 4 (1d8)damage when it hits with a weapon attack (included).

    Actions

    Mult iattack. The orc makes three weapon attacks.

    Greataxe. Melee Weapon Attack:+7 to hit, reach 5 ft.,one target. Hit:15 (1d12 + 4 plus 1d8) slashingdamage.

    Spear. Melee or Ranged Weapon Attack:+7 to hit,reach 5 ft. or range 20/60 ft., one target. Hit:12 (1d6 +4 plus 1d8) piercing damage.

    Reactions

    Fur ious Defense.The orc imposes disadvantage onone melee weapon attack by an opponent it can see. Ifthe attack hits anyway, the orc can make one meleeweapon attack against that opponent.

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    Not for resale. Permission granted to print or photocopy this document for personal use only. MONSTER EXPANSION 12

    Large giant, chaotic evil

    Armor Class15 (natural armor)Hit Points115 (11d10 + 55)Speed30 ft.

    STR DEX CON INT WIS CHA

    20 (+5) 10 (+0) 20 (+5) 7 (-2) 7 (-2) 8 (-1)

    Damage VulnerabilitiesradiantSensesdarkvision 60 ft., passive Perception 8LanguagesGiant, CommonChallenge6 (2,300 XP)

    Keen Smell. The troll has advantage on Wisdom(Perception) checks that rely on smell.

    Regenerat ion.The troll regains 10 hit points at thestart of its turn if it has at least 1 hit point. If the trolltakes fire or radiant damage, this trait doesnt functionat the start of the trolls next turn.

    Sunl ight Curse.While in direct sunlight, the troll hasdisadvantage on all checks, including saving throwsand attack rolls. At the start of its turn, it must make aDC 15 Constitution saving throw or be permanentlypetrified at the end of its turn.

    ActionsMult iattack. The troll makes three attacks: one stompand two with its greatclub.

    Greatclub. Melee Weapon Attack:+8 to hit, reach 5 ft.,one target. Hit:14 (2d8 + 5) bludgeoning damage.

    Stomp. Melee Weapon Attack:+8 to hit, reach 5 ft.,one target. Hit:12 (2d6 + 5) bludgeoning damage. If thetarget is a creature of a size smaller than the troll, itmust succeed on a DC 16 Strength saving throw or beknocked prone.

    Huge giant, chaotic neutral

    Armor Class16 (natural armor)Hit Points195 (17d12 + 85)Speed30 ft.

    STR DEX CON INT WIS CHA

    20 (+5) 9 (-1) 21 (+5) 8 (-1) 12 (+1) 8 (-1)

    Damage VulnerabilitiesfireDamage Resistancesbludgeoning, piercingSensesdarkvision 60 ft., passive Perception 11LanguagesGiantChallenge10 (5,900 XP)

    Keen Smell. The troll has advantage on Wisdom(Perception) checks that rely on smell.

    Regenerat ion.The troll regains 15 hit points at thestart of its turn. If the troll takes acid or fire damage, thistrait doesnt function at the start of the trolls next turn.The troll dies only if it starts its turn with 0 hit points anddoesnt regenerate.

    Forest Camouf lage.The troll has advantage onDexterity (Stealth) checks to hide in wooded terrain.

    Actions

    Mult iat tack.The troll makes three attacks: one with itsbite and two with its claws.

    Bite. Melee Weapon Attack:+9 to hit, reach 5 ft., onetarget. Hit:12 (2d6 + 5) piercing damage.

    Claws. Melee Weapon Attack:+9 to hit, reach 10 ft.,one target. Hit:15 (3d6 + 5) slashing damage.

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    Not for resale. Permission granted to print or photocopy this document for personal use only. MONSTER EXPANSION 13

    Large giant, chaotic evil

    Armor Class15 (natural armor)Hit Points230 (20d10 + 120)Speed30 ft.

    STR

    DEX

    CON

    INT

    WIS

    CHA

    22 (+6) 10 (+0) 22 (+6) 4 (-3) 7 (-2) 7 (-2)

    Saving ThrowsSt +10, Con +10SkillsPerception +2Damage ResistancescoldSensesdarkvision 90 ft., passive Perception 12Languagesunderstands Giant (cant speak intelligibly)Challenge12 (8,400 XP)

    Keen Smell. The troll has advantage on Wisdom(Perception) checks that rely on smell.

    Regenerat ion.The troll regains 15 hit points at thestart of its turn if it has at least 1 hit point. If the troll

    takes acid or fire damage, this trait doesnt function atthe start of the trolls next turn.

    Actions

    Mult iattack. The troll makes three attacks: one stompand two with its claws.

    Claws. Melee Weapon Attack:+10 to hit, reach 5 ft.,one target. Hit:15 (2d8 + 6) slashing damage.

    Stomp. Melee Weapon Attack:+10 to hit, reach 5 ft.,one target. Hit:16 (3d6 + 6) bludgeoning damage. If thetarget is a creature of a size smaller than the troll, it

    must succeed on a DC 18 Strength saving throw or beknocked prone.

    Huge giant, neutral evil

    Armor Class16 (natural armor)Hit Points283 (21d12 + 147)Speed40 ft.

    STR

    DEX

    CON

    INT

    WIS

    CHA

    24 (+7) 12 (+1) 24 (+7) 10 (+0) 13 (+1) 11 (+0)

    Saving ThrowsStr +12, Int +5, Wis +6, Cha +5SkillsPerception +6Damage ResistancescoldSensesdarkvision 60 ft., passive Perception 16LanguagesGiantChallenge15 (13,000 XP)

    Keen Smell. The troll has advantage on Wisdom(Perception) checks that rely on smell.

    Regenerat ion.The troll regains 20 hit points at thestart of its turn. If the troll takes acid or damage, this

    trait doesnt function at the start of the trolls next turn.The troll dies only if it starts its turn with 0 hit points anddoesnt regenerate.

    Mountain Camouf lage.The troll has advantage onDexterity (Stealth) checks to hide in rocky terrain.

    Actions

    Mult iattack. The troll makes three attacks: one stompand two with its claws.

    Claws. Melee Weapon Attack:+12 to hit, reach 10 ft.,one target. Hit:20 (3d8 + 7) slashing damage.

    Stomp. Melee Weapon Attack:+12 to hit, reach 5 ft.,one target. Hit:21 (4d6 + 7) bludgeoning damage. If thetarget is a creature of a size smaller than the troll, itmust succeed on a DC 20 Strength saving throw or beknocked prone.

    Rock. Ranged Weapon Attack:+12 to hit, range 60/240ft., one target. Hit:33 (4d12 + 7) bludgeoning damage.

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    Not for resale. Permission granted to print or photocopy this document for personal use only. MONSTER EXPANSION 14

    Medium undead, neutral evil

    Armor Class16 breastplate)Hit Points97 (13d8 + 39)Speed30 ft.

    STR DEX CON INT WIS CHA

    16 (+3) 14 (+2) 17 (+3) 10 (+0) 14 (+2) 16 (+3)

    SkillsPerception +5, Stealth +5Damage Resistancesnecrotic; bludgeoning, piercing,and slashing from nonmagical weaponsDamage ImmunitiespoisonCondition Immunitiescharmed, exhaustion, poisonedSensesdarkvision 60 ft., passive Perception 15Languagesthe languages it knew in lifeChallenge7 (2,900 XP)

    Sunl ight Sensit iv i ty . While in sunlight, the wight hasdisadvantage on attack rolls, as well as on Wisdom(Perception) checks that rely on sight.

    Actions

    Mult iattack. The wight makes two longsword attacksand uses Life Drain, or it makes two longbow attacks.

    Life Drain. Melee Weapon Attack:+6 to hit, reach 5 ft.,one target. Hit:10 (2d6 + 3) necrotic damage. Thetarget must succeed on a DC 14 Constitution savingthrow or its hit point maximum is reduced by an amountequal to the damage taken. This reduction lasts until thetarget finishes a long rest. The target dies if this effectreduces its hit point maximum to 0. A humanoid slain bythis attack rises 24 hours later as a wight under thewight kings control, unless the humanoid is restored tolife or its body is destroyed.

    Longsword. Melee Weapon Attack:+6 to hit, reach 5ft., one target. Hit:7 (1d8 + 3) slashing damage, or 8(1d10 + 3) slashing damage if used with two hands.

    Longbow. Ranged Weapon Attack:+5 to hit, range150/600 ft., one target. Hit:6 (1d8 + 2) piercing damage.

    Reactions

    Parry.The wight adds 3 to its AC against one meleeattack that would hit it. To do so, the wight must see the

    attacker and be wielding a melee weapon.

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    Not for resale Permission granted to print or photocopy this document for personal use only MONSTER EXPANSION 15

    Medium undead, neutral evil

    Armor Class16 (breastplate) or 13 (unarmored)Hit Points112 (15d8 + 45)Speed30 ft. in armor, fly 60 ft. (hover) unarmored

    STR DEX CON INT WIS CHA

    8 (-1) 17 (+3) 17 (+3) 14 (+2) 15 (+2) 16 (+3)

    Damage Resistancesacid, cold, fire, lightning,thunder; bludgeoning, piercing, and slashing fromnonmagical weapons that arent silveredDamage Immunitiesnecrotic, poisonCondition Immunitiescharmed, exhaustion,paralyzed, petrified, poisoned, proneSensesdarkvision 60 ft., truesight 20 ft., passivePerception 12Languagesthe languages it knew in lifeChallenge11 (7,200 XP)

    Incorporeal Movement . The wraith can move throughother creatures and objects as if they were difficultterrain, but only when it is not bearing any items. Thewraith cannot end its turn instead a creature or object.

    Incorporeal Sub stance. The wraith can immediatelyignore effects that cause it to be grappled or restrained,but any items carried or worn are dropped.

    Sunl ight Sensit iv i ty . While in sunlight, the wraith hasdisadvantage on attack rolls, as well as on Wisdom(Perception) checks that rely on sight.

    Actions

    Mult iattack. The wraith uses Life Drain and makes onerapier attack if it is carrying the weapon.

    Life Drain. Melee Weapon Attack:+7 to hit, reach 5 ft.,one target. Hit:21 (4d8 + 3) necrotic damage. Thetarget must succeed on a DC 15 Constitution savingthrow or its hit point maximum is reduced by an amountequal to the damage taken. This reduction lasts untilthe target finishes a long rest. The target dies if thiseffect reduces its hit point maximum to 0.

    Rapier. Melee Weapon Attack:+7 to hit, reach 5 ft.,one target. Hit:7 (1d8 + 3) piercing damage plus 7(2d6) poison damage. The target must succeed on a

    DC 15 Constitution saving throw or be poisoned for 1hour.

    Legendary Actions

    The dread wraith can take 3 legendary actions,choosing from the options below. Only one legendaryaction option can be used at a time and only at the endof another creatures turn. The dread wraith regainsspent legendary actions at the start of its turn.

    Breath of Death.One living being within 10 feet of thedread wraith must make a DC 15 Constitution savingthrow or take 9 (2d8) necrotic damage and have itshit point maximum reduced (as Life Drain). The dreadwraith regains a number of hit points equal to thedamage caused. A creature cannot be targeted bythis effect more than once per round.

    Create Undead .A humanoid within 15 feet of the dreadwraith that has been dead for no longer than 1 hourimmediately rises as an undead creature under thewraiths control. If the target was killed by Life Drainor Breath of Death, it rises as a normal wraith. If killedby any other manner, it rises as a wight.

    Cause Fear (Costs 2 Act ions).Every living beingwithin 20 feet of the dread wraith must make a DC 15Wisdom saving throw or become frightened for 1minute. While frightened, creatures must take theDash action and move away from the dread wraith bythe safest available route, unless there is nowhere tomove. A creature can repeat the saving throw at theend of each of its turns, ending the effect on itself on

    a success. If a creatures saving throw is successfulor the effect ends for it, the creature is immune to thedread wraiths Cause Fear for the next 24 hours.