Hi All,
I thought I'd share some of my converted monsters and NPCs. These are from City of the Spider Queen. Some of the module specific stuff I'll leave out of here due to potential copy write issues. Just in case, all credit goes to Wizard's of the Coast and the authors of the original module.
These monsters will fit in any underdark or dungeon crawl type of game, most of them have been used in play, and they are all built using the DMG guidelines.
Custom Monsters:
Drow Sentry
Medium Humanoid, Neutral Evil
Armor Class 15 (chain shirt)
Hit Points 46 (8d8+10)
Speed: 30ft
Skills Perception +2, Stealth +5
Senses darkvision 120ft., passive Perception 12
Languages elvish, undercommon
Challenge 2 (450 XP)
Fey Ancestry. The drow has advantage on saving throws against being charged, and magic can’t put the drow to sleep.
Innate Spellcasting. The drow’s innate spellcasting ability is Charsima (spell save DC11). It can innately cast the following spells, requiring no material components:
At will: Dancing Lights
1/day each: darkness, faerie fire, levitate (self only)
Actions
Multiattack. The drow makes two attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7(1d6+4) piercing damage plus 3 (1d6) poison damage.
Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120ft., one target. Hit: 7 (1d6+4) piercing damage, and the target must succeed on a DC13 constitution saving throw or be poisoned for 1 hour. If the save fails by 5 or more, the target is also unconscious while poisoned this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
Large Wraith Spider
Large Undead, chaotic evil
Armor Class 13
Hit Points 52 (8d10+16)
Speed: 30 ft., climb 30 ft.
Saving Throws: Dex +5
Skills: Stealth +8,
Damage Resistances: Acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical nonsilvered weapons.
Damage Immunities: Necrotic, poison.
Condition Immunities: Charmed, Petrified, exhausted, grappled, paralysed, poisoned, prone, and restrained.
Senses Blindsight 10ft, darkvision 60ft, passive perception 10
Languages -
Challenge 3 (700 XP)
Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense: While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker: The spider ignores movement restrictions caused by webbing.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 21 (4d8+3) necrotic damage. On hit Fort DC13 con saving throw, taking hit point maximum damage if failed. Reducing lasts until finishes a long rest.
Web(Recharge 5-6): Ranged Weapon Attack: +4 to hit, range 30/60ft, one creature. Hit: The target is restrained by webbing. As an action the target can make a DC13 strength check. The webbing can also be attacked and destroyed (AC10, HP5, fire vuln, B/Poison/Psychic damage resistance).
Drow Ranger
Medium Humanoid, Neutral Evil
Armor Class 15 (chain shirt)
Hit Points 101
Speed: 30ft
Skills Perception +4, Stealth +10
Senses darkvision 120ft., passive Perception 14
Languages Elvish, Undercommon
Challenge 5 (1,800 XP)
Fey Ancestry. The drow has advantage on saving throws against being charged, and magic can’t put the drow to sleep.
Innate Spellcasting. The drow’s innate spellcasting ability is Charsima (spell save DC11). It can innately cast the following spells, requiring no material components:
At will: Dancing Lights
1/day each: darkness, faerie fire, levitate (self only)
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (perception) checks that rely on sight.
Actions
Multiattack. The drow makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) poison damage.
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120ft., one target. Hit: 7 (1d6+4) piercing damage, and the target must succeed on a DC15 constitution saving throw or be poisoned for 1 hour. If the save fails by 5 or more, the target is also unconscious while poisoned this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
Volley. The Drow can use its action to make a ranged attack against any number of creatures within 10 feet of a point it can see, within range of its weapons range. It must have ammunition for each target, as normal, and it makes a separate attack roll for each target.
Kir-Lanan Fighter
Medium Monstrosity, Chaotic Evil
Armor Class 16 (natural armour)
Hit Points 130
Speed: 30ft., fly 60ft.
Saving Throws Str +7, Con +5
Skills Perception +3, Stealth +5
Damage Vulnerabilities radiant
Senses darkvision 60ft., passive Perception 13
Languages Undercommon
Challenge 5 (1,800 XP)
Actions
Multiattack. The Kir-Lanan makes two claw attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6+4) slashing damage plus 11 (3d6) necrotic damage. The creature must succeed at a DC15 constitution saving throw or the damage also reduces their hit point maximum.
Ray of Enfleeblement (Recharge 5-6). Ranged Spell Attack: +7 to hit, range 60ft., one target. Hit: On a hit, the target deals only half damage with weapon attacks that rely on strength until the end of the Kir-Lanan’s next turn.
Kuo-Toa Monk
Medium Humanoid (Kuo-Toa), Neutral Evil
Armor Class 19 (natural armour)
Hit Points 86
Speed: 55ft., swim 55ft.
Saving Throws Dexterity +7, Wisdom +6
Skills Perception +3, Stealth +7, Acrobatics +7
Senses darkvision 120ft., passive Perception 15
Languages Undercommon
Challenge 6 (2,300 XP)
Amphibious. The kuo-toa monk can breath air and water.
Otherworldly Perception. The kuo-toa monk can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.
Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.
Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (perception) checks that rely on sight.
Evasion. When the kuo-toa is subjected to an effect that allows it to make a Dexterity saving throw for half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails
Actions
Multiattack. The kuo-toa makes three attacks, each with an unarmed strike.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6+4) bludgeoning damage. The creature must succeed at a DC 15 constitution saving throw or be stunned until the end of the kuo-toa’s next turn.
Kuo-Toa Templar
Medium Humanoid (Kua-Toa), Neutral Evil
Armor Class 17 (studded leather plus natural armour)
Hit Points 101
Speed: 30ft., swim 30ft.
Saving Throws Dexterity +7
Skills Perception +6, Stealth +7, Acrobatics +7
Senses darkvision 120ft., passive Perception 16
Languages Undercommon
Challenge 6 (2,300 XP)
Amphibious. The kuo-toa monk can breath air and water.
Otherworldly Perception. The kuo-toa monk can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.
Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.
Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (perception) checks that rely on sight.
Evasion. When the kuo-toa is subjected to an effect that allows it to make a Dexterity saving throw for half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak attack (1/turn). The kuo-toa deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kuo-toa that isn’t incapacitated, and the ally doesn’t have disadvantage on the attack roll.
Actions
Multiattack. The kua-toa makes two attacks, each with shortsword.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6+4) piercing damage plus 7 (2d6) poison damage.
Action Surge (Recharge 5-6). The kuo-toa makes an extra multiattack.
Vampire Noble Guard
Medium Undead, Neutral Evil
Armor Class 18 (Plate)
Hit Points 125
Speed: 30ft
Saving Throws Dex +6, Wis +3
Skills Perception +3, Stealth +6 (disadvantage)
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 60ft., passive Perception 13
Languages elvish, undercommon
Challenge 8 (3,900 XP)
Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.
Stake to the heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Actions
Multiattack. The vampire makes two attacks, only one of which can be a bite attack.
Longsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d8+3) slashing damage plus 21 (6d6) necrotic damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 120/600ft., one target. Hit: 7 (1d8+3) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 8 (2d4+3) slashing damage plus 21 (6d6) necrotic damage. The creature is also grappled (escape DC 16).
Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6+3) piercing damage, plus 21 (6d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces it hit point maximum to 0.
Fiendish Displacer Beast
Huge Monstrosity – chaotic evil.
Armor Class 16 (Natural Armour)
Hit Points 126 (12d12+48)
Speed: 40ft
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from non-magical weapons
Senses darkvision 120ft., passive Perception 14
Languages -
Challenge 8 (3900)
Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.
Actions
Multiattack. The displacer beast makes two attacks with its tentacles.
Tentacles. Melee Weapon Attack: +8 to hit, reach 15ft., one target. Hit: 14 (2d8+5) bludgeoning damage, plus 14 (4d6) piercing damage.
Vampire Drider
Large Undead, Chaotic Evil
Armor Class 19 (natural armour)
Hit Points 140
Speed: 30ft., climb 30ft.
Saving Throws Dex +7, Wis +8
Skills Perception +8, Stealth +11
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 120ft., passive Perception 18
Languages elvish, undercommon
Challenge 9 (5,000 XP)
Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker. The drider vampire ignores movement restrictions caused by webbing.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.
Stake to the heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Innate Spellcasting The driders innate spellcasting ability is Wisdom (spell save DC16). It can innately cast the following spells, requiring no material components:
At will: Dancing Lights
1/day each: darkness, faerie fire
Spellcasting The drider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC16, +8 to hit with spell attacks). The drider has the following spells prepared from the cleric spell list:
Cantrips (at will): poison spray, thaumaturgy
1st level (4 slots): bane, detect magic, sanctuary
2nd level (3 slots): hold person, silence
3rd level (3 slots): clairvoyance, dispel magic
4th level (2 slots): divination, freedom of movement
Actions
Multiattack. The drider makes three attacks, either with its longsword, claws, or its longbow. It can replace one of those attacks with a bite attack.
Longsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 12 (2d8+3) slashing damage plus 21 (6d6) necrotic damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 120/600ft., one target. Hit: 12 (2d8+3) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 10 (3d4+3) slashing damage plus 21 (6d6) necrotic damage. The creature is also grappled (escape DC 16).
Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 9 (2d6+3) piercing damage, plus 21 (6d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces it hit point maximum to 0.
Bebilith
Huge Fiend (Demon), chaotic evil
Armor Class 14
Hit Points 136
Speed: 40 ft., climb 20 ft.
Saving Throws: Str +10, Con+9
Skills: Athletics +10, Stealth +9, Perception +5
Damage Resistances: Cold, Fire, Lightning, Bludgeoning, Piercing, Slashing from non-magical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses Darkvision 120ft
Languages fiendish
Challenge 10 (5,900 XP)
Magic Resistance. The creature has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. One bite and two claws
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit:22 (4d8+6) damage plus 14 (4d6) poison damage. On hit the target must make a DC16 constitution saving throw or become poisoned.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit:15 (2d8+6) damage.
Arachnoid Giant Octopus
Huge Beast, Unaligned
Armor Class 17 (natural armour)
Hit Points 250
Speed: 10 ft., swim 60 ft.
Skills Perception +8, Stealth +8
Senses darkvision 60ft., passive Perception 18
Languages -
Challenge 12 (8,400 XP)
Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.
Actions
Multiattack. The octopus makes four tentacle attacks, and can grapple up to four creatures.
Tentacles. Melee Weapon Attack: +9 to hit, reach 20ft., one target. Hit: 13 (3d6+3) piercing damage plus 7 (2d6) poison damage. If the target is a large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained.
Ink Cloud (Recharges after a short or long rest). A 30-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Advanced Chuul
Large Aberration, Chaotic Evil
Armor Class 20 (natural armour)
Hit Points 250
Speed: 30ft., swim 30ft.
Skills Perception +10
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60ft., passive Perception 20
Languages understands Deep Speech but can’t speak.
Challenge 14 (11,500 XP)
Amphibious. The chuul can breath air and water.
Sense Magic. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn’t magical itself.
Actions
Multiattack. The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.
Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 45 (7d10+4) bludgeoning damage. The target is grappled (escape DC 18) if it is large or smaller and the chuul doesn’t have two other creatures grappled.
Tentacles. One creature grappled by the chuul must succeed on a DC 15 constitution saving throw or be poisoned for 1 minute. Until the poison ends, the target is paralysed. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Advanced Banshee
Medium Undead (banshee) – Neutral Evil
Armor Class 17
Hit Points 224
Speed: 0 ft., fly 40ft (hover)
Saving Throws Wis +10, Cha +9
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non-magical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhausted, frightened, grappled, paralysed, petrified, poisoned, prone, restrained
Senses darkvision 60ft., passive Perception 15
Languages Common, Elvish
Challenge 15 (13,000)
Detect Life. The banshee can magically sense the presence of living creatures up to 5 miles away. She knows the general direction they’re in but not their exact location.
Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.
Actions
Corrupting Touch. Melee Spell Attack: +10 to hit, reach 5ft, one target. Hit: 82 (15d10) necrotic damage.
Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the banshee’s horrifying visage for the next 24 hours.
Wail (1/Day). The banshee releases a mournful wail, provided that she isn’t in sunlight. The wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 16 constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 55 (10d10) necrotic damage.
I thought I'd share some of my converted monsters and NPCs. These are from City of the Spider Queen. Some of the module specific stuff I'll leave out of here due to potential copy write issues. Just in case, all credit goes to Wizard's of the Coast and the authors of the original module.

These monsters will fit in any underdark or dungeon crawl type of game, most of them have been used in play, and they are all built using the DMG guidelines.
Custom Monsters:
Drow Sentry
Medium Humanoid, Neutral Evil
Armor Class 15 (chain shirt)
Hit Points 46 (8d8+10)
Speed: 30ft
STR | DEX | CON | INT | WIS | CHA |
10 (+0) | 18 (+4) | 12 (+1) | 11 (+0) | 11(+0) | 11 (+1) |
Senses darkvision 120ft., passive Perception 12
Languages elvish, undercommon
Challenge 2 (450 XP)
Fey Ancestry. The drow has advantage on saving throws against being charged, and magic can’t put the drow to sleep.
Innate Spellcasting. The drow’s innate spellcasting ability is Charsima (spell save DC11). It can innately cast the following spells, requiring no material components:
At will: Dancing Lights
1/day each: darkness, faerie fire, levitate (self only)
Actions
Multiattack. The drow makes two attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7(1d6+4) piercing damage plus 3 (1d6) poison damage.
Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120ft., one target. Hit: 7 (1d6+4) piercing damage, and the target must succeed on a DC13 constitution saving throw or be poisoned for 1 hour. If the save fails by 5 or more, the target is also unconscious while poisoned this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
Large Wraith Spider
Large Undead, chaotic evil
Armor Class 13
Hit Points 52 (8d10+16)
Speed: 30 ft., climb 30 ft.
STR | DEX | CON | INT | WIS | CHA |
17 (+3) | 15 (+2) | 10 (+2) | 2 (-4) | 10 (+0) | 10 (+0) |
Skills: Stealth +8,
Damage Resistances: Acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical nonsilvered weapons.
Damage Immunities: Necrotic, poison.
Condition Immunities: Charmed, Petrified, exhausted, grappled, paralysed, poisoned, prone, and restrained.
Senses Blindsight 10ft, darkvision 60ft, passive perception 10
Languages -
Challenge 3 (700 XP)
Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense: While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker: The spider ignores movement restrictions caused by webbing.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 21 (4d8+3) necrotic damage. On hit Fort DC13 con saving throw, taking hit point maximum damage if failed. Reducing lasts until finishes a long rest.
Web(Recharge 5-6): Ranged Weapon Attack: +4 to hit, range 30/60ft, one creature. Hit: The target is restrained by webbing. As an action the target can make a DC13 strength check. The webbing can also be attacked and destroyed (AC10, HP5, fire vuln, B/Poison/Psychic damage resistance).
Drow Ranger
Medium Humanoid, Neutral Evil
Armor Class 15 (chain shirt)
Hit Points 101
Speed: 30ft
STR | DEX | CON | INT | WIS | CHA |
10 (+0) | 18 (+4) | 14 (+1) | 11 (+0) | 13(+1) | 12 (+1) |
Senses darkvision 120ft., passive Perception 14
Languages Elvish, Undercommon
Challenge 5 (1,800 XP)
Fey Ancestry. The drow has advantage on saving throws against being charged, and magic can’t put the drow to sleep.
Innate Spellcasting. The drow’s innate spellcasting ability is Charsima (spell save DC11). It can innately cast the following spells, requiring no material components:
At will: Dancing Lights
1/day each: darkness, faerie fire, levitate (self only)
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (perception) checks that rely on sight.
Actions
Multiattack. The drow makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) poison damage.
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120ft., one target. Hit: 7 (1d6+4) piercing damage, and the target must succeed on a DC15 constitution saving throw or be poisoned for 1 hour. If the save fails by 5 or more, the target is also unconscious while poisoned this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
Volley. The Drow can use its action to make a ranged attack against any number of creatures within 10 feet of a point it can see, within range of its weapons range. It must have ammunition for each target, as normal, and it makes a separate attack roll for each target.
Kir-Lanan Fighter
Medium Monstrosity, Chaotic Evil
Armor Class 16 (natural armour)
Hit Points 130
Speed: 30ft., fly 60ft.
STR | DEX | CON | INT | WIS | CHA |
18 (+4) | 15 (+2) | 14 (+2) | 10 (+0) | 10(+0) | 8 (-1) |
Skills Perception +3, Stealth +5
Damage Vulnerabilities radiant
Senses darkvision 60ft., passive Perception 13
Languages Undercommon
Challenge 5 (1,800 XP)
Actions
Multiattack. The Kir-Lanan makes two claw attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6+4) slashing damage plus 11 (3d6) necrotic damage. The creature must succeed at a DC15 constitution saving throw or the damage also reduces their hit point maximum.
Ray of Enfleeblement (Recharge 5-6). Ranged Spell Attack: +7 to hit, range 60ft., one target. Hit: On a hit, the target deals only half damage with weapon attacks that rely on strength until the end of the Kir-Lanan’s next turn.
Kuo-Toa Monk
Medium Humanoid (Kuo-Toa), Neutral Evil
Armor Class 19 (natural armour)
Hit Points 86
Speed: 55ft., swim 55ft.
STR | DEX | CON | INT | WIS | CHA |
10 (+0) | 18 (+4) | 14 (+2) | 11 (+0) | 14(+2) | 12 (+1) |
Skills Perception +3, Stealth +7, Acrobatics +7
Senses darkvision 120ft., passive Perception 15
Languages Undercommon
Challenge 6 (2,300 XP)
Amphibious. The kuo-toa monk can breath air and water.
Otherworldly Perception. The kuo-toa monk can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.
Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.
Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (perception) checks that rely on sight.
Evasion. When the kuo-toa is subjected to an effect that allows it to make a Dexterity saving throw for half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails
Actions
Multiattack. The kuo-toa makes three attacks, each with an unarmed strike.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6+4) bludgeoning damage. The creature must succeed at a DC 15 constitution saving throw or be stunned until the end of the kuo-toa’s next turn.
Kuo-Toa Templar
Medium Humanoid (Kua-Toa), Neutral Evil
Armor Class 17 (studded leather plus natural armour)
Hit Points 101
Speed: 30ft., swim 30ft.
STR | DEX | CON | INT | WIS | CHA |
10 (+0) | 18 (+4) | 14 (+2) | 11 (+0) | 14(+2) | 8 (-1) |
Skills Perception +6, Stealth +7, Acrobatics +7
Senses darkvision 120ft., passive Perception 16
Languages Undercommon
Challenge 6 (2,300 XP)
Amphibious. The kuo-toa monk can breath air and water.
Otherworldly Perception. The kuo-toa monk can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.
Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.
Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (perception) checks that rely on sight.
Evasion. When the kuo-toa is subjected to an effect that allows it to make a Dexterity saving throw for half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak attack (1/turn). The kuo-toa deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kuo-toa that isn’t incapacitated, and the ally doesn’t have disadvantage on the attack roll.
Actions
Multiattack. The kua-toa makes two attacks, each with shortsword.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6+4) piercing damage plus 7 (2d6) poison damage.
Action Surge (Recharge 5-6). The kuo-toa makes an extra multiattack.
Vampire Noble Guard
Medium Undead, Neutral Evil
Armor Class 18 (Plate)
Hit Points 125
Speed: 30ft
STR | DEX | CON | INT | WIS | CHA |
16 (+3) | 16 (+3) | 16 (+3) | 11 (+0) | 10(+0) | 12 (+1) |
Skills Perception +3, Stealth +6 (disadvantage)
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 60ft., passive Perception 13
Languages elvish, undercommon
Challenge 8 (3,900 XP)
Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.
Stake to the heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Actions
Multiattack. The vampire makes two attacks, only one of which can be a bite attack.
Longsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d8+3) slashing damage plus 21 (6d6) necrotic damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 120/600ft., one target. Hit: 7 (1d8+3) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 8 (2d4+3) slashing damage plus 21 (6d6) necrotic damage. The creature is also grappled (escape DC 16).
Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6+3) piercing damage, plus 21 (6d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces it hit point maximum to 0.
Fiendish Displacer Beast
Huge Monstrosity – chaotic evil.
Armor Class 16 (Natural Armour)
Hit Points 126 (12d12+48)
Speed: 40ft
STR | DEX | CON | INT | WIS | CHA |
20 (+5) | 14 (+2) | 18 (+4) | 8 (-1) | 12(+1) | 10 (+0) |
Senses darkvision 120ft., passive Perception 14
Languages -
Challenge 8 (3900)
Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.
Actions
Multiattack. The displacer beast makes two attacks with its tentacles.
Tentacles. Melee Weapon Attack: +8 to hit, reach 15ft., one target. Hit: 14 (2d8+5) bludgeoning damage, plus 14 (4d6) piercing damage.
Vampire Drider
Large Undead, Chaotic Evil
Armor Class 19 (natural armour)
Hit Points 140
Speed: 30ft., climb 30ft.
STR | DEX | CON | INT | WIS | CHA | ||
16 (+3) | 16 (+3) | 18 (+4) | 13 (+1) | 18(+4) | 12 (+1) |
Skills Perception +8, Stealth +11
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 120ft., passive Perception 18
Languages elvish, undercommon
Challenge 9 (5,000 XP)
Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker. The drider vampire ignores movement restrictions caused by webbing.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.
Stake to the heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Innate Spellcasting The driders innate spellcasting ability is Wisdom (spell save DC16). It can innately cast the following spells, requiring no material components:
At will: Dancing Lights
1/day each: darkness, faerie fire
Spellcasting The drider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC16, +8 to hit with spell attacks). The drider has the following spells prepared from the cleric spell list:
Cantrips (at will): poison spray, thaumaturgy
1st level (4 slots): bane, detect magic, sanctuary
2nd level (3 slots): hold person, silence
3rd level (3 slots): clairvoyance, dispel magic
4th level (2 slots): divination, freedom of movement
Actions
Multiattack. The drider makes three attacks, either with its longsword, claws, or its longbow. It can replace one of those attacks with a bite attack.
Longsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 12 (2d8+3) slashing damage plus 21 (6d6) necrotic damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 120/600ft., one target. Hit: 12 (2d8+3) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 10 (3d4+3) slashing damage plus 21 (6d6) necrotic damage. The creature is also grappled (escape DC 16).
Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 9 (2d6+3) piercing damage, plus 21 (6d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces it hit point maximum to 0.
Bebilith
Huge Fiend (Demon), chaotic evil
Armor Class 14
Hit Points 136
Speed: 40 ft., climb 20 ft.
STR | DEX | CON | INT | WIS | CHA |
22 (+6) | 12 (+1) | 20 (+5) | 11 (+0) | 13 (+1) | 13 (+1) |
Skills: Athletics +10, Stealth +9, Perception +5
Damage Resistances: Cold, Fire, Lightning, Bludgeoning, Piercing, Slashing from non-magical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses Darkvision 120ft
Languages fiendish
Challenge 10 (5,900 XP)
Magic Resistance. The creature has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. One bite and two claws
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit:22 (4d8+6) damage plus 14 (4d6) poison damage. On hit the target must make a DC16 constitution saving throw or become poisoned.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit:15 (2d8+6) damage.
Arachnoid Giant Octopus
Huge Beast, Unaligned
Armor Class 17 (natural armour)
Hit Points 250
Speed: 10 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
20 (+5) | 10 (+0) | 18 (+4) | 4 (-3) | 11(+0) | 4 (-3) |
Senses darkvision 60ft., passive Perception 18
Languages -
Challenge 12 (8,400 XP)
Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.
Actions
Multiattack. The octopus makes four tentacle attacks, and can grapple up to four creatures.
Tentacles. Melee Weapon Attack: +9 to hit, reach 20ft., one target. Hit: 13 (3d6+3) piercing damage plus 7 (2d6) poison damage. If the target is a large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained.
Ink Cloud (Recharges after a short or long rest). A 30-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Advanced Chuul
Large Aberration, Chaotic Evil
Armor Class 20 (natural armour)
Hit Points 250
Speed: 30ft., swim 30ft.
STR | DEX | CON | INT | WIS | CHA |
19 (+4) | 10 (+0) | 16 (+3) | 5 (-3) | 11(+0) | 5 (-3) |
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60ft., passive Perception 20
Languages understands Deep Speech but can’t speak.
Challenge 14 (11,500 XP)
Amphibious. The chuul can breath air and water.
Sense Magic. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn’t magical itself.
Actions
Multiattack. The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.
Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 45 (7d10+4) bludgeoning damage. The target is grappled (escape DC 18) if it is large or smaller and the chuul doesn’t have two other creatures grappled.
Tentacles. One creature grappled by the chuul must succeed on a DC 15 constitution saving throw or be poisoned for 1 minute. Until the poison ends, the target is paralysed. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Advanced Banshee
Medium Undead (banshee) – Neutral Evil
Armor Class 17
Hit Points 224
Speed: 0 ft., fly 40ft (hover)
STR | DEX | CON | INT | WIS | CHA |
1 (-5) | 14 (+2) | 10 (+0) | 12 (+1) | 20(+5) | 18 (+4) |
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non-magical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhausted, frightened, grappled, paralysed, petrified, poisoned, prone, restrained
Senses darkvision 60ft., passive Perception 15
Languages Common, Elvish
Challenge 15 (13,000)
Detect Life. The banshee can magically sense the presence of living creatures up to 5 miles away. She knows the general direction they’re in but not their exact location.
Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.
Actions
Corrupting Touch. Melee Spell Attack: +10 to hit, reach 5ft, one target. Hit: 82 (15d10) necrotic damage.
Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the banshee’s horrifying visage for the next 24 hours.
Wail (1/Day). The banshee releases a mournful wail, provided that she isn’t in sunlight. The wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 16 constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 55 (10d10) necrotic damage.
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