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<blockquote data-quote="DaveDash" data-source="post: 6517841" data-attributes="member: 6786202"><p>Hi All,</p><p></p><p>I thought I'd share some of my converted monsters and NPCs. These are from <em>City of the Spider Queen</em>. 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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>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.</p><p></p><p><span style="font-size: 18px"><strong>Custom Monsters:</strong></span></p><p></p><p><span style="font-size: 15px"><strong>Drow Sentry</strong></span></p><p><em>Medium Humanoid, Neutral Evil</em></p><p><strong>Armor Class</strong> 15 (chain shirt)</p><p><strong>Hit Points </strong>46 (8d8+10) </p><p><strong>Speed: </strong>30ft</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>10 (+0)</td><td>18 (+4)</td><td>12 (+1)</td><td>11 (+0)</td><td>11(+0)</td><td>11 (+1)</td></tr></table><p><strong>Skills</strong> Perception +2, Stealth +5</p><p><strong>Senses</strong> darkvision 120ft., passive Perception 12</p><p><strong>Languages</strong> elvish, undercommon</p><p><strong>Challenge </strong>2 (450 XP)</p><p></p><p><strong><em>Fey Ancestry. </em></strong>The drow has advantage on saving throws against being charged, and magic can’t put the drow to sleep.</p><p><strong><em>Innate Spellcasting. </em></strong>The drow’s innate spellcasting ability is Charsima (spell save DC11). It can innately cast the following spells, requiring no material components:</p><p>At will: <em>Dancing Lights</em></p><p>1/day each: <em>darkness, faerie fire, levitate (self only)</em></p><p> </p><p>Actions</p><p><strong><em>Multiattack. </em></strong>The drow makes two attacks.</p><p><strong><em>Shortsword. </em></strong><em>Melee Weapon Attack: </em>+6 to hit, reach 5ft., one target. <em>Hit: </em>7(1d6+4) piercing damage plus 3 (1d6) poison damage.</p><p><strong><em>Hand Crossbow. </em></strong><em>Ranged Weapon Attack: </em>+6 to hit, range 30/120ft., one target. <em>Hit: 7 </em>(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.</p><p></p><p><span style="font-size: 15px"><strong>Large Wraith Spider</strong></span></p><p><em>Large Undead, chaotic evil</em></p><p><strong>Armor Class</strong> 13</p><p><strong>Hit Points</strong> 52 (8d10+16)</p><p><strong>Speed: </strong>30 ft., climb 30 ft.</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>17 (+3)</td><td>15 (+2)</td><td>10 (+2)</td><td>2 (-4)</td><td>10 (+0)</td><td>10 (+0)</td></tr></table><p><strong>Saving Throws:</strong> Dex +5</p><p><strong>Skills:</strong> Stealth +8,</p><p><strong>Damage Resistances:</strong> Acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical nonsilvered weapons.</p><p><strong>Damage Immunities:</strong> Necrotic, poison.</p><p><strong>Condition Immunities: </strong>Charmed, Petrified, exhausted, grappled, paralysed, poisoned, prone, and restrained.</p><p><strong>Senses</strong> Blindsight 10ft, darkvision 60ft, passive perception 10</p><p><strong>Languages</strong> -</p><p><strong>Challenge </strong>3 (700 XP)</p><p></p><p><strong><em>Spider Climb: </em></strong>The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p><p><strong><em>Web Sense: </em></strong>While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.</p><p><strong><em>Web Walker: </em></strong>The spider ignores movement restrictions caused by webbing.</p><p></p><p>Actions</p><p><strong><em>Bite.</em></strong><em> Melee Weapon Attack:</em> +5 to hit, reach 5ft., one target. <em>Hit:</em> 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.</p><p><strong><em>Web(Recharge 5-6): </em></strong>Ranged Weapon Attack: +4 to hit, range 30/60ft, one creature. <em>Hit: </em>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).</p><p></p><p><span style="font-size: 12px"><strong>Drow Ranger</strong></span></p><p><em>Medium Humanoid, Neutral Evil</em></p><p><strong>Armor Class</strong> 15 (chain shirt)</p><p><strong>Hit Points </strong>101 </p><p><strong>Speed: </strong>30ft</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>10 (+0)</td><td>18 (+4)</td><td>14 (+1)</td><td>11 (+0)</td><td>13(+1)</td><td>12 (+1)</td></tr></table><p><strong>Skills</strong> Perception +4, Stealth +10</p><p><strong>Senses</strong> darkvision 120ft., passive Perception 14</p><p><strong>Languages</strong> Elvish, Undercommon</p><p><strong>Challenge </strong>5 (1,800 XP)</p><p></p><p><strong><em>Fey Ancestry. </em></strong>The drow has advantage on saving throws against being charged, and magic can’t put the drow to sleep.</p><p><strong><em>Innate Spellcasting. </em></strong>The drow’s innate spellcasting ability is Charsima (spell save DC11). It can innately cast the following spells, requiring no material components:</p><p>At will: <em>Dancing Lights</em></p><p>1/day each: <em>darkness, faerie fire, levitate (self only)</em></p><p><strong><em>Sunlight Sensitivity.</em></strong> While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (perception) checks that rely on sight.</p><p></p><p>Actions</p><p><strong><em>Multiattack. </em></strong>The drow makes two shortsword attacks.</p><p><strong><em>Shortsword. </em></strong><em>Melee Weapon Attack: </em>+7 to hit, reach 5ft., one target. <em>Hit: </em>7<em> (</em>1d6+4) piercing damage plus 10 (3d6) poison damage.</p><p><strong><em>Hand Crossbow. </em></strong><em>Ranged Weapon Attack: </em>+7 to hit, range 30/120ft., one target. <em>Hit: </em>7<em> (</em>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.</p><p><strong><em>Volley. </em></strong>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.</p><p></p><p><span style="font-size: 12px"><strong>Kir-Lanan Fighter</strong></span></p><p><em>Medium Monstrosity, Chaotic Evil</em></p><p><strong>Armor Class</strong> 16 (natural armour)</p><p><strong>Hit Points </strong>130</p><p><strong>Speed: </strong>30ft., fly 60ft.</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>18 (+4)</td><td>15 (+2)</td><td>14 (+2)</td><td>10 (+0)</td><td>10(+0)</td><td>8 (-1)</td></tr></table><p><strong>Saving Throws</strong> Str +7, Con +5</p><p><strong>Skills</strong> Perception +3, Stealth +5</p><p><strong>Damage Vulnerabilities</strong> radiant</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 13</p><p><strong>Languages</strong> Undercommon</p><p><strong>Challenge </strong>5 (1,800 XP)</p><p></p><p>Actions</p><p><strong><em>Multiattack. </em></strong>The Kir-Lanan makes two claw attacks.</p><p><strong><em>Claw. </em></strong><em>Melee Weapon Attack: </em>+7 to hit, reach 5ft., one target. <em>Hit: </em>7<em> (</em>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.</p><p><strong><em>Ray of Enfleeblement (Recharge 5-6). </em></strong><em>Ranged Spell Attack: </em>+7 to hit, range 60ft., one target. <em>Hit: </em>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.</p><p></p><p><span style="font-size: 15px"><strong>Kuo-Toa Monk</strong></span></p><p><em>Medium Humanoid (Kuo-Toa), Neutral Evil</em></p><p><strong>Armor Class</strong> 19 (natural armour)</p><p><strong>Hit Points </strong>86</p><p><strong>Speed: </strong>55ft., swim 55ft.</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>10 (+0)</td><td>18 (+4)</td><td>14 (+2)</td><td>11 (+0)</td><td>14(+2)</td><td>12 (+1)</td></tr></table><p><strong>Saving Throws</strong> Dexterity +7, Wisdom +6</p><p><strong>Skills</strong> Perception +3, Stealth +7, Acrobatics +7</p><p><strong>Senses</strong> darkvision 120ft., passive Perception 15</p><p><strong>Languages</strong> Undercommon</p><p><strong>Challenge </strong>6 (2,300 XP)</p><p></p><p><strong><em>Amphibious. </em></strong>The kuo-toa monk can breath air and water.</p><p><strong><em>Otherworldly Perception. </em></strong>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.</p><p><strong><em>Slippery.</em></strong> The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.</p><p><strong><em>Sunlight Sensitivity.</em></strong> While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (perception) checks that rely on sight.</p><p><strong><em>Evasion. </em></strong>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</p><p> </p><p>Actions</p><p><strong><em>Multiattack. </em></strong>The kuo-toa makes three attacks, each with an unarmed strike.</p><p><strong><em>Unarmed Strike. </em></strong><em>Melee Weapon Attack: </em>+7 to hit, reach 5ft., one target. <em>Hit: </em>7<em> (</em>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.</p><p></p><p><span style="font-size: 15px"><strong>Kuo-Toa Templar</strong></span></p><p><em>Medium Humanoid (Kua-Toa), Neutral Evil</em></p><p><strong>Armor Class</strong> 17 (studded leather plus natural armour)</p><p><strong>Hit Points </strong>101</p><p><strong>Speed: </strong>30ft., swim 30ft.</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>10 (+0)</td><td>18 (+4)</td><td>14 (+2)</td><td>11 (+0)</td><td>14(+2)</td><td>8 (-1)</td></tr></table><p><strong>Saving Throws</strong> Dexterity +7</p><p><strong>Skills</strong> Perception +6, Stealth +7, Acrobatics +7</p><p><strong>Senses</strong> darkvision 120ft., passive Perception 16</p><p><strong>Languages</strong> Undercommon</p><p><strong>Challenge </strong>6 (2,300 XP)</p><p></p><p><strong><em>Amphibious. </em></strong>The kuo-toa monk can breath air and water.</p><p><strong><em>Otherworldly Perception. </em></strong>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.</p><p><strong><em>Slippery.</em></strong> The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.</p><p><strong><em>Sunlight Sensitivity.</em></strong> While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (perception) checks that rely on sight.</p><p><strong><em>Evasion. </em></strong>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.</p><p><strong>Sneak attack (1/turn). </strong>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.</p><p> </p><p>Actions</p><p><strong><em>Multiattack. </em></strong>The kua-toa makes two attacks, each with shortsword.</p><p><strong><em>Shortsword. </em></strong><em>Melee Weapon Attack: </em>+7 to hit, reach 5ft., one target. <em>Hit: </em>7<em> (</em>1d6+4) piercing damage plus 7 (2d6) poison damage.</p><p><strong><em>Action Surge</em></strong> <strong><em>(Recharge 5-6).</em></strong> The kuo-toa makes an extra multiattack.</p><p></p><p><span style="font-size: 15px"><strong>Vampire Noble Guard</strong></span></p><p><em>Medium Undead, Neutral Evil</em></p><p><strong>Armor Class</strong> 18 (Plate)</p><p><strong>Hit Points </strong>125</p><p><strong>Speed: </strong>30ft</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>16 (+3)</td><td>16 (+3)</td><td>16 (+3)</td><td>11 (+0)</td><td>10(+0)</td><td>12 (+1)</td></tr></table><p><strong>Saving Throws </strong>Dex +6, Wis +3</p><p><strong>Skills</strong> Perception +3, Stealth +6 (disadvantage)</p><p><strong>Damage Resistances</strong> necrotic; bludgeoning, piercing, and slashing from nonmagical weapons</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 13</p><p><strong>Languages</strong> elvish, undercommon</p><p><strong>Challenge </strong>8 (3,900 XP)</p><p></p><p><strong><em>Regeneration. </em></strong>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.</p><p><strong><em>Spider Climb. </em></strong>The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p><p><strong><em>Vampire Weaknesses. </em></strong>The vampire has the following flaws:</p><p><em>Forbiddance</em>. The vampire can’t enter a residence without an invitation from one of the occupants.</p><p><em>Harmed by Running Water.</em> The vampire takes 20 acid damage when it ends its turn in running water.</p><p><em>Stake to the heart.</em> The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.</p><p><em>Sunlight Hypersensitivity. </em>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.</p><p> </p><p>Actions</p><p><strong><em>Multiattack. </em></strong>The vampire makes two attacks, only one of which can be a bite attack.</p><p><strong><em>Longsword. </em></strong><em>Melee Weapon Attack: </em>+7 to hit, reach 5ft., one target. <em>Hit: </em>7<em> (</em>1d8+3) slashing damage plus 21 (6d6) necrotic damage.</p><p><strong><em>Longbow. </em></strong><em>Ranged Weapon Attack: </em>+7 to hit, range 120/600ft., one target. <em>Hit: </em>7 (1d8+3) piercing damage.</p><p><strong><em>Claws.</em></strong> <em>Melee Weapon Attack: </em>+7 to hit, reach 5ft., one target. <em>Hit: </em>8<em> (</em>2d4+3) slashing damage plus 21 (6d6) necrotic damage. The creature is also grappled (escape DC 16).</p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack: +7 </em>to hit, reach 5ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. <em>Hit: 6 </em>(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.</p><p></p><p><span style="font-size: 15px"><strong>Fiendish Displacer Beast</strong></span></p><p><em>Huge Monstrosity – chaotic evil.</em></p><p><strong>Armor Class</strong> 16 (Natural Armour)</p><p><strong>Hit Points</strong> 126 (12d12+48) </p><p><strong>Speed: </strong>40ft</p><p> </p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>20 (+5)</td><td>14 (+2)</td><td>18 (+4)</td><td>8 (-1)</td><td>12(+1)</td><td>10 (+0)</td></tr></table><p><strong>Damage Resistances </strong>cold, fire, lightning; bludgeoning, piercing, and slashing from non-magical weapons</p><p><strong>Senses</strong> darkvision 120ft., passive Perception 14</p><p><strong>Languages</strong> -</p><p><strong>Challenge </strong>8 (3900)</p><p></p><p><strong><em>Avoidance. </em></strong>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. </p><p><strong><em>Displacement. </em></strong>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. </p><p></p><p>Actions</p><p><strong><em>Multiattack. </em></strong>The displacer beast makes two attacks with its tentacles.</p><p><strong><em>Tentacles. </em></strong><em>Melee Weapon Attack:</em> +8 to hit, reach 15ft., one target. <em>Hit:</em> 14 (2d8+5) bludgeoning damage, plus 14 (4d6) piercing damage.</p><p></p><p><span style="font-size: 15px"><strong>Vampire Drider</strong></span></p><p><em>Large Undead, Chaotic Evil</em></p><p><strong>Armor Class</strong> 19 (natural armour)</p><p><strong>Hit Points </strong>140</p><p><strong>Speed: </strong>30ft., climb 30ft.</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><br /> </td><td><strong>WIS</strong></td><td><strong>CHA</strong></td><td><br /> </td></tr><tr><td>16 (+3)</td><td>16 (+3)</td><td>18 (+4)</td><td>13 (+1)</td><td><br /> </td><td>18(+4)</td><td>12 (+1)</td><td><br /> </td></tr></table><p><strong>Saving Throws </strong>Dex +7, Wis +8</p><p><strong>Skills</strong> Perception +8, Stealth +11</p><p><strong>Damage Resistances</strong> necrotic; bludgeoning, piercing, and slashing from nonmagical weapons</p><p><strong>Senses</strong> darkvision 120ft., passive Perception 18</p><p><strong>Languages</strong> elvish, undercommon</p><p><strong>Challenge </strong>9 (5,000 XP)</p><p></p><p><strong><em>Regeneration. </em></strong>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.</p><p><strong><em>Spider Climb. </em></strong>The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p><p><strong><em>Web Walker. </em></strong>The drider vampire ignores movement restrictions caused by webbing.</p><p><strong><em>Vampire Weaknesses. </em></strong>The vampire has the following flaws:</p><p><em>Forbiddance</em>. The vampire can’t enter a residence without an invitation from one of the occupants.</p><p><em>Harmed by Running Water.</em> The vampire takes 20 acid damage when it ends its turn in running water.</p><p><em>Stake to the heart.</em> The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.</p><p><em>Sunlight Hypersensitivity. </em>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.</p><p><strong><em>Innate Spellcasting </em></strong>The driders innate spellcasting ability is Wisdom (spell save DC16). It can innately cast the following spells, requiring no material components:</p><p>At will: <em>Dancing Lights</em></p><p>1/day each: <em>darkness, faerie fire</em></p><p><strong><em>Spellcasting </em></strong>The drider is a 7[SUP]th[/SUP]-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:</p><p>Cantrips (at will): <em>poison spray, thaumaturgy</em></p><p>1[SUP]st[/SUP] level (4 slots): <em>bane, detect magic, sanctuary</em></p><p>2nd level (3 slots): <em>hold person, silence</em></p><p>3[SUP]rd[/SUP] level (3 slots): <em>clairvoyance, dispel magic</em></p><p>4[SUP]th[/SUP] level (2 slots): <em>divination, freedom of movement</em></p><p> </p><p>Actions</p><p><strong><em>Multiattack. </em></strong>The drider makes three attacks, either with its longsword, claws, or its longbow. It can replace one of those attacks with a bite attack.</p><p><strong><em>Longsword. </em></strong><em>Melee Weapon Attack: </em>+7 to hit, reach 5ft., one target. <em>Hit: </em>12<em> (</em>2d8+3) slashing damage plus 21 (6d6) necrotic damage.</p><p><strong><em>Longbow. </em></strong><em>Ranged Weapon Attack: </em>+7 to hit, range 120/600ft., one target. <em>Hit: </em>12<em> (</em>2d8+3) piercing damage.</p><p><strong><em>Claws.</em></strong> <em>Melee Weapon Attack: </em>+7 to hit, reach 5ft., one target. <em>Hit: </em>10<em> (</em>3d4+3) slashing damage plus 21 (6d6) necrotic damage. The creature is also grappled (escape DC 16).</p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack: +7 </em>to hit, reach 5ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. <em>Hit: </em>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.</p><p></p><p><span style="font-size: 15px"><strong>Bebilith</strong></span></p><p><em>Huge Fiend (Demon), chaotic evil</em></p><p><strong>Armor Class</strong> 14</p><p><strong>Hit Points</strong> 136</p><p><strong>Speed: </strong>40 ft., climb 20 ft.</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>22 (+6)</td><td>12 (+1)</td><td>20 (+5)</td><td>11 (+0)</td><td>13 (+1)</td><td>13 (+1)</td></tr></table><p><strong>Saving Throws:</strong> Str +10, Con+9</p><p><strong>Skills:</strong> Athletics +10, Stealth +9, Perception +5</p><p><strong>Damage Resistances</strong>: Cold, Fire, Lightning, Bludgeoning, Piercing, Slashing from non-magical weapons</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> poisoned</p><p><strong>Senses</strong> Darkvision 120ft</p><p><strong>Languages</strong> fiendish</p><p><strong>Challenge </strong>10 (5,900 XP)</p><p></p><p><strong><em>Magic Resistance. </em></strong>The creature has advantage on saving throws against spells and other magical effects.</p><p></p><p>Actions</p><p><strong><em>Multiattack.</em></strong> One bite and two claws</p><p><strong><em>Bite.</em></strong><em> Melee Weapon Attack:</em> +10 to hit, reach 10 ft., one target. <em>Hit:</em>22 (4d8+6) damage plus 14 (4d6) poison damage. On hit the target must make a DC16 constitution saving throw or become poisoned.</p><p><strong><em>Claw.</em></strong><em> Melee Weapon Attack:</em> +10 to hit, reach 10 ft., one target. <em>Hit:</em>15 (2d8+6) damage. </p><p></p><p><span style="font-size: 15px"><strong>Arachnoid Giant Octopus</strong></span></p><p><em>Huge Beast, Unaligned</em></p><p><strong>Armor Class</strong> 17 (natural armour)</p><p><strong>Hit Points </strong>250</p><p><strong>Speed: </strong>10 ft., swim 60 ft.</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>20 (+5)</td><td>10 (+0)</td><td>18 (+4)</td><td>4 (-3)</td><td>11(+0)</td><td>4 (-3)</td></tr></table><p><strong>Skills</strong> Perception +8, Stealth +8</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 18</p><p><strong>Languages</strong> -</p><p><strong>Challenge </strong>12 (8,400 XP)</p><p></p><p><strong><em>Hold Breath. </em></strong>While out of water, the octopus can hold its breath for 1 hour.</p><p><strong><em>Underwater Camouflage. </em></strong>The octopus has advantage on Dexterity (Stealth) checks made while underwater.</p><p><strong><em>Water Breathing. </em></strong>The octopus can breathe only underwater.</p><p></p><p>Actions</p><p><strong><em>Multiattack. </em></strong>The octopus makes four tentacle attacks, and can grapple up to four creatures.</p><p><strong><em>Tentacles. </em></strong><em>Melee Weapon Attack: </em>+9 to hit, reach 20ft., one target. <em>Hit: </em>13<em> (</em>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. </p><p><strong><em>Ink Cloud (Recharges after a short or long rest). </em></strong>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.</p><p></p><p><span style="font-size: 15px"><strong>Advanced Chuul</strong></span></p><p><em>Large Aberration, Chaotic Evil</em></p><p><strong>Armor Class</strong> 20 (natural armour)</p><p><strong>Hit Points </strong>250 </p><p><strong>Speed: </strong>30ft., swim 30ft.</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>19 (+4)</td><td>10 (+0)</td><td>16 (+3)</td><td>5 (-3)</td><td>11(+0)</td><td>5 (-3)</td></tr></table><p><strong>Skills</strong> Perception +10</p><p><strong>Damage Immunities </strong>poison</p><p><strong>Condition Immunities </strong>poisoned</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 20</p><p><strong>Languages</strong> understands Deep Speech but can’t speak.</p><p><strong>Challenge </strong>14 (11,500 XP)</p><p></p><p><strong><em>Amphibious. </em></strong>The chuul can breath air and water.</p><p><strong><em>Sense Magic. </em></strong>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.</p><p> </p><p>Actions</p><p><strong><em>Multiattack. </em></strong>The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.</p><p><strong><em>Pincer. </em></strong><em>Melee Weapon Attack: </em>+9 to hit, reach 10 ft., one target. <em>Hit: </em>45<em> (</em>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.</p><p><strong><em>Tentacles. </em></strong>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.</p><p></p><p><span style="font-size: 15px"><strong>Advanced Banshee</strong></span></p><p><span style="font-size: 15px"></span><em>Medium Undead (banshee) – Neutral Evil</em></p><p><strong>Armor Class</strong> 17</p><p><strong>Hit Points</strong> 224 </p><p><strong>Speed: </strong>0 ft., fly 40ft (hover)</p><p> </p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>1 (-5)</td><td>14 (+2)</td><td>10 (+0)</td><td>12 (+1)</td><td>20(+5)</td><td>18 (+4)</td></tr></table><p><strong>Saving Throws </strong>Wis +10, Cha +9</p><p><strong>Damage Resistances </strong>acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non-magical weapons</p><p><strong>Damage Immunities</strong> cold, necrotic, poison</p><p><strong>Condition Immunities </strong>charmed, exhausted, frightened, grappled, paralysed, petrified, poisoned, prone, restrained</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 15</p><p><strong>Languages</strong> Common, Elvish</p><p><strong>Challenge </strong>15 (13,000)</p><p></p><p><strong><em>Detect Life. </em></strong>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. </p><p><strong><em>Incorporeal Movement. </em></strong>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.</p><p></p><p>Actions</p><p><strong><em>Corrupting Touch. </em></strong><em>Melee Spell Attack: </em>+10 to hit, reach 5ft, one target. <em>Hit:</em> 82 (15d10) necrotic damage.</p><p><strong><em>Horrifying Visage. </em></strong>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.</p><p><strong>Wail (1/Day). </strong>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.</p></blockquote><p></p>
[QUOTE="DaveDash, post: 6517841, member: 6786202"] Hi All, I thought I'd share some of my converted monsters and NPCs. These are from [I]City of the Spider Queen[/I]. 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. [SIZE=5][B]Custom Monsters:[/B][/SIZE] [SIZE=4][B]Drow Sentry[/B][/SIZE] [I]Medium Humanoid, Neutral Evil[/I] [B]Armor Class[/B] 15 (chain shirt) [B]Hit Points [/B]46 (8d8+10) [B]Speed: [/B]30ft [TABLE][TR][TD][B]STR[/B][/TD][TD][B]DEX[/B][/TD][TD][B]CON[/B][/TD][TD][B]INT[/B][/TD][TD][B]WIS[/B][/TD][TD][B]CHA[/B][/TD][/TR][TR][TD]10 (+0)[/TD][TD]18 (+4)[/TD][TD]12 (+1)[/TD][TD]11 (+0)[/TD][TD]11(+0)[/TD][TD]11 (+1)[/TD][/TR][/TABLE][B]Skills[/B] Perception +2, Stealth +5 [B]Senses[/B] darkvision 120ft., passive Perception 12 [B]Languages[/B] elvish, undercommon [B]Challenge [/B]2 (450 XP) [B][I]Fey Ancestry. [/I][/B]The drow has advantage on saving throws against being charged, and magic can’t put the drow to sleep. [B][I]Innate Spellcasting. [/I][/B]The drow’s innate spellcasting ability is Charsima (spell save DC11). It can innately cast the following spells, requiring no material components: At will: [I]Dancing Lights[/I] 1/day each: [I]darkness, faerie fire, levitate (self only)[/I] Actions [B][I]Multiattack. [/I][/B]The drow makes two attacks. [B][I]Shortsword. [/I][/B][I]Melee Weapon Attack: [/I]+6 to hit, reach 5ft., one target. [I]Hit: [/I]7(1d6+4) piercing damage plus 3 (1d6) poison damage. [B][I]Hand Crossbow. [/I][/B][I]Ranged Weapon Attack: [/I]+6 to hit, range 30/120ft., one target. [I]Hit: 7 [/I](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. [SIZE=4][B]Large Wraith Spider[/B][/SIZE] [I]Large Undead, chaotic evil[/I] [B]Armor Class[/B] 13 [B]Hit Points[/B] 52 (8d10+16) [B]Speed: [/B]30 ft., climb 30 ft. [TABLE][TR][TD][B]STR[/B][/TD][TD][B]DEX[/B][/TD][TD][B]CON[/B][/TD][TD][B]INT[/B][/TD][TD][B]WIS[/B][/TD][TD][B]CHA[/B][/TD][/TR][TR][TD]17 (+3)[/TD][TD]15 (+2)[/TD][TD]10 (+2)[/TD][TD]2 (-4)[/TD][TD]10 (+0)[/TD][TD]10 (+0)[/TD][/TR][/TABLE][B]Saving Throws:[/B] Dex +5 [B]Skills:[/B] Stealth +8, [B]Damage Resistances:[/B] Acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical nonsilvered weapons. [B]Damage Immunities:[/B] Necrotic, poison. [B]Condition Immunities: [/B]Charmed, Petrified, exhausted, grappled, paralysed, poisoned, prone, and restrained. [B]Senses[/B] Blindsight 10ft, darkvision 60ft, passive perception 10 [B]Languages[/B] - [B]Challenge [/B]3 (700 XP) [B][I]Spider Climb: [/I][/B]The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. [B][I]Web Sense: [/I][/B]While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. [B][I]Web Walker: [/I][/B]The spider ignores movement restrictions caused by webbing. Actions [B][I]Bite.[/I][/B][I] Melee Weapon Attack:[/I] +5 to hit, reach 5ft., one target. [I]Hit:[/I] 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. [B][I]Web(Recharge 5-6): [/I][/B]Ranged Weapon Attack: +4 to hit, range 30/60ft, one creature. [I]Hit: [/I]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). [SIZE=3][B]Drow Ranger[/B][/SIZE] [I]Medium Humanoid, Neutral Evil[/I] [B]Armor Class[/B] 15 (chain shirt) [B]Hit Points [/B]101 [B]Speed: [/B]30ft [TABLE][TR][TD][B]STR[/B][/TD][TD][B]DEX[/B][/TD][TD][B]CON[/B][/TD][TD][B]INT[/B][/TD][TD][B]WIS[/B][/TD][TD][B]CHA[/B][/TD][/TR][TR][TD]10 (+0)[/TD][TD]18 (+4)[/TD][TD]14 (+1)[/TD][TD]11 (+0)[/TD][TD]13(+1)[/TD][TD]12 (+1)[/TD][/TR][/TABLE][B]Skills[/B] Perception +4, Stealth +10 [B]Senses[/B] darkvision 120ft., passive Perception 14 [B]Languages[/B] Elvish, Undercommon [B]Challenge [/B]5 (1,800 XP) [B][I]Fey Ancestry. [/I][/B]The drow has advantage on saving throws against being charged, and magic can’t put the drow to sleep. [B][I]Innate Spellcasting. [/I][/B]The drow’s innate spellcasting ability is Charsima (spell save DC11). It can innately cast the following spells, requiring no material components: At will: [I]Dancing Lights[/I] 1/day each: [I]darkness, faerie fire, levitate (self only)[/I] [B][I]Sunlight Sensitivity.[/I][/B] While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (perception) checks that rely on sight. Actions [B][I]Multiattack. [/I][/B]The drow makes two shortsword attacks. [B][I]Shortsword. [/I][/B][I]Melee Weapon Attack: [/I]+7 to hit, reach 5ft., one target. [I]Hit: [/I]7[I] ([/I]1d6+4) piercing damage plus 10 (3d6) poison damage. [B][I]Hand Crossbow. [/I][/B][I]Ranged Weapon Attack: [/I]+7 to hit, range 30/120ft., one target. [I]Hit: [/I]7[I] ([/I]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. [B][I]Volley. [/I][/B]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. [SIZE=3][B]Kir-Lanan Fighter[/B][/SIZE] [I]Medium Monstrosity, Chaotic Evil[/I] [B]Armor Class[/B] 16 (natural armour) [B]Hit Points [/B]130 [B]Speed: [/B]30ft., fly 60ft. [TABLE][TR][TD][B]STR[/B][/TD][TD][B]DEX[/B][/TD][TD][B]CON[/B][/TD][TD][B]INT[/B][/TD][TD][B]WIS[/B][/TD][TD][B]CHA[/B][/TD][/TR][TR][TD]18 (+4)[/TD][TD]15 (+2)[/TD][TD]14 (+2)[/TD][TD]10 (+0)[/TD][TD]10(+0)[/TD][TD]8 (-1)[/TD][/TR][/TABLE][B]Saving Throws[/B] Str +7, Con +5 [B]Skills[/B] Perception +3, Stealth +5 [B]Damage Vulnerabilities[/B] radiant [B]Senses[/B] darkvision 60ft., passive Perception 13 [B]Languages[/B] Undercommon [B]Challenge [/B]5 (1,800 XP) Actions [B][I]Multiattack. [/I][/B]The Kir-Lanan makes two claw attacks. [B][I]Claw. [/I][/B][I]Melee Weapon Attack: [/I]+7 to hit, reach 5ft., one target. [I]Hit: [/I]7[I] ([/I]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. [B][I]Ray of Enfleeblement (Recharge 5-6). [/I][/B][I]Ranged Spell Attack: [/I]+7 to hit, range 60ft., one target. [I]Hit: [/I]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. [SIZE=4][B]Kuo-Toa Monk[/B][/SIZE] [I]Medium Humanoid (Kuo-Toa), Neutral Evil[/I] [B]Armor Class[/B] 19 (natural armour) [B]Hit Points [/B]86 [B]Speed: [/B]55ft., swim 55ft. [TABLE][TR][TD][B]STR[/B][/TD][TD][B]DEX[/B][/TD][TD][B]CON[/B][/TD][TD][B]INT[/B][/TD][TD][B]WIS[/B][/TD][TD][B]CHA[/B][/TD][/TR][TR][TD]10 (+0)[/TD][TD]18 (+4)[/TD][TD]14 (+2)[/TD][TD]11 (+0)[/TD][TD]14(+2)[/TD][TD]12 (+1)[/TD][/TR][/TABLE][B]Saving Throws[/B] Dexterity +7, Wisdom +6 [B]Skills[/B] Perception +3, Stealth +7, Acrobatics +7 [B]Senses[/B] darkvision 120ft., passive Perception 15 [B]Languages[/B] Undercommon [B]Challenge [/B]6 (2,300 XP) [B][I]Amphibious. [/I][/B]The kuo-toa monk can breath air and water. [B][I]Otherworldly Perception. [/I][/B]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. [B][I]Slippery.[/I][/B] The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. [B][I]Sunlight Sensitivity.[/I][/B] While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (perception) checks that rely on sight. [B][I]Evasion. [/I][/B]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 [B][I]Multiattack. [/I][/B]The kuo-toa makes three attacks, each with an unarmed strike. [B][I]Unarmed Strike. [/I][/B][I]Melee Weapon Attack: [/I]+7 to hit, reach 5ft., one target. [I]Hit: [/I]7[I] ([/I]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. [SIZE=4][B]Kuo-Toa Templar[/B][/SIZE] [I]Medium Humanoid (Kua-Toa), Neutral Evil[/I] [B]Armor Class[/B] 17 (studded leather plus natural armour) [B]Hit Points [/B]101 [B]Speed: [/B]30ft., swim 30ft. [TABLE][TR][TD][B]STR[/B][/TD][TD][B]DEX[/B][/TD][TD][B]CON[/B][/TD][TD][B]INT[/B][/TD][TD][B]WIS[/B][/TD][TD][B]CHA[/B][/TD][/TR][TR][TD]10 (+0)[/TD][TD]18 (+4)[/TD][TD]14 (+2)[/TD][TD]11 (+0)[/TD][TD]14(+2)[/TD][TD]8 (-1)[/TD][/TR][/TABLE][B]Saving Throws[/B] Dexterity +7 [B]Skills[/B] Perception +6, Stealth +7, Acrobatics +7 [B]Senses[/B] darkvision 120ft., passive Perception 16 [B]Languages[/B] Undercommon [B]Challenge [/B]6 (2,300 XP) [B][I]Amphibious. [/I][/B]The kuo-toa monk can breath air and water. [B][I]Otherworldly Perception. [/I][/B]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. [B][I]Slippery.[/I][/B] The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. [B][I]Sunlight Sensitivity.[/I][/B] While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (perception) checks that rely on sight. [B][I]Evasion. [/I][/B]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. [B]Sneak attack (1/turn). [/B]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 [B][I]Multiattack. [/I][/B]The kua-toa makes two attacks, each with shortsword. [B][I]Shortsword. [/I][/B][I]Melee Weapon Attack: [/I]+7 to hit, reach 5ft., one target. [I]Hit: [/I]7[I] ([/I]1d6+4) piercing damage plus 7 (2d6) poison damage. [B][I]Action Surge[/I][/B] [B][I](Recharge 5-6).[/I][/B] The kuo-toa makes an extra multiattack. [SIZE=4][B]Vampire Noble Guard[/B][/SIZE] [I]Medium Undead, Neutral Evil[/I] [B]Armor Class[/B] 18 (Plate) [B]Hit Points [/B]125 [B]Speed: [/B]30ft [TABLE][TR][TD][B]STR[/B][/TD][TD][B]DEX[/B][/TD][TD][B]CON[/B][/TD][TD][B]INT[/B][/TD][TD][B]WIS[/B][/TD][TD][B]CHA[/B][/TD][/TR][TR][TD]16 (+3)[/TD][TD]16 (+3)[/TD][TD]16 (+3)[/TD][TD]11 (+0)[/TD][TD]10(+0)[/TD][TD]12 (+1)[/TD][/TR][/TABLE][B]Saving Throws [/B]Dex +6, Wis +3 [B]Skills[/B] Perception +3, Stealth +6 (disadvantage) [B]Damage Resistances[/B] necrotic; bludgeoning, piercing, and slashing from nonmagical weapons [B]Senses[/B] darkvision 60ft., passive Perception 13 [B]Languages[/B] elvish, undercommon [B]Challenge [/B]8 (3,900 XP) [B][I]Regeneration. [/I][/B]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. [B][I]Spider Climb. [/I][/B]The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. [B][I]Vampire Weaknesses. [/I][/B]The vampire has the following flaws: [I]Forbiddance[/I]. The vampire can’t enter a residence without an invitation from one of the occupants. [I]Harmed by Running Water.[/I] The vampire takes 20 acid damage when it ends its turn in running water. [I]Stake to the heart.[/I] The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. [I]Sunlight Hypersensitivity. [/I]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 [B][I]Multiattack. [/I][/B]The vampire makes two attacks, only one of which can be a bite attack. [B][I]Longsword. [/I][/B][I]Melee Weapon Attack: [/I]+7 to hit, reach 5ft., one target. [I]Hit: [/I]7[I] ([/I]1d8+3) slashing damage plus 21 (6d6) necrotic damage. [B][I]Longbow. [/I][/B][I]Ranged Weapon Attack: [/I]+7 to hit, range 120/600ft., one target. [I]Hit: [/I]7 (1d8+3) piercing damage. [B][I]Claws.[/I][/B] [I]Melee Weapon Attack: [/I]+7 to hit, reach 5ft., one target. [I]Hit: [/I]8[I] ([/I]2d4+3) slashing damage plus 21 (6d6) necrotic damage. The creature is also grappled (escape DC 16). [B][I]Bite. [/I][/B][I]Melee Weapon Attack: +7 [/I]to hit, reach 5ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. [I]Hit: 6 [/I](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. [SIZE=4][B]Fiendish Displacer Beast[/B][/SIZE] [I]Huge Monstrosity – chaotic evil.[/I] [B]Armor Class[/B] 16 (Natural Armour) [B]Hit Points[/B] 126 (12d12+48) [B]Speed: [/B]40ft [TABLE][TR][TD][B]STR[/B][/TD][TD][B]DEX[/B][/TD][TD][B]CON[/B][/TD][TD][B]INT[/B][/TD][TD][B]WIS[/B][/TD][TD][B]CHA[/B][/TD][/TR][TR][TD]20 (+5)[/TD][TD]14 (+2)[/TD][TD]18 (+4)[/TD][TD]8 (-1)[/TD][TD]12(+1)[/TD][TD]10 (+0)[/TD][/TR][/TABLE][B]Damage Resistances [/B]cold, fire, lightning; bludgeoning, piercing, and slashing from non-magical weapons [B]Senses[/B] darkvision 120ft., passive Perception 14 [B]Languages[/B] - [B]Challenge [/B]8 (3900) [B][I]Avoidance. [/I][/B]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. [B][I]Displacement. [/I][/B]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 [B][I]Multiattack. [/I][/B]The displacer beast makes two attacks with its tentacles. [B][I]Tentacles. [/I][/B][I]Melee Weapon Attack:[/I] +8 to hit, reach 15ft., one target. [I]Hit:[/I] 14 (2d8+5) bludgeoning damage, plus 14 (4d6) piercing damage. [SIZE=4][B]Vampire Drider[/B][/SIZE] [I]Large Undead, Chaotic Evil[/I] [B]Armor Class[/B] 19 (natural armour) [B]Hit Points [/B]140 [B]Speed: [/B]30ft., climb 30ft. [TABLE][TR][TD][B]STR[/B][/TD][TD][B]DEX[/B][/TD][TD][B]CON[/B][/TD][TD][B]INT[/B][/TD][TD] [/TD][TD][B]WIS[/B][/TD][TD][B]CHA[/B][/TD][TD] [/TD][/TR][TR][TD]16 (+3)[/TD][TD]16 (+3)[/TD][TD]18 (+4)[/TD][TD]13 (+1)[/TD][TD] [/TD][TD]18(+4)[/TD][TD]12 (+1)[/TD][TD] [/TD][/TR][/TABLE][B]Saving Throws [/B]Dex +7, Wis +8 [B]Skills[/B] Perception +8, Stealth +11 [B]Damage Resistances[/B] necrotic; bludgeoning, piercing, and slashing from nonmagical weapons [B]Senses[/B] darkvision 120ft., passive Perception 18 [B]Languages[/B] elvish, undercommon [B]Challenge [/B]9 (5,000 XP) [B][I]Regeneration. [/I][/B]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. [B][I]Spider Climb. [/I][/B]The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. [B][I]Web Walker. [/I][/B]The drider vampire ignores movement restrictions caused by webbing. [B][I]Vampire Weaknesses. [/I][/B]The vampire has the following flaws: [I]Forbiddance[/I]. The vampire can’t enter a residence without an invitation from one of the occupants. [I]Harmed by Running Water.[/I] The vampire takes 20 acid damage when it ends its turn in running water. [I]Stake to the heart.[/I] The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. [I]Sunlight Hypersensitivity. [/I]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. [B][I]Innate Spellcasting [/I][/B]The driders innate spellcasting ability is Wisdom (spell save DC16). It can innately cast the following spells, requiring no material components: At will: [I]Dancing Lights[/I] 1/day each: [I]darkness, faerie fire[/I] [B][I]Spellcasting [/I][/B]The drider is a 7[SUP]th[/SUP]-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): [I]poison spray, thaumaturgy[/I] 1[SUP]st[/SUP] level (4 slots): [I]bane, detect magic, sanctuary[/I] 2nd level (3 slots): [I]hold person, silence[/I] 3[SUP]rd[/SUP] level (3 slots): [I]clairvoyance, dispel magic[/I] 4[SUP]th[/SUP] level (2 slots): [I]divination, freedom of movement[/I] Actions [B][I]Multiattack. [/I][/B]The drider makes three attacks, either with its longsword, claws, or its longbow. It can replace one of those attacks with a bite attack. [B][I]Longsword. [/I][/B][I]Melee Weapon Attack: [/I]+7 to hit, reach 5ft., one target. [I]Hit: [/I]12[I] ([/I]2d8+3) slashing damage plus 21 (6d6) necrotic damage. [B][I]Longbow. [/I][/B][I]Ranged Weapon Attack: [/I]+7 to hit, range 120/600ft., one target. [I]Hit: [/I]12[I] ([/I]2d8+3) piercing damage. [B][I]Claws.[/I][/B] [I]Melee Weapon Attack: [/I]+7 to hit, reach 5ft., one target. [I]Hit: [/I]10[I] ([/I]3d4+3) slashing damage plus 21 (6d6) necrotic damage. The creature is also grappled (escape DC 16). [B][I]Bite. [/I][/B][I]Melee Weapon Attack: +7 [/I]to hit, reach 5ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. [I]Hit: [/I]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. [SIZE=4][B]Bebilith[/B][/SIZE] [I]Huge Fiend (Demon), chaotic evil[/I] [B]Armor Class[/B] 14 [B]Hit Points[/B] 136 [B]Speed: [/B]40 ft., climb 20 ft. [TABLE][TR][TD][B]STR[/B][/TD][TD][B]DEX[/B][/TD][TD][B]CON[/B][/TD][TD][B]INT[/B][/TD][TD][B]WIS[/B][/TD][TD][B]CHA[/B][/TD][/TR][TR][TD]22 (+6)[/TD][TD]12 (+1)[/TD][TD]20 (+5)[/TD][TD]11 (+0)[/TD][TD]13 (+1)[/TD][TD]13 (+1)[/TD][/TR][/TABLE][B]Saving Throws:[/B] Str +10, Con+9 [B]Skills:[/B] Athletics +10, Stealth +9, Perception +5 [B]Damage Resistances[/B]: Cold, Fire, Lightning, Bludgeoning, Piercing, Slashing from non-magical weapons [B]Damage Immunities[/B] poison [B]Condition Immunities[/B] poisoned [B]Senses[/B] Darkvision 120ft [B]Languages[/B] fiendish [B]Challenge [/B]10 (5,900 XP) [B][I]Magic Resistance. [/I][/B]The creature has advantage on saving throws against spells and other magical effects. Actions [B][I]Multiattack.[/I][/B] One bite and two claws [B][I]Bite.[/I][/B][I] Melee Weapon Attack:[/I] +10 to hit, reach 10 ft., one target. [I]Hit:[/I]22 (4d8+6) damage plus 14 (4d6) poison damage. On hit the target must make a DC16 constitution saving throw or become poisoned. [B][I]Claw.[/I][/B][I] Melee Weapon Attack:[/I] +10 to hit, reach 10 ft., one target. [I]Hit:[/I]15 (2d8+6) damage. [SIZE=4][B]Arachnoid Giant Octopus[/B][/SIZE] [I]Huge Beast, Unaligned[/I] [B]Armor Class[/B] 17 (natural armour) [B]Hit Points [/B]250 [B]Speed: [/B]10 ft., swim 60 ft. [TABLE][TR][TD][B]STR[/B][/TD][TD][B]DEX[/B][/TD][TD][B]CON[/B][/TD][TD][B]INT[/B][/TD][TD][B]WIS[/B][/TD][TD][B]CHA[/B][/TD][/TR][TR][TD]20 (+5)[/TD][TD]10 (+0)[/TD][TD]18 (+4)[/TD][TD]4 (-3)[/TD][TD]11(+0)[/TD][TD]4 (-3)[/TD][/TR][/TABLE][B]Skills[/B] Perception +8, Stealth +8 [B]Senses[/B] darkvision 60ft., passive Perception 18 [B]Languages[/B] - [B]Challenge [/B]12 (8,400 XP) [B][I]Hold Breath. [/I][/B]While out of water, the octopus can hold its breath for 1 hour. [B][I]Underwater Camouflage. [/I][/B]The octopus has advantage on Dexterity (Stealth) checks made while underwater. [B][I]Water Breathing. [/I][/B]The octopus can breathe only underwater. Actions [B][I]Multiattack. [/I][/B]The octopus makes four tentacle attacks, and can grapple up to four creatures. [B][I]Tentacles. [/I][/B][I]Melee Weapon Attack: [/I]+9 to hit, reach 20ft., one target. [I]Hit: [/I]13[I] ([/I]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. [B][I]Ink Cloud (Recharges after a short or long rest). [/I][/B]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. [SIZE=4][B]Advanced Chuul[/B][/SIZE] [I]Large Aberration, Chaotic Evil[/I] [B]Armor Class[/B] 20 (natural armour) [B]Hit Points [/B]250 [B]Speed: [/B]30ft., swim 30ft. [TABLE][TR][TD][B]STR[/B][/TD][TD][B]DEX[/B][/TD][TD][B]CON[/B][/TD][TD][B]INT[/B][/TD][TD][B]WIS[/B][/TD][TD][B]CHA[/B][/TD][/TR][TR][TD]19 (+4)[/TD][TD]10 (+0)[/TD][TD]16 (+3)[/TD][TD]5 (-3)[/TD][TD]11(+0)[/TD][TD]5 (-3)[/TD][/TR][/TABLE][B]Skills[/B] Perception +10 [B]Damage Immunities [/B]poison [B]Condition Immunities [/B]poisoned [B]Senses[/B] darkvision 60ft., passive Perception 20 [B]Languages[/B] understands Deep Speech but can’t speak. [B]Challenge [/B]14 (11,500 XP) [B][I]Amphibious. [/I][/B]The chuul can breath air and water. [B][I]Sense Magic. [/I][/B]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 [B][I]Multiattack. [/I][/B]The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once. [B][I]Pincer. [/I][/B][I]Melee Weapon Attack: [/I]+9 to hit, reach 10 ft., one target. [I]Hit: [/I]45[I] ([/I]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. [B][I]Tentacles. [/I][/B]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. [SIZE=4][B]Advanced Banshee[/B] [/SIZE][I]Medium Undead (banshee) – Neutral Evil[/I] [B]Armor Class[/B] 17 [B]Hit Points[/B] 224 [B]Speed: [/B]0 ft., fly 40ft (hover) [TABLE][TR][TD][B]STR[/B][/TD][TD][B]DEX[/B][/TD][TD][B]CON[/B][/TD][TD][B]INT[/B][/TD][TD][B]WIS[/B][/TD][TD][B]CHA[/B][/TD][/TR][TR][TD]1 (-5)[/TD][TD]14 (+2)[/TD][TD]10 (+0)[/TD][TD]12 (+1)[/TD][TD]20(+5)[/TD][TD]18 (+4)[/TD][/TR][/TABLE][B]Saving Throws [/B]Wis +10, Cha +9 [B]Damage Resistances [/B]acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non-magical weapons [B]Damage Immunities[/B] cold, necrotic, poison [B]Condition Immunities [/B]charmed, exhausted, frightened, grappled, paralysed, petrified, poisoned, prone, restrained [B]Senses[/B] darkvision 60ft., passive Perception 15 [B]Languages[/B] Common, Elvish [B]Challenge [/B]15 (13,000) [B][I]Detect Life. [/I][/B]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. [B][I]Incorporeal Movement. [/I][/B]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 [B][I]Corrupting Touch. [/I][/B][I]Melee Spell Attack: [/I]+10 to hit, reach 5ft, one target. [I]Hit:[/I] 82 (15d10) necrotic damage. [B][I]Horrifying Visage. [/I][/B]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. [B]Wail (1/Day). [/B]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. [/QUOTE]
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