Build the perfect monster for your campaign in seconds. Use our pre-built Monster Templates and customize from over 500 unique powers.
Tempestuous Spirits of the Endless Sky
Living Mountains of Stone and Soil
Living Flame and Destruction
Mercurial Spirits of Flowing Water
Chaotic tricksters, pillagers, and endless nuisances
Infiltrators, Informants, and Masters of Deception
Flying hunters with spiked tails and sharper tongues
Deadly Killers and Masters of Poison
Worshippers of the Occult and Forbidden
Unnaturally Territorial Predators
Paranoia-Inducing Shapeshifting Ambusher
Immortal Masters of Undeath and Arcana
Brutal Enforcers and Hired Muscle
Fleshless Servants to Greater Undead
Shambling, Relentless Hordes
Disciplined Soldiers of Steel and Strategy
Frozen Reavers of Blood and Battle
Outlaws of the Roads and Wilds
Reptilian Predators with Petrifying Gaze and Venomous Bite
Monstrous Messenger of Imminent Disaster
Master of Arcane Magicks
Ravenous Cannibals Possessed by Undeath
Champions Bound by Armor and Oaths
Faithful Instruments of the Divine
Magically Animated Fragments of Personality
Echoes of Rage and Regret
Bloodrage-Fueled Ancestral Warriors
Deathly cold malignant warriors of old
Demonically Twisted Merfolk
Battle-Frenzied Warriors of Blood and Glory
Watchful Sentries and Keepers of the Peace
Ravenous and Destructive Hulks
Acidic, Nigh-Invisible Dungeon Cleaner
Superheated Centipedal Horrors
Foe Foundry gives GMs the tools to create exciting, unique monsters without the grind. Summon foes packed with flavorful abilities, scale them instantly to your party's level, and get back to what matters - having fun and thrilling your players.
Say goodbye to bland statblocks. Foe Foundry monsters are forged from hundreds of handcrafted powers
Monsters should be fun and easy to run. No more bland "Bite, Claw, Claw" monsters
Monsters are created from unique handcrafted powers that are intelligently combined to create the perfect foe.
No AI Monsters. No AI Art. Monsters are created from human-designed powers and templates by rolling on random tables.
Foe Foundry monsters are guaranteed to pack a punch and still have narrative and mechanically interesting abilities.
Our monster library is full of challenging foes that hit hard and ooze flavor. Only some are actually oozes!
(Coming Soon). Discover monsters by theme, environment, or adventure hook - even when you don't know exactly what you're looking for.
(Coming Soon). Instantly generate balanced encounters based on terrain, themes, and adventure prompts
Every monster draws from a vault of 500+ handcrafted powers. Here are a few examples:
Speedy: The goblin's movement increases by 10ft and it gains proficiency in Acrobatics and Dexterity saves
Burrower: The elemental can burrow through solid rock at half its burrow speed and leaves a 5 foot wide diameter tunnel in its wake.
Acidic Grenade (Action): The thug hurls a Acidic Grenade at a point they can see within 30 ft. The grenade explodes in a 15 ft sphere. Each creature in the area must make a DC 10 Dexterity saving throw or take 7 (2d6) acid damage. On a success, the creature takes half as much damage.
Spellcasting (Action): The knight casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):
1/day each: Command (2nd), Cure Wounds (2nd), Lesser Restoration
Weakening Attack: On a hit, the target must make a DC 12 Constitution saving throw or become Weakened (save ends at end of turn) until the end of its next turn. A weakened creature deals half damage with its spells and attacks and has disadvantage on Strength ability checks and saving throws.
Stormcaller's Fury (Action): The storm giant calls down lightning on a point it can see within 120 feet. Each creature within 5 feet of the point must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failure and half damage on a success. If stormy conditions are present then this save is made with disadvantage.
Cruel Jeer (Bonus Action): The manticore targets a creature that can hear it within 60 feet with a cruel jeer. The target must make a DC 12 Wisdom save. On a failure, the target has disadvantage on the next attack roll it makes before the end of its next turn.
Icy Shield (Reaction): When the cryomancer mage is targeted by an attack, it surrounds itself with protective ice. It gains +5 to its AC until the start of its next turn. If the attack hits, the icy shield expodes, dealing 3 Cold damage to each other creature within 10 feet.
Spellcasting (Action): The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):
1/day each: Webc, Invisibility (3rd), Shatter (3rd)
Spellcasting (Action): The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):
2/day each: Charm Person
Lightning Affinity: The elemental gains immunity to lightning damage. It gains advantage on its attacks while it is in an environment where sources of lightning damage are prevalant.
Spellcasting (Action): The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: Chain Lightning
Draconic Servants: The kobold has resistance to the damage type of its draconic overlord (Fire, Cold, Lightning, Poison, or Acid). Additionally, if the kobold is within 60 feet of a True Dragon then its attacks deal an additional 1d6 damage of that dragon's element.
Hypnotic Lure (Action): The wizard creates a Tiny Hypnotic Lure Token (AC/DC 11, 3 Charges) in an unoccupied space within 30 feet. While the Hypnotic Lure is active, all non-friendly creatures within 30 feet must use their movement and actions to attempt to attack the Hypnotic Lure.
Recombination Matrix (Action): The wizard creates a Tiny Recombination Matrix Token (AC/DC 11, 3 Charges) in an unoccupied space within 30 feet. While the Recombination Matrix is active, it creates difficult terrain in a 30 foot emanation and reduces the AC of all non-friendly creatures by 1.
Pacifying Touch: Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 3 psychic damage and 2 (1d4) radiant damage. On a hit, the target must make a DC 11 Wisdom saving throw. On a failed save, the target is Incapacitated for 1 minute (save ends at end of turn).
Cursed Cuteness: The first time another creature attempts to target the bunny with an attack, ability, or spell, it must make a DC 11 Wisdom save. On a failed save, the creature must choose a different target or lose the attack, ability, or spell. This effect counts as a Charm effect
Acid Affinity: The elemental gains immunity to acid damage. It gains advantage on its attacks while it is in an environment where sources of acid damage are prevalant.
Turbo Trot: On a hit, the mammoth's movement doesn't provoke opportunity attacks from the target for the rest of the turn.
Nimble Escape (Bonus Action): The goblin uses Disengage or Hide.
Stone Molt (Reaction): When hit by an attack, the basilisk violently molts its stone scales. It gains resistance to a damage type of its choice until the end of its next turn and the molted scales create difficult terrain for other creatures in a 10 foot radius around the basilisk
Savage Momentum: When the orc moves at least 20 ft in a straight line before hitting an enemy with a melee attack, it can choose to either knock the creature Prone or knock the creature back 10 feet.
Sanctuary: Any creature that attempts to target the priest with a harmful attack, spell, or ability must first succeed on a DC 13 Wisdom saving throw or be unable to target the priest.
Burrowing Disguise (Action): The bunny burrows into the earth and uses Hide
Warding Bond (Bonus Action): The priest forms a bond with a willing creature within 30 feet. Both the priest and the target gain a +1 bonus to AC and resistance to all damage. Whenever the priest or target takes damage, the other takes the same amount of damage.
Burnbelch (Action): The ogre exhales a 15-foot cone of highly flammable volatiles. Each creature in that area must make a DC 14 Dexterity saving throw. On a failure, a creatures takes 11 (2d10) fire damage and is Burning [5 (1d10) fire]. On a success, a creatures takes half damage instead.
Hollow Home (Action): The mimic reshapes itself so that objects, walls, and ceilings within a 30 foot radius are now all extensions of its body. The space is difficult terrain and creatures that end their turn inside the space are Grappled (escape DC 13).
False Appearance: As long as the spy remains motionless it is indistinguishable from its surrounding terrain.
Climber: The elemental gains a climb speed equal to its walk speed
Spellcasting (Action): The shambling mound casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 11):
3/day each: Entanglec (no concentration)
Scatter (Action): The wizard forces up to 2 creatures it can see within 30 feet to make a DC 14 Charisma save. On a failure, the target is teleported to an unoccupied space within 120 feet that the wizard can see. The space must be on the ground or on a floor.
Bound Protector: The golem is magically bound to protect another friendly creature. If the golem is within 60 feet of its ward, then half of any damage the ward takes (rounded up) is transferred to the golem
Loathsome Rattle (Bonus Action): The skeleton rattles its bones in a cacophony of sound, causing all who hear it to feel a chill of fear. Each non-undead within 30 feet must make a DC 10 Wisdom saving throw or be Frightened until the end of the skeletal creature's next turn.
Void Siphon: When a creature within 10 feet of the ghost receives magical healing, it also gains a level of Exhaustion
Expert Duelist: If the warrior makes a melee attack against a creature, then that creature can't make opportunity attacks against the warrior until the end of the warrior's turn.
Polearm Master (Reaction): Whenever a hostile creature enters the warrior's reach, it may make an attack of opportunity against that creature.
Serpentine Hiss (Action): The giant snake hisses menacingly. Each hostile creature within 30 feet must make a DC 14 Wisdom save or be Frightened (save ends at end of turn). A creature that succeeds on the save is immune to this effect for 24 hours.
Wind Walk (Bonus Action): All creatures within 20 feet of the elemental must make a DC 15 Strength saving throw. On a failure, they're pushed 20 feet away and knocked Prone. The elemental can then move up to half its speed.
Blood Curse (Bonus Action): The goblin takes 15 (6d4) necrotic damage as it ceremonially cuts itself and curses the blood of a creature it can see within 60 feet. After this, whenever the goblin takes damage, the cursed creature takes half that damage (rounded down) as psychic damage.
Accelerate Time (Bonus Action): The divination mage touches a friendly creature. For the next 1 minute, that creature's movement speed is doubled and it gains advantage on melee attacks.
Vanish (Bonus Action): The spy can hide as a bonus action even if only lightly obscured.
Corrosive Fumes: Any creature who starts their turn within 10 feet of the elemental takes 5 (2d4) acid damage
Fetid Miasma (Action): The wizard creates a Medium Fetid Miasma Token (AC/DC 11, 3 Charges) in an unoccupied space within 30 feet. Each creature that starts its turn within a 30 foot emanation of the Fetid Miasma takes 11 (2d10) poison damage and is Poisoned until the start of its next turn.
Won't Stop Coming (Reaction): When the zombie is reduced to 0 hit points, it instead resets its hitpoints to 10 and may shamble up to half its movement speed towards the nearest creature. This ability cannot be used if the damage is radiant or from a critical hit.
Rally the Troops (Action): The knight rallies all friendly creatures within 60 feet, granting them 5 temporary hit points.
Spellcasting (Action): The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: Entanglec
Stunning Screech (Action): The vrock lets loose an unholy screech. Each non-demon within 20 feet must make a DC 13 Constitution save. On a failure, the creature takes 28 (8d6) Thunder damage and is Stunned until the end of its next turn. On a success, a creature takes half damage instead
Slowing Attack: On a hit, the target's movement speed is reduced by a cumulative 10 feet until the end of its next turn
Mark the Meal (Bonus Action): Immediately after the wolf hits a creature, it marks that creature as its meal. It has advantage on attack rolls against that creature as long as that creature has lost at least one hit point.
Spellcasting (Action): The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: Blindness/Deafness
Coordinated Strike (Reaction): Whenever an ally within 5 feet misses an attack and the warrior is within 5 feet of the target, the warrior can use their reaction to make an attack against the target. This ability can only trigger once per round for each such group of allies with this trait.
Bloodrage Blow (Bonus Action): Immediately after the orc hits with a weapon attack, it may force the target to succeed on a DC 13 Constitution save or be Stunned until the end of the the orc's next turn.
Healing Touch (Action): The deva touches another creature. It magically regains 5 hp and is freed from any curse, disease, poison, blindness, or deafness
Protection (Reaction): When an ally within 5 feet is targeted by an attack or spell, the golem can make themselves the intended target of the attack or spell instead.
Skeletal Reconstruction: On initiative count 0, the cursed bones of three destroyed Skeleton within 30 feet combine and magically re-animate into a new Skeleton that acts next in initiative.
Rampage (Reaction): When a creature within 30 feet is reduced to 0 hitpoints, the manticore may move up to half its speed and make an attack.
Endless Servitude: When a living ally the wizard can see is reduced to 0 hp, that ally immediately becomes a Zombie or Skeleton under the wizard's control, acting at initiative count 0.
Bait and Switch (Bonus Action): The warrior switches places with a friendly creature within 5 feet, without triggering attacks of Opportunity. Until the end of its next turn, the friendly creature gains a +4 bonus to its AC.
Metabolic Surge (Bonus Action): If the gelatinous cube has at least 2 creatures Engulfed then it gains 15 temporary hit points
Arcane Mastery (Bonus Action): One creature of the wizard's choice must subtract a d4 from the next saving throw it makes before the end of the wizard's turn.
Sneaky Strike: If the attack was made with advantage, it deals an additional 3 (1d6) piercing damage.
Weakeneing Poison: On a hit, the target must make a DC 16 Constitution saving throw or become Weakened until the end of its next turn. A weakened creature deals half damage with its spells and attacks and has disadvantage on Strength ability checks and saving throws.
Break Magic (Action): The warrior ends all spell effects created by a 5th-level or lower spell slot on a creature, object, or point it can see within 30 feet.
Retributive Strike (Reaction): When a creature the wolf can see hits it with a melee attack, the wolf can make an attack against its attacker. If the wolf is below 15 hp then the attack is made with advantage.
Cheap Shot (Bonus Action): The spy attempts to strike a creature within 5 ft with a cheap shot. The target must make a DC 12 Strength or Dexterity save (target's choice). On a failure, the target's speed is reduced to zero until the end of its next turn. A creature that is Prone makes this save at disadvantage.
Spellcasting (Action): The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: Grease
Cone of Cold (Action): The elemental releases a blast of cold air in a 60 foot cone. Each creature in the area must make a DC 14 Constitution save, taking 31 (7d8) cold damage on a failure and half as much on a success.
Hill Rune (Bonus Action): The frost giant invokes the hill rune and gains resistance to bludgeoning, piercing, and slashing damage for 1 minute
Eye of the Hurricane: The elemental is at the heart of a raging storm that extends from it beginning at 10 feet and extending to 60 feet away from it. The storm counts as difficult terrain and heavily obscures the area. Any creature that starts its turn with the area of the storm takes 3 thunder damage.
Bloodfury: When the orc becomes Bloodied it becomes Enraged for the next minute. An Enraged creature has resistance to bludgeoning, piercing, and slashing damage. Attacks against it have advantage and its attacks have advantage..
Heroism (Bonus Action): The priest inspires another friendly creature within 60 ft, granting it 10 temporary hit points. While those temporary hitpoints are active, the creature has advantage on saving throws and is immune to being frightened or charmed.
Gust and Gale (Bonus Action): Each creature within 20 feet of the elemental must make a DC 15 Strength saving throw. On a failure, the elemental chooses to either pull the creature up to 20 feet closer or push it up to 20 feet away. If the creature fails the save by 5 or more, it is knocked Prone and takes 18 (4d8) bludgeoning damage.
Bloodied Frenzy: The attack deals an additional 2 (1d4) thunder damage if the target is at or below half-health.
Scurrying Formation (Bonus Action): The kobold climbs up the back of an ally within 5 feet and jumps up to 10 feet. If it lands within 5 feet of an enemy, it makes an attack with advantage against that enemy.
Warding Charm (Reaction): When a creature the wizard can see targets it with a melee attack but before the attack is made, the wizard casts Charm Person with a DC of 15 on that target.
Deadly Ambusher: On the first turn of combat, the assassin has advantage on any attack rolls against targets with lower initiative than it, and it scores a critical hit on a score of 19 or 20.
Faerie Step (Bonus Action): The green hag teleports up to 30 feet to an unoccupied space they can see.
Spellcasting (Action): The cultist casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):
1/day each: Command (2nd), Hold Personc, Flame Strike, Mass Cure Wounds
Cold Affinity: The elemental gains immunity to cold damage. It gains advantage on its attacks while it is in an environment where sources of cold damage are prevalant.
Poisonous Smite (Bonus Action): Immediately after hitting with an attack, the elemental deals an additional 9 (2d8) poison damage to the target and forces the target to make a DC 14 Constitution saving throw or become Poisoned for 1 minute (save ends at end of turn).
Command the Troops (Action): The knight commands a willing creature within 30 feet to use its reaction and make an attack at advantage
Raging Flames (Action): The wizard creates a Medium Raging Flames Token (AC/DC 11, 3 Charges) in an unoccupied space within 30 feet. Each creature that starts its turn within a 30 foot emanation of the Raging Flames takes 11 (2d10) fire damage.
Poisonous Grenade (Action): The thug hurls a Poisonous Grenade at a point they can see within 30 ft. The grenade explodes in a 15 ft sphere. Each creature in the area must make a DC 10 Dexterity saving throw or take 7 (2d6) poison damage. On a success, the creature takes half as much damage.
Rune Drinker: Whenever the chuul takes damage from a magic weapon, until the start of the chuul's next turn, attacks made with that weapon have disadvantage, and the chuul gains a +4 bonus to its AC.
Water Clones (Bonus Action): The elemental creates three watery duplicates of itself that swirl around its form. These clones function as in the Mirror Image spell, having AC 11. When a clone is destroyed, it splashes harmlessly back into ordinary water.
Tidal Surge (Action): Creatures within 20 feet of the elemental must make a DC 14 Strength saving throw. On a failure, they take 22 (9d4) bludgeoning damage and are knocked Prone. Small or smaller creatures, or creatures in water, make this save with disadvantage.
Halfling Bravery (Bonus Action): The spy ends all Charmed and Frightened conditions on itself and gains 5 temporary hit points.
Spellcasting (Action): The cambion casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
1/day each: Darknessc, Suggestionc, Dispel Magic, Fearc
Magic Resistance: The golem has advantage on saves against spells and other magical effects.
Fiery Grenade (Action): The thug hurls a Fiery Grenade at a point they can see within 30 ft. The grenade explodes in a 15 ft sphere. Each creature in the area must make a DC 10 Dexterity saving throw or take 7 (2d6) fire damage. On a success, the creature takes half as much damage.
Trusty Steed (Bonus Action): The knight calls its trusty Warhorse to its side. The steed uses its movement and action to move next to the knight, who can then mount it as part of this bonus action. The Warhorse then acts as a Controlled Mount for the knight.
Absolute Conviction (Reaction): When the deva is targeted by a spell or effect that would cause it to make a Wisdom, Intelligence, or Charisma saving throw, it automatically succeeds. It then gains 10 temporary hit points
Wild Instinct (Bonus Action): The wolf identifies the creature with the lowest Strength score that it can see. It then uses Dash towards that creature.
Spell Echo (Action): The wizard casts a copy of the same spell it cast the previous turn, without requiring a spell slot or concentration.
Divine Intervention (Action): the wizard casts any Divine spell of second level or lower. Common examples include: Heal, Greater Restoration, Mass Cure Wounds, Divine Word, Dispel Magic.
Hypnotic Pattern (Action): The simulacrum magically creates the effect of the Hypnotic Pattern spell, using a DC of 13
Poison Affinity: The elemental gains immunity to poison damage. It gains advantage on its attacks while it is in an environment where sources of poison damage are prevalant.
Overclock (Bonus Action): The golem uses Dash and gains 25 temporary hit points.
Stunning Blow (Bonus Action): Immediately after the ogre hits with a weapon attack, it may force the target to succeed on a DC 14 Constitution save or be Stunned until the end of the the ogre's next turn.
Precise Strike (Reaction): When the warrior misses with an attack, it may turn that miss into a hit.
Commune with Air (Action): The druid communes with the air, causing air spirits to arise in a 30 foot emanation around it. Hostile creatures in that area must make a DC 14 Strength saving throw. On a failure, they take 22 (9d4) thunder damage and are pushed up to 30 feet away. On a success, they take half damage instead
Drown Out the Noise: Any creature that begins to cast a spell with a verbal component within 10 feet of the elemental must choose to either take 7 (3d4) thunder damage or be unable to cast the spell.
Prone Attack: On a hit, the target must make a DC 14 Strength saving throw or be knocked Prone
Soul-Chilling Command (Bonus Action): The wight commands up to 6 friendly undead of lower CR in a soul-chilling voice. Each undead may use its reaction to move up to half its speed and make an attack. If the attack hits, it deals 3 (1d6) additional Cold damage.
Disintegrating Presence: Any creature who starts their turn within 10 feet of the elemental takes 5 (2d4) force damage
Explosive Core (Reaction): When the golem is destroyed, it explodes with fiery energy. Each creature within 10 feet must make a DC 15 Dexterity saving throw, taking 42 (12d6) fire damage on a failure or half on a success.
Armor Master: The warrior reduces the amount of bludgeoning, piercing, and slashing damage it receives by 2.
Frenzy (Reaction): When attacked by a creature it can see within 20 feet, the manticore moves up to half its Speed and makes an attack against that creature.
Hard Drink (Bonus Action): The dwarf can chug a strong dwarven drink and gain advantage on the next d20 test the warrior makes within the next hour.
Adhesive: The aboleth adheres to anything that touches it (including weapons). A Huge or smaller creature or object adhered to the aboleth is also Grappled by it (escape DC 14). Ability checks made to escape this grapple have disadvantage.
Undead Resilience (Reaction): When damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie instead drops to 1 hit point and this ability does not consume the zombie's reaction.
Stoneskin (Reaction): The golem instantly hardens its exterior in response to being hit by an attack. The golem gains resistance to non-psychic damage until the end of its next turn
Skulk: If the bugbear misses an attack, it doesn't reveal its position to other creatures and can remain hidden.
Spell Stealer: On a hit, if the target is a spellcaster, the spellcaster must make a DC 10 Charisma saving throw. On a failure, the target is Cursed and loses the ability to cast a spell of the spy's choice while cursed in this way. The curse can be removed with a Remove Curse spell or similar magic.
Indoctrination (Bonus Action): If the cultist missed an attack, it can instead re-roll the attack roll and deal an additional 1 necrotic damage.
Lashing Winds (Action): The wizard creates a Medium Lashing Winds Token (AC/DC 11, 3 Charges) in an unoccupied space within 30 feet. Each creature that starts its turn within a 30 foot emanation of the Lashing Winds takes 11 (2d10) lightning damage.
Command the Attack (Action): The knight issues a command to all allied creatures within 30 feet. Creatures who can see or hear the knight can use their reaction to make a single weapon attack with advantage.
No Healing Attack: On a hit, the target cannot regain hitpoints until the end of its next turn.
Feed on Light (Action): The shadow extinguishes all mundane and magical light sources created from spell effects of 3rd level or lower within 30 feet. If it does so, it gains 5 temp hp for each such light source extinguished.
Spellcasting (Action): The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: Webc
Vexing Attack: On a hit, the next attack against the target has advantage until the end of the warrior's next turn.
Bestow Curse (Action): The ghost magically curses a creature that can hear it within 30 feet. The creature must succeed on a DC 12 Wisdom save or suffer the effects of the Bestow Cursec spell as if it were cast at third level (duration 1 minute), no concentration required.
Unsettling Words (Reaction): Whenever a hostile creature within 10 ft that can hear the spy makes a d20 ability check, the spy can roll 1d4 and subtract the result from the total, potentially turning a success into a failure
Seal of Silence: When the wight succeeeds on a saving throw against a spell cast by a creature it can see, the caster of the spell makes a DC 14 Constitution saving throw. On a failure, the caster is magically unable to speak or cast spells with a vocal component until the end of the caster's next turn.
Spirit Walk (Action): The druid becomes Invisible until the end of its next turn. While invisible, it can see hidden and Invisible creatures. It also gains 20 temporary hit points.
Redirect Teleport (Reaction): Whenever a creature that the aboleth can see within 120 feet begins teleporting, the aboleth can redirect that teleportation. The original teleportation spell or effect fails, and instead the creature is transported to the nearest unoccupied space. The space must be on a solid or liquid that can support the creature.
Lightning Vulnerability: When the elemental takes lightning damage, it can't use any recharge or limited use abilities until the start of its next turn. The elemental is vulnerable to lightning damage and has resistance to bludgeoning damage.
Bloodied Rage: When the berserker's current hit points are below 40, then it may make an extra attack as part of its Multiattack.
Alter Fate (Reaction): When a creature that the divination mage can see within 60 feet succeeds on an attack roll, ability check, or a saving throw, then the divination mage alters that creature's fate. It must reroll the d20 and use the lower roll.
Earthbind Totem (Bonus Action): The druid creates a Earthbind Totem Token (AC/DC 11, 3 Charges) in an unoccupied space within 5 feet. Whenever a creature ends its turn within 30 feet of the the totem it must make a DC 11 Strength save or become Restrained (save ends end of turn).
Mind-Warping Truths (Reaction): When a creature succeeds or fails a d20 test by 5 or less, The hollow gazer forces that creature to re-roll the d20 test. The hollow gazer then gains a level of Madness.
Smoke Form (Reaction): After being hit by an attack, the elemental turns into smoke and gains resistance to all damage until the start of its next turn. Each creature within 10 feet must make a DC 14 Constitution saving throw or be Blinded until the end of its next turn.
Perfectly Transparent (Bonus Action): If the gelatinous cube has no creatures Engulfed then it becomes Invisible until the beginning of its next turn.
Spellcasting (Action): The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: Sleet Stormc
Spirit Wolves (Action): The frost giant summons a pack of 2 (1d4) Dire Wolf as allies. The wolves act immediately after the frost giant in initiative order and use their first movement and action to appear at unoccupied spaces within 30 feet.
Mana Surge (Action): The wizard infuses the next spell it casts next turn with additional power, increasing the spell save DC by 2
Stone Spike Eruption (Action): The elemental causes stone spikes to erupt in a 20-foot square within 60 feet. The area becomes difficult terrain. When a creature moves into or within the area, it takes 2 (1d4) piercing damage for every 5 feet it travels.
Net (Action): The thug throws a net at a point they can see within 30 feet. Each creature within 5 feet must make a DC 12 Strength save. On a failure, they are Grappled (escape DC 12) and Restrained while grappled in this way. The net has AC 10 and 10 hp.
Innate Magic (Bonus Action): The wizard casts a spell as a bonus action.
Runeburst: When a creature fails a save against one of the wizard's spells, it magically engraves a rune overflowing with power onto that creature. The next time the wizard casts a spell, if the creature is within 30 feet of the wizard, then the rune explodes, dealing 11 (2d10) force damage to the creature and removing the rune.
Spirit Step (Bonus Action): The ghost uses Dash and Disengage. Any creature that it moves through this turn takes 7 (3d4) cold damage.
Spellcasting (Action): The priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):
1/day each: Mass Cure Wounds
Shield Slam (Bonus Action): The warrior shoves a creature within 5 feet. It must make a DC 14 Strength save or be pushed up to 5 feet and fall Prone.
Harassing Retreat (Reaction): When a hostile creature ends movement within 10 feet of the goblin, it may move up to half its movement. As part of this reaction, it may make an attack against the triggering creature.
Phalanx: The warrior gains a +1 bonus to its AC and d20 tests whenever another ally with this trait is within 5 feet.
Scurry and Scatter: When the goblin is hit by an attack or fails a save, all other the goblin within 20 feet may use their reaction to move up to half their movement speed without provoking opportunity attacks.
Limited Magic Immunity (Reaction): When the golem is attacked by a spell, targeted by a spell, or forced to make a saving throw by a second level spell or lower then the golem can force the spell attack to miss or can choose to succeed on the saving throw.
Thunderous Grenade (Action): The thug hurls a Thunderous Grenade at a point they can see within 30 ft. The grenade explodes in a 15 ft sphere. Each creature in the area must make a DC 10 Dexterity saving throw or take 7 (2d6) thunder damage. On a success, the creature takes half as much damage.
Overwatch (Reaction): When a hostile creature within 150 feet of the scout moves and the scout can see that movement, it can make a ranged attack against the target.
Transparent: Even when the gelatinous cube is in plain sight, it takes a successful DC 15 Perception check to spot the gelatinous cube if it has neither moved nor attacked. A creature that tries to enter the gelatinous cube's space is surprised by the gelatinous cube
Dwarven Resilience (Reaction): When the dwarf takes damage it may use its reaction to gain resistance to a damage type of its choice.
Flyer: The giant eagle's movement speed increases by 10 and it gains a fly speed equal to its walk speed
Overchannel (Bonus Action): The the wizard begins to channel vast amounts of power into its next spell. If it begins its next turn with no creature next to it, then the next spell attack it makes that turn that hits a target deals maximum damage.
Brutal Critical: The berserker scores a critical hit on an unmodified attack roll of 19-20. Additionally, a critical hit from the berserker deals an additional 7 (2d6) slashing damage (do not apply crit modifier to this damage), and the creature dies if this attack reduces its hit points to 0.
Bloodrage Endurance (Reaction): When the orc is reduced to 0 hit points, they can immediately make one melee attack as a reaction. If this attack hits, they regain 1 hit point.
War-Cry of the Chillheart (Bonus Action): Once bloodied, the orc releases a heart-chilling howl. Each non-orc creature within 60 feet must make a DC 15 Wisdom save or become Frightened (save ends at end of turn).
Lunge (Bonus Action): The warrior uses Dash and can make its next attack with advantage and an additional 5 feet of reach
Big Windup (Reaction): Whenever a creature hits the frost giant with a melee attack, The frost giant readies a powerful strike against its attacker. The frost giant has advantage on the next attack it makes against the attacker before the end of its next turn.
Rotten Flesh (Reaction): The zombie ignores the first source of bludgeoning, piercing, or slashing damage it receives.
Curse of Vengeance: Whenever a creature hits the ghost with an attack it must make a DC 12 Charisma saving throw. On a failure, the creature becomes Cursed with a curse of vengeance. Whenever a cursed creature hits the ghost with an attack, it takes 2 necrotic damage for each creature suffering the curse.
Howl (Action): The wolf howls, bolstering the resolve of its allies. Each ally within 60 feet that hears the howl for the first time in a day gains 10 temporary hitpoints.
Taunt: On a hit, the target has disadvantage on attack rolls against any other creature until the end of its next turn.
Swift as the Wind (Reaction): When an opponent misses the elemental with an attack, the elemental can move up to half its speed without provoking opportunity attacks and make one attack. The attack deals an additional 2 lightning damage if it hits.
Druidic Healing (Bonus Action): The druid utters a word of primal encouragement to a friendly ally it can see within 60 feet. The ally regains 16 hitpoints.
Shocking Burst (Reaction): When the elemental is hit by a melee attack, their form explodes with shocking energy. Each other creature within 5 ft must make a DC 14 Dexterity saving throw, taking 15 (6d4) lightning damage on a failure and half as much damage on a success.
Cleaving Attack: If the attack hits and there is another hostile target within 10 ft then that target also takes 4 piercing damage
Charge (Bonus Action): The berserker uses Dash and moves towards a hostile creature. Up to one creature that is within 5 ft of the path must make a DC 13 Strength saving throw or be knocked Prone.
Freezing Grenade (Action): The thug hurls a Freezing Grenade at a point they can see within 30 ft. The grenade explodes in a 15 ft sphere. Each creature in the area must make a DC 10 Dexterity saving throw or take 7 (2d6) cold damage. On a success, the creature takes half as much damage.
Spellcasting (Action): The druid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):
1/day each: EntangleȻ, Faerie FireȻ, Moonbeamc
Mental Summons (Bonus Action): The wizard targets a creature with an Intelligence score greater than 3 within 120 feet. The target makes a DC 15 Wisdom saving throw. On a failure, it uses its reaction to move up to its speed towards the wizard by the shortest route possible, avoiding hazards but not opportunity attacks. This is a magical charm effect.
Spellcasting (Action): The green hag casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 16):
1/day each: Eyebitec
Spellcasting (Action): The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: Suggestionc
Pushing Attack: On a hit, the target is pushed up to 10 feet horizontally
Boulder (Action): The frost giant tosses a boulder at a point it can see within 45 ft. Each creature within a 15 ft radius must make a DC 15 Dexterity saving throw. On a failure, the creature takes 33 (6d10) bludgeoning damage and is knocked Prone. On a success, the creature takes half damage and is not knocked prone.
Charming Attack: On a hit, the target must make a DC 12 Wisdom save or be Charmed for 1 minute (save ends at end of turn or when it takes damage).
Fireball (Action): The elemental targets a 20 ft sphere at a point it can see within 150 feet. A fiery explosion fills the space. All creatures within the space must make a DC 14 Dexterity saving throw, taking 28 (8d6) fire damage on a failure and half as much on a success.
Freezing Burst (Reaction): When the elemental is hit by a melee attack, their form explodes with freezing energy. Each other creature within 5 ft must make a DC 14 Dexterity saving throw, taking 15 (6d4) cold damage on a failure and half as much damage on a success.
Wild Cleave (Action): The berserker makes an attack against every creature within 10 ft. On a hit, the creature is pushed up to 5 feet away.
Zone of Control: Any creature that attempts to Disengage from the golem must make a DC 13 Strength save or have their speed reduced to 0 until the end of their next turn.
Pounce (Action): The manticore jumps 20 feet toward a creature it can see, attempting to knock it prone. The target must make a DC 14 Strength save or be knocked Prone.
Spellcasting (Action): The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: Slowc
Misty Step (Bonus Action): The wizard teleports up to 30 feet to an unoccupied space it can see.
Winged Retreat (Reaction): When the giant eagle would be hit by a melee attack, it can move 5 feet away from the attacker. If this moves the giant eagle out of the attacker's reach, the attacker has disadvantage on its attack.
Trample (Bonus Action): The mammoth makes a Spear attack against a prone creature.
Spellcasting (Action): The aboleth casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 11):
1/day each: Telekinesisc
Awe-Inspiring Gaze (Reaction): When a creature within 90 feet looks at the deva it must make a DC 17 Wisdom saving throw. On a failure, it is Frightened until the end of its next turn. On a success, it is immune to Awes-Inspiring Gaze for the next 24 hours.
Cloud Rune (Reaction): When the frost giant or a creature it can see is hit by an attack roll, the frost giant can invoke a Cloud Rune and choose a different creature within 30 feet of the frost giant. The chosen creature becomes the target of the attack. This magic can transfer the attack's effect regardless of the attack's range.
Nimble Reaction (Reaction): When the goblin is the only target of a melee attack, they can move up to half their speed without provoking opportunity attacks. If this movement leaves the goblin outside the attacking creature's reach, then the attack misses.
Spellcasting (Action): The pit fiend casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
1/day each: Wall of Firec
Fiery Burst (Reaction): When the elemental is hit by a melee attack, their form explodes with fiery energy. Each other creature within 5 ft must make a DC 14 Dexterity saving throw, taking 15 (6d4) fire damage on a failure and half as much damage on a success.
Spellcasting (Action): The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: LevitateȻ
Flame Whip (Action): The balor wraps a fiery whip around a creature within 30 feet. It must make a DC 20 Dexterity save. On a failure, it takes 52 (15d6) fire damage and is pulled up to 30 feet closer to the balor and is knocked Prone. On a success, it takes half damage instead.
Spellcasting (Action): The knight casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):
1/day each: Command (2nd), Cure Wounds (2nd), Dispel Evil and Goodc, Greater Restoration
Fae Presence: An enemy of the green hag that starts their turn within 25 feet of the green hag must succeed on a DC 12 Wisdom saving throw or be Charmed by the green hag until the end of their turn.
Spike Growth (Action): The shambling mound releases razor-sharp thorns, creating the effect of a Spike Growth spell (without requiring concentration).
Relentless Endurance (Reaction): When the berserker is reduced to 0 hit points, they can immediately make one melee attack as a reaction. If this attack hits, they regain 1 hit point.
Pact Boon (Bonus Action): The wizard deals 3 (1d6) Psychic damage to itself and its next spell or spell attack deals an additional 7 (2d6) Psychic damage.
Eye of the Blizzard: The elemental is at the heart of a raging storm that extends from it beginning at 10 feet and extending to 60 feet away from it. The storm counts as difficult terrain and heavily obscures the area. Any creature that starts its turn with the area of the storm takes 3 cold damage.
Identify Weakness (Reaction): When an ally that the spy can see misses an attack against a hostile target, the spy can make an Investigation check with a DC equal to the hostile target's AC. On a success, the attack hits instead of missing.
Fearsome Gaze (Reaction): Whenever a creature within 60 feet of the adult red dragon looks at the adult red dragon, it must make a DC 14 Wisdom save or be Frightened of the adult red dragon (save ends at end of turn). While frightened in this way, each time the target takes damage, they take an additional 3 psychic damage.
Skirmisher Nets (Action): The goblin throws a net in a 10 ft. cube at a point it can see within 30 ft. Each creature within the cube must succeed on a DC 11 Strength save or be Grappled (escape DC 11) and Restrained while grappled in this way.
Gnomish Invisibility (Action): The spy becomes Invisible until the beginning of its next turn or until it attacks or casts a spell
Spellcasting (Action): The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: Fog Cloudc (2nd)
Amphibious: The merfolk can breathe air and underwater.
Avalanche Charge (Bonus Action): The frost giant charges up to its speed in a straight line. Each creature in its path must make a DC 17 Strength saving throw or be knocked Prone. If the terrain is snowy or icy, creatures have disadvantage on the save and do not get attacks of opportunity against the frost giant.
Exploit the Chaos (Reaction): If a nearby enemy within 15 feet misses an attack against a friendly creature, the thug can use its reaction to dart forward up to 15 feet and make an attack against that creature.
Liquid Form (Reaction): When the elemental would be hit by an attack, it can turn into liquid form, gaining +2 AC and resistance to all damage until the start of its next turn.
Everlasting Immortality (Reaction): The lich summons an Soul Anchor Echo Token (AC/DC 18, 3 Charges) to an unoccupied space within 30 feet of it. While the lich is within 30 feet of the token, it is immune to all damage.
Reject Divinity (Reaction): When a creature the ghost can see within 30 feet regains hit points from a Divine source, the ghost reduces the number of hit points gained to 0 and the ghost instead deals 7 (2d6) necrotic damage to that creature.
Bloodrage Barrage (Reaction): When the orc misses with a ranged attack, it can make another ranged attack at the same target using its reaction. The attack is made with advantage.
Spellcasting (Action): The druid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):
1/day each: Charm Person (2nd), Lightning Bolt, Greater Invisibilityc
Cleaving Blows (Bonus Action): Immediately after the the ogre hits with a weapon attack, it may make the same attack against another target within its reach.
Spellcasting (Action): The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: Disintegrate
Scent of Weakness: The wolf can smell blood. It has advantage on attacks against any Bloodied creature and always knows the location of any Bloodied creature within 60 feet of it.
Potion of Healing (Bonus Action): The thug consumes a Potion of Healing and regains 7 (2d4 + 2) hitpoints
Twisted Prophecy: At the start of combat, the hollow gazer utters a twisted prophecy and chooses a number from 1 to 20. Whenever any creature, including the hollow gazer, rolls the chosen number on a d20 test, that creature suffers 7 (2d6) psychic damage. The hollow gazer then gains a level of Madness
Biting Frost (Action): The wizard creates a Medium Biting Frost Token (AC/DC 11, 3 Charges) in an unoccupied space within 30 feet. Each creature that starts its turn within a 30 foot emanation of the Biting Frost takes 11 (2d10) cold damage.
Siege Monster: The elemental deals double damage to objects and structures.
Quick Draw (Reaction): On initiative count 20, the scout may make one ranged attack
Aquatic: The merfolk is aquatic and has a swim speed equal to its walk speed. It can also breathe underwater.
Bone Shards (Reaction): When hit by a melee attack, the skeletal creature explodes in a shower of sharp fragments. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 3 (1d6) piercing damage on a failed save, or half as much damage on a successful one.
Poisonous Burst (Reaction): When the elemental is hit by a melee attack, their form explodes with poisonous energy. Each other creature within 5 ft must make a DC 14 Dexterity saving throw, taking 15 (6d4) poison damage on a failure and half as much damage on a success.
Call Reinforcements (Action): The guard summons 5 (2d4) additional Guard that arrive in 1d4 rounds. This ability can only be used once per combat by any guard in the encounter.
Deadeye Shot (Bonus Action): The spy gains advantage on the next attack it makes until end of turn.
Deathly Grenade (Action): The thug hurls a Deathly Grenade at a point they can see within 30 ft. The grenade explodes in a 15 ft sphere. Each creature in the area must make a DC 10 Dexterity saving throw or take 7 (2d6) necrotic damage. On a success, the creature takes half as much damage.
Stealthy Sneak (Action): The assassin moves up to half its speed without provoking opportunity attacks. It can then attempt to Hide.
Spellcasting (Action): The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: Gust of Windc
Temporal Mastery (Action): the divination mage becomes Invisible until the start of its next turn. It may also adjust its initiative to any value it desires. This can allow the divination mage to have a second turn this round.
Spell Storing (Action): The golem stores a single spell of third level or lower. The golem may cast the spell using a spell save DC of 15. When the spell is cast or a new spell is stored, any previously stored spell is lost. Some example spells include Slow, Dispel Magic, or Lightning Bolt.
Mirrored Pain (Reaction): Whenever the aboleth takes damage, each other creature within 10 feet of the aboleth must make a DC 12 Intelligenece save. On a failure, it takes half the triggering damage as psychic damage.
Twisted Mind: If the aboleth succeeds on a Wisdom, Intelligence, or Charisma saving throw against a spell or effect then it may reflect the effect back at its source. The original source of the spell or effect must make the save as if it were a target of the spell or effect.
Incorporeal: The ghost cannot be pushed or knocked back. It can move through creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
Sunlight Weakness: The ghost cannot recharge and loses all resistances while in sunlight.
Bestial Rampage (Reaction): When the wolf is reduced to half its health or lower, it moves up to 30 feet without provoking opportunity attacks and makes a melee attack against another target in its rage.
Stench of Death: Any creature that starts its turn within 10 feet of the ghoul must make a DC 11 Constitution saving throw or become Poisoned until the start of their next turn. On a successful saving throw, the creature is immune to the ghoul's stench for 24 hours.
Devour Spell: Melee Weapon Attack: +6 to hit, reach 10ft., one target that can cast a spell. Hit 11 (3d4 + 4) piercing damage and 15 (6d4) force damage. On a hit, the target loses its highest level spell slot. If the target has no spell slots remaining, it is Stunned until the end of its next turn.
Winged Charge (Reaction): The giant eagle can use its reaction to fly up to its speed towards a creature that hits it with a ranged attack. If within range, it can then make a melee attack against the attacker.
Reckless: At the start of their turn, the berserker can gain advantage on all melee weapon attack rolls made during this turn, but attack rolls against them have advantage until the start of their next turn.
Disarming Attack (Bonus Action): Immediately after hitting with an attack, the warrior forces the target to make a DC 12 Strength saving throw. On a failure, the target must drop one item of the warrior's choice that it is holding. The item lands at the target's feet.
Cannibal (Bonus Action): The ghoul consumes the flesh of a corpse within 5 feet. It gains 5 temporary hitpoints.
Halfling Luck (Reaction): When the spy rolls a 1 on a d20 test, it may reroll the die and must use the new roll
Acidic Burst (Reaction): When the elemental is hit by a melee attack, their form explodes with acidic energy. Each other creature within 5 ft must make a DC 14 Dexterity saving throw, taking 15 (6d4) acid damage on a failure and half as much damage on a success.
Burrowing Ambush (Bonus Action): The ankheg can burrow up to its burrowing speed without provoking opportunity attacks, and then resurface. If within melee range of an enemy, it makes an attack with advantage.
Freakishly Skinny: The bugbear can move, hide, and squeeze as though it were a Small creature.
Bloodrage Dash (Bonus Action): The orc uses Dash as a bonus action and moves directly towards an enemy. The next attack it makes this turn is made with advantage.
Bone Harpoon (Action): The skeleton hurls a bone spear at a target within 60 feet. The target must make a DC 10 Dexterity saving throw. On a failure, the target takes 3 (1d6) piercing damage and is pushed up to 10 feet away.
Spellcasting (Action): The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: Hideous Laughterc
Immutable Form: The golem is immune to any spell or effect that would alter its form
Burning Attack: On a hit, the target gains Burning [5 (1d10) fire]. A burning creature suffers 5 (1d10) ongoing fire damage at the end of each of its turns. A creature may use an action to end the condition.
Fiendish Teleportation (Bonus Action): The balor teleports itself or a friendly creature within 10 feet to an unoccupied space it can see within 60 feet.
Earthen Grasp (Action): The elemental causes earth or stone within 60 feet to grab a creature within 10 feet of a solid surface. The target must make a DC 15 Strength saving throw or be Restrained (save ends at end of turn). A restrained creature takes 7 (2d6) bludgeoning damage at the start of each of its turns.
Arcing Electricity: Any creature who starts their turn within 10 feet of the elemental takes 5 (2d4) lightning damage
Spirit Flicker (Reaction): When the ghost is hit by an attack it flickers and teleports up to 30 feet away (including into an object).
Tail Swipe (Reaction): When a creature the adult red dragon can see within 10 feet hits the adult red dragon with a melee attack, the adult red dragon makes a Tail Attack against it.
Tail Attack: Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 8 (1d8 + 4) bludgeoning damage. On a hit, the target is pushed up to 10 feet away.
Bone Storm (Action): The skeleton creates a storm of razor-sharp bone shards in a 15-foot cone. Each creature in the area must make a DC 12 Dexterity saving throw, taking 28 (8d6) piercing damage on a failed save, or half as much damage on a successful one.
Spellcasting (Action): The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: Command (2nd)
Taunt: On a hit, the target has disadvantage on attack rolls against any other creature until the end of its next turn.
Spellcasting (Action): The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: Dispel Magic
Reverse Fortune (Reaction): When the simulacrum is hit by an attack, the simulacrum magically reverses the fortune of the attack and forces it to miss. Until the end of its next turn, the simulacrum gains advantage on the next attack it makes against the attacker.
Heart of the Inferno: The elemental is at the heart of a raging storm that extends from it beginning at 10 feet and extending to 60 feet away from it. The storm counts as difficult terrain and heavily obscures the area. Any creature that starts its turn with the area of the storm takes 3 fire damage.
Earth Glide: The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
Echo of Rage (Reaction): Whenever a creature within 30 feet casts a spell, the balor can use its reaction to howl in a rage. A distored, destructive version of the spell manifests as a hostile Shadow next to the caster and acts immediately next in initiative.
Spellcasting (Action): The cultist casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):
1/day each: Command (2nd), Hold Personc
Dreadful Silence: Any creature that speaks louder than a whisper or casts a spell with a Verbal component while within 30 feet of the banshee takes 2d6 psychic damage.
Toxic Presence: Any creature who starts their turn within 10 feet of the elemental takes 5 (2d4) poison damage
Spellcasting (Action): The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: Hold Personc
Deathly Presence: Any creature who starts their turn within 10 feet of the elemental takes 5 (2d4) necrotic damage
Grazing Attack: If the attack misses, the target still takes 4 piercing damage
Poisonous Blood (Reaction): When the hydra takes piercing or bludgeoning damage, each other creature in a 10 foot radius must make a DC 14 Constitution save or be Poisoned (save ends at end of turn).
Just A Scratch (Reaction): When the berserker is reduced to 20 hit points, it roars in defiance and gains 10 temporary hitpoints. While those temporary hitpoints are active, the berserker has advantage on all attack rolls and saving throws.
Fanatic Followers: Whenever the knight would be hit by an attack, they command an ally within 5 feet to use its reaction to switch places with the knight. The ally is hit by the attack instead. If the ally is killed by this attack, then the knight gains 10 temporary hp.
Hard to Pin Down: The spy is difficult to pin down. Ranged attacks against it are made at disadvantage if there is not at least one hostile creature within 10 feet of the spy.
Fractal Form: The deva's form is an impossibly shifting visage of strange fractal shapes. It cannot be targeted by attacks or spells unless the source of that attack or spell is within 10 feet of the deva.
Ancestral Guidance (Reaction): When the orc fails a d20 test, it succeeds instead.
Vice-Like Grip: The bugbear has advantage on attack rolls against any creature it has Grappled.
Constructed Guardian: If the golem is within 10 feet of an objective (creature, location, or object) that it was designed to guard, it has advantage on attack rolls.
Fire Affinity: The elemental gains immunity to fire damage. It gains advantage on its attacks while it is in an environment where sources of fire damage are prevalant.
Sacrificial Pawns: When the cultist dies, if there is another higher-CR cultist within 60 feet, then that cultist gains temporary hit points equal to its CR.
Mob Boss: The thug has advantage on d20 tests as long as at least two other lower-CR allies are within 10 feet.
Storm Rune (Reaction): Whenever the frost giant or another creature makes an attack roll, saving throw, or ability check, the frost giant can force the roll to have advantage or disadvantage.
Ice Burrower: The elemental can burrow through solid ice, permafrost, or snow at half its burrow speed and leaves a 5 foot wide diameter tunnel in its wake.
Frightening Attack: On a hit, the target is Frightened until the end of its next turn
Adaptive Camouflage: The basilisk cannot be seen by a creature that is more than 15 feet away from it unless that creature first makes a DC 14 Perception check using an action. On a success, that creature can see the basilisk as normal.
Poisoned Attack: On a hit, the target must make a DC 14 Constitution saving throw or become Poisoned until the end of its next turn.
Defensive Formation: The guard has advantage on attack roles if it has partial or full cover.
Arcane Mark (Bonus Action): Immediately after hitting a target with a ranged attack, the spy casts Faerie Fire centered on the target.
Spellcasting (Action): The spy casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12):
1/day each: Faerie Firec
Spellcasting (Action): The druid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):
1/day each: EntangleȻ, Faerie FireȻ, Bestow Cursec, Sleet Stormc
Arcane Mirror (Action): The wizard creates an Arcane Mirror Token (AC/DC 11, 1 Charges) in an unoccupied space within 30 feet. While the token is active, at initiative count 0 it casts a copy of the last spell that the wizard cast.
Protective Magic (Reaction): The wizard casts Shield or Counterspell in response to being attacked or being targeted by a spell
Spellcasting (Action): The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):
2/day each: Burning Hands (3rd), Ice Knife (3rd), Thunderwave (3rd)
Pyramid Scheme: If another Cultist died last turn, then the cultist has advantage on d20 tests.
Sanguine Offering (Bonus Action): The orc deals 5 necrotic damage to itself. The next attack it makes this turn is made with advantage, and if the attack hits it deals an additional 14 (4d6) necrotic damage.
Spellcasting (Action): The deva casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):
1/day each: Detect Evil and Goodc, Cure Wounds (2nd), Lesser Restoration, Dispel Magic
Magnetic Attraction: Any creature that starts its turn within 30 feet of the mimic that is carrying metal weapons or armor must make a DC 13 Strength saving throw. On a failure, the creature is pulled up to 10 feet closer to the mimic and its speed is 0 until the end of its turn.
Grappling Strike: Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 14 (3d6 + 4) bludgeoning damage. On a hit, the target must make a DC 14 Strength save or be Grappled (escape DC 14). While grappled in this way, the creature is also Restrained
Demonic Bite: Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 13 (2d6 + 6) piercing damage and 45 (13d6) poison damage. On a hit, the target must make a DC 20 Constitution saving throw or become Poisoned for 1 minute (save ends at end of turn).
Disciplined (Reaction): If the warrior misses an attack or fails a saving throw while another friendly creature is within 10 feet, it may use its reaction to re-roll the attack or saving throw.
Crush the Insect (Bonus Action): The frost giant stomps down on a creature within 10 feet. The target must make a DC 15 Dexterity saving throw. If the target is prone, it has disadvantage on the save. On a failure, the target takes 27 (5d10) bludgeoning damage.
Healing Totem (Bonus Action): The druid creates a Healing Totem Token (AC/DC 11, 3 Charges) in an unoccupied space within 5 feet. Whenever a friendly creature within 30 feet of the totem is reduced to 0 hit points, the totem consumes a charge and restores that creature to 5 hit points.
Spellcasting (Action): The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: Finger of Death
Smoke Bomb (Bonus Action): The thug throws a smoke bomb at a point they can see within 30 feet. A thick obscuring cloud of smoke billows forth and fills a 10 ft radius sphere. The smoke lasts for 4 (1d4 + 2) rounds and can be dispersed with a light wind.
Guidance (Reaction): The priest grants guidance to a friendly creature within 60 feet. The chosen creature may add a d4 to a failed d20 test.
Superheated: Any creature who starts their turn within 10 feet of the elemental takes 5 (2d4) fire damage
Eye of the Storm: The elemental is at the heart of a raging storm that extends from it beginning at 10 feet and extending to 60 feet away from it. The storm counts as difficult terrain and heavily obscures the area. Any creature that starts its turn with the area of the storm takes 3 lightning damage.
Ink Cloud (Bonus Action): The giant octopus can emit a cloud of ink in a 10-foot-radius sphere while underwater. The area is heavily obscured for 1 minute unless dispersed by a strong current.
Mortal Vow: The knight has sworn a sacred vow. If the vow is threatened or violated by an enemy, the knight immediately gains 25 temp hp and takes an additional turn after the current turn ends.
Overpowering Strike (Action): The warrior makes an overpowering strike against a creature within 5 feet. The target must make a DC 14 Strength saving throw. On a failure, it takes 19 (3d12) piercing damage and is knocked Prone. On a success, it instead takes half damage.
Vile Vomit (Action): The hydra vomits a vile substance in a 15 foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failure, the creature takes 38 (11d6) Poison damage and is Poisoned (save ends at end of turn). On a success, the creature takes half damage instead.
Parry and Riposte (Reaction): The warrior adds +3 to their Armor Class against one melee attack that would hit them. If the attack misses, this creature can immediately make a weapon attack against the creature making the parried attack.
Shocking Grenade (Action): The thug hurls a Shocking Grenade at a point they can see within 30 ft. The grenade explodes in a 15 ft sphere. Each creature in the area must make a DC 10 Dexterity saving throw or take 7 (2d6) lightning damage. On a success, the creature takes half as much damage.
Arcane Resevoir (Action): The wizard creates an Arcane Resevoir Token (AC/DC 11, 3 Charges) in an unoccupied space within 30 feet. While the token is active, at initiative count 0, it makes a Poison Bolt attack against any enemy within 30 feet, using the wizard's stats
Cunning Action (Bonus Action): The spy uses Dash, Disengage, or Hide.
Commune with the Ancestors (Reaction): When another creature within 30 feet makes a d20 test, The druid can add or subtract 5 from that roll.
Halfling Nimbleness (Bonus Action): The spy uses Disengage and ends any Grappled or Restrained conditions on itself.
Protect the Target: The guard has advantage on attack roles against creatures that have attacked or harmed what the guard is guarding.
Mindshackle (Action): The wizard creates a Mindshackle Token (AC/DC 11, 3 Charges) in an unoccupied space within 30 feet. While the token is active, each creature within a 30 foot emanation of the token cannot cast a spell that requires a verbal or somatic component
Putrid Stench (Reaction): The zombie releases a putrid stench when it takes damage. Each creature within 5 feet must make a DC 10 Constitution save or take 4 (1d8) poison damage and be Poisoned until the end of their next turn.
Sound the Alarm (Action): The guard sounds the alarm if the alarm hasn't already been sounded. Each friendly creature that can hear the alarm within 60 feet gains 5 temporary hitpoints
Encouragement (Bonus Action): The priest encourages another creature within 60 feet. The chosen creature gains 10 temporary hitpoints and may repeat a saving throw against any negative condition affecting them, ending that condition on a success.
Ancestral Totem (Bonus Action): The druid creates a Ancestral Totem Token (AC/DC 11, 3 Charges) in an unoccupied space within 5 feet. Whenever a friendly creature within 30 feet of the totem fails a d20 test, the totem consumes a charge and turns the failure into a success.
Word of Radiance (Action): The priest utters a divine word and it shines with burning radiance. Each hostile creature within 10 feet must make a DC 13 Constitution saving throw or take 10 (3d6) radiant damage.
Spellcasting (Action): The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: Silencec
Antithesis of Life: Whenever a creature within 30 feet of the the lich regains hit points, it must make a DC 12 Charisma saving throw. On a failure, the healing received is reduced to zero. On a success, the creature is immune to this effect for 1 hour.
Modify Memory (Bonus Action): Immediately after hitting with an attack, the aboleth attempts to reshape that creature's memories. The creature must succeed on a DC 12 Intelligence saving throw or be affected as if by the Modify Memory spell. A creature that succeeds on the save is immune to this effect for 24 hours.
Unholy Aura: The ghost and allies within 30 feet have advantage on saving throws against spells and other magic effects and against features that turn undead. Other creatures of the ghost's choice within 30 feet have disadvantage on saving throws against spells and other magic effects.
False Retreat (Action): The kobold uses Disengage. It also secretly places a hidden caltrop. If an enemy moves over the caltrop, it must make a DC 10 Dexterity saving throw, taking 1d4 piercing damage on a failure and falling Prone.
Reckless Flurry (Action): The berserker makes a reckless flurry of 3 Greataxe attacks. It may not hit the same target more than twice with this flurry. Attacks against the berserker have advantage until the end of the berserker's next turn.
Kick the Lickspittle (Reaction): If the thug fails a d20 test, they can use a reaction to blame a nearby ally within 5 feet. The ally must be a smaller size or lower CR than the thug. The ally takes 5 (2d4) bludgeoning damage and the the thug adds this total to the attack or saving throw, potentially turning a failure or miss into a success.
Mirror Images (Bonus Action): The simulacrum magically creates three illusory duplicates of itself as in the Mirror Image spell. The duplicates have AC 12
Split (Reaction): Whenever the gelatinous cube takes lightning or slashing damage and it is Medium or larger, it splits in two if it has at least 10 hit points. Each new ooze has hit points equal to half the original ooze's, rounding down. New oozes are one size smaller than the original ooze.
Winter's Shroud (Action): The frost giant exhales freezing fog in a 30-foot cone. Each creature in the area must make a DC 17 Constitution saving throw or take 32 (13d4) cold damage. The area becomes heavily obscured, as under the effects of a Fog Cloud spell, though the frost giant can see through this fog as if it were clear.
Bend Space (Reaction): When the wizard would be hit by an attack, it teleports and exchanges position with an ally it can see within 60 feet of it. The ally is then hit by the attack instead.
Lightning Impetus (Reaction): At the start of combat, the elemental can move up to its speed and make one attack with advantage, dealing an additional 7 (3d4) lightning damage on a hit.
Draining Blow (Bonus Action): Immediately after hitting with an attack, the wight converts all of that attack's damage to necrotic damage and the wight regains hit points equal to the necrotic damage dealt.
Venemous Miasma: Any creature that ends its turn within 10 feet of the hydra takes 10 poison damage. If a creature has suffered this damage at least 3 times within an hour, it becomes Poisoned for the next hour.
Snapping Jaws: On a hit, if the target is medium or smaller, the target is either Grappled (escape DC 12) or Prone
Grappling Attack: On a hit, the target must make a DC 14 Strength saving throw or be Grappled (escape DC 14)
Arcane Hunt (Reaction): Whenever a creature within 120 feet casts a spell, the death dog howls with hunger and moves up to its speed towards the caster. It gains advantage on attacks against the caster until the end of its next turn.
Tentacle Grapple: On a hit, the target is Grappled (escape DC 12). While grappled in this way, the target is Restrained.
Thunderwrath Tattoo (Bonus Action): Immediately after hitting with a ranged attack, the orc unleashes the elemental fury imbued into its ancestral tattoo. It casts Shatter centered on the creature it hit with a DC of 13.
Feast of Souls (Reaction): Whenever a creature dies within 120 feet of the balor it may choose to gain 30 temporary hitpoints, recharge an ability, or regain an expended usage of an ability.
Subtle Mind: The wizard casts its spells without requiring verbal or somatic components.
Fling Filth (Action): The goblin flings filth at a creature within 10 feet. The target must make a DC 11 Dexterity saving throw or be Blinded until the end of its next turn.
Arrow Ward (Reaction): After being hit by a ranged attack, the golem gains +5 AC against ranged attacks until the beginning of its next turn.
Quick Toss (Bonus Action): The warrior makes a Spear attack as a bonus action
Splinter Step (Bonus Action): The mimic breaks apart into a swarm of tiny splinters and moves up to 20 feet without provoking opportunity attacks. It then reforms into a new object and uses Hide, making its Stealth check with advantage.
Water Whip (Action): The elemental lashes out with a whip of water at a creature within 15 feet. The target must make a DC 14 Strength saving throw. On a failure, it takes 7 (3d4) bludgeoning damage and must drop one item of the elemental's choice that it is holding. The item lands at the target's feet.
Stay in Formation (Action): The knight issues a command to all allied creatures within 30 feet. Creatures who can see or hear the knight can use their reaction to move up to half their speed without provoking opportunity attacks.
Bloodied Rage: When the warrior's current hit points are below 30, then it may make an extra attack as part of its Multiattack.
Bone Wall (Action): The skeleton creates a wall of spike bone growths in a 20 foot line within 60 feet. Each creature in its area must make a DC 12 Dexterity saving throw, taking 14 (4d6) piercing damage on a failed save, or half as much damage on a successful one. The wall counts as difficult terrain and a creature that enters its space or ends its turn there takes 4d6 piercing damage.
Spell Reflection (Reaction): If the golem succeeds on a saving throw against a spell or if a spell attack misses it, then the golem can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell or attack targets the chosen creature instead.
Slime Spray (Action): The gelatinous cube sprays slimy goo in a 30-foot cone. Each creature in that area must make a DC 10 Dexterity saving throw. On a failure, the creature takes 17 (5d6) acid damage and is Grappled (escape DC 10). On a success, the creature takes half as much damage instead.
Interception (Reaction): If a friendly creature within 15 ft becomes the target of an attack, the warrior can move up to 15 ft and intercept the attack. The attack targets the warrior instead of the original target.
Inspiring Commander (Action): The knight inspires other creatures of its choice within 30 feet that can hear and understand it. For the next minute, inspired creatures gain a +2 bonus to attack rolls and saving throws.
Spellcasting (Action): The deva casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):
1/day each: Dispel Magic, Dispel Evil and Goodc, Greater Restoration, Mass Cure Wounds
Gnomeish Cunning (Bonus Action): Immediately after hitting an enemy with an attack, the spy causes the target to be Weakened. A weakened creature deals half damage with its spells and attacks and has disadvantage on Strength ability checks and saving throws.
Metallic Body (Reaction): When the elemental would be hit by an attack, it gains +2 to its AC. If the attack still hits and was made with a mundane weapon or projectile, the attacker rolls a d20. On a 1-9, the weapon or projectile shatters.
Spellcasting (Action): The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: Lightning Bolt
Spellbreaker (Reaction): If a hostile creature begins casting a spell within reach of the berserker then it may make a melee attack against the caster. If the attack hits, the caster must make a Concentration check against the damage of the attack. On a failure, the spell casting fails.
Spirit Sneak Tattoo (Bonus Action): Immediately after hitting with a melee attack, the orc activates its tatoo and casts Invisibility on itself.
Deflect Missile (Reaction): When the warrior is hit by a ranged attack, it can use its reaction to reduce the damage taken by 5.
Divine Smite (Bonus Action): Immediately after hitting a target, the priest forces the target to make a DC 13 Constitution saving throw. On a failure, the target is Burning [5 (1d10) radiant]. A burning creature suffers 5 (1d10) ongoing radiant damage at the end of each of its turns. A creature may use an action to end the condition.
Action Surge (Bonus Action): The warrior takes another action this round. If it has any recharge abilities, it may roll to refresh these abilities.
Shadow Invisibility (Bonus Action): The shadow casts Invisibility on itself if it is in dim light or darkness.
Lightning Bolt (Action): The elemental releases a crackling bolt of lightning in a 100 ft line that is 5 ft wide. Each creature in the line must make a DC 15 Dexterity save, taking 31 (9d6) lightning on a failure and half as much on a success.
Blinding Attack: On a hit, the target must make a DC 14 Constitution saving throw or be Blinded until the end of its next turn
Sapping Attack: On a hit, the target has disadvantage on its next attack roll until the end of its next turn
Suppressing Fire: On a hit, the target's speed is reduced by half until the end of its next turn
Water Vulnerability: When the elemental takes cold damage or is partially submerged in water, it can't use any recharge or limited use abilities until the start of its next turn. The elemental is vulnerable to cold damage and has resistance to piercing and slashing damage.
Opportune Bite (Bonus Action): The wolf makes a Snapping Jaws attack against a Prone, Grappled, or Restrained creature.
Death Ward (Reaction): When a creature within 30 feet of the priest takes damage that would reduce it to zero hit points, the priest can use its reaction to instead set that creature's hit points to 10.
Commanding Presence (Bonus Action): The vampire chooses up to five creatures it can see within 60 feet and attempts to magically compell them to grovel. The creatures must make a DC 14 Wisdom save or be affected as by the Command spell. A creature that saves is immune to this effect for 24 hours.
Primal Mastery (Bonus Action): The wizard's next spell or spell attack deals an additional 9 (2d8) Cold, Fire, Lightning, or Thunder damage.
Flyby: The giant eagle does not provoke opportunity attacks.
Overrun (Bonus Action): Immediately after the berserker hits an enemy with an attack, it may move up to half its movement without triggering opportunity attacks. If it ends its movement next to another creature, it may make an attack against that creature.
Runic Wards (Action): The wizard creates a Tiny Runic Wards Token (AC/DC 11, 3 Charges) in an unoccupied space within 30 feet. While the Runic Wards is active, it grants immunity to all damage to all friendly creatures within 10 feet.
Mind-Shattering Prediction (Bonus Action): The hollow gazer pronounces a grim prophecy about a creature it can see. If the prophecy does not come true by the end of the hollow gazer's next turn, then the creature takes 7 (2d6) psychic damage. If the prophecy does come true, the hollow gazer gains a level of Madness.
Interrupting Hiss (Reaction): When a creature the giant snake can see targets it with an attack, the giant snake suddenly hisses at the attacker. The attacker must succeed on a DC 14 Wisdom save or fail the attack roll.
Arctic Chill: Any creature who starts their turn within 10 feet of the elemental takes 5 (2d4) cold damage
Awaken (Action): The green hag magically awakens 15 (6d4) Awakened Shrub. They act in initiative immediately after the green hag and obey its verbal commands (no action required).
War-Cry of the Bloodied Fang (Bonus Action): All bloodied Orcs within 30 feet gain 5 temporary hit points.
Stone Eater: If the basilisk deals damage to a Petrified creature, it regains that many hitpoints.
Spellcasting (Action): The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: Fireball
Blood Magic (Bonus Action): The wizard takes 5 necrotic damage and the next spell or spell attack it makes deals an additional 14 (4d6) necrotic damage.
Haunt (Bonus Action): The ghost binds itself to an object it can see within 60 feet. The object is Cursed. The ghost can use 5 feet of movement to teleport into the object from any plane of existance while the curse remains.
Empowering Tattoo (Reaction): Immediately after hitting with an attack, the orc unleashes the empowering energy in its tatoo, casting Cure Wounds (2nd) on a creature within 30 feet.
Spellcasting (Action): The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: Banishmentc
Shadow Walk (Bonus Action): The zombie teleports from one source of shadows to another that it can see within 60 feet.
Windfury Totem (Bonus Action): The druid creates a Windfury Totem Token (AC/DC 11, 3 Charges) in an unoccupied space within 5 feet. Friendly creatures in a 30 foot emanation gain an extra attack.
Gnomeish Ingenuity (Reaction): Once per day, the spy succeeds on a failed WIS, CHA, or INT saving throw. The spy also gains 5 temporary hit points.
Hydrated: The elemental regains 20 hit points if it starts its turn in or on top of a source of water.
Vengeful Breath (Reaction): When the adult red dragon is hit by a melee attack and is below 30 hp it immediately recharges or regains a charge on an ability of its choice. It may also make an attack against the attacker with advantage.
Severed Limb (Reaction): When the zombie takes damage, one of its decaying limbs sloughs off and attempts to grapple the source of the damage if it is within 5 feet of the zombie. The target must make a DC 12 Strength save or be Grappled (escape DC 12) and Restrained by the limb.
Honorbound Duelist: The knight has advantage on d20 tests as long as there is exactly one enemy and no other ally within 10 feet
Evasion: If the goblin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the goblin instead takes no damage if it succeeds and half damage if it fails.
Feeding Frenzy (Bonus Action): The wolf moves up to 30 feet without provoking opportunity attacks. If it ends the movement next to a target that has lost half its hit points or more, it may make an attack against that target.
Soul Chill (Reaction): Whenever a creature within 30 feet that the wight can see fails a saving throw, the wight can attempt to leech away a portion of its spirit. The creature must succeed on a DC 14 Charisma saving throw. On a failure, it gains one level of Exhaustion.
Pack Tactics: The warrior has advantage on attack rolls against a target if at least one of the warrior's allies is within 5 feet and isn't incapacitated.
Soul Harvest (Reaction): Whenever a creature within 30 feet of the lich is reduced to 0 hp, the lich can choose to recharge an expended spell usage, recharge an ability, or gain 25 temp hp
Regeneration: The berserker regains 5 hp at the start of its turn. If the berserker takes fire damage, this trait doesn't function at the start of the berserker's next turn. The berserker only dies if it starts its turn with 0 hp and doesn't regenerate.
Dragon's Breath (Action): The chimera breathes fire in a 30 ft cone. Each creature in the area must make a DC 15 Dexterity save. On a failure, the creature takes 27 (5d10) fire damage or half as much on a success.
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