Kobalos (Small Mischief Spirit)
Small fey, chaotic neutral
Armor Class 12
Hit Points 10 (3d6)
Speed 30 ft.
STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 12 (+1)
Condition Immunities Sleep, frightened
Skills Stealth +4, Sleight of Hand +4
Senses Darkvision 60 ft., Passive Perception 9
Sneaky. The kobalos has advantage on Dexterity (Stealth) checks when trying to hide in natural
terrain.
Mischief. As a bonus action, the kobalos can attempt to hide or make a Sleight of Hand check
to steal a small item from a creature within 5 feet.
Actions
● Dagger: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing
or slashing damage.
Dryadling (Lesser Tree Spirit)
Small fey, neutral good
Armor Class 11
Hit Points 17 (3d8 +4)
Speed 30 ft.
STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 10 (+0) 11 (+0) 13 (+1) 14 (+2)
Damage Resistances Earth, Radiant
Damage vulnerability: Necrotic, Fire
Skills Nature +2, Perception +3
Senses Darkvision 60 ft., Passive Perception 13
Tree Stride: Once per short rest, the dryadling can step into a tree within 5 feet and emerge
from a different tree within 30 feet.
Nutrient drain: When within a tree, the Dryadling can heal for 1d8 per turn.
Actions
● Vine Whip. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 3 (1d4 + 1)
bludgeoning damage, and the target must succeed on a DC 11 Strength saving throw or
be grappled.
Grass mimic (DS3 laughing chest noises)
Small fey, neutral neutral
Armor Class 11
Hit Points 35 (4d12+9)
Speed 30 ft.
STR DEX CON INT WIS CHA
14 ( +2) 16 (+3) 10 (+0) 5 (-3) 14 (+2) 10 (0)
Damage Resistances Earth, Radiant
Damage vulnerability: Necrotic, Fire
Skills Athletics +4, Stealth +5
Senses Blindsight 60 ft., Passive Perception 13
Burrow: this creature can dig through the ground up to its movement speed, avoiding surface
damage sources and difficult terrain.
Ambush predator: if this creature succeeded an attack against a surprised target, the attack
automatically lands as a critical hit.
Actions
● Consume: Melee Weapon Attack: +4 to hit, reach touch , one target. Hit: 6 (1d10 + 1)
bludgeoning damage and 5 (1d4 +1) acid damage,if the target is grappled this attack can
be made at advantage.
● Vine Whip. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 3 (1d4 + 1)
bludgeoning damage, and the target must succeed on a DC 11 Strength saving throw or
be grappled.
Lemure (Roman Shade)
Medium undead, lawful neutral
Armor Class 10
Hit Points 13 (3d8)
Speed 20 ft.
STR DEX CON INT WIS CHA
12 (+1) 8 (-1) 11 (+0) 6 (-2) 8 (-1) 5 (-3)
Damage Resistances Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Skills stealth +2,
Sun sensitivity: Lemure has disadvantage on attack rolls and on Wisdom (Perception) checks
that rely on sight when in direct sunlight.
Dreamscape horror: critical strikes against sleeping targets are at max damage
Blood sucker: when landing an attack above an 18 will heal the Lemure equal to the amount of
damage done.
Actions
● Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing
damage.
● Lullaby: Ranged Spell Attack: +3 to hit, reach 20 feet, one target. Hit 4(1d4 + 1) psychic
damage.
- Target must roll a wisdom safe or gain one stack of Drowsy. 3 stacks = sleep
These creatures cannot die unless done by resident damage. To rid them of your home, or the
area they haunt, you must give a proper burial to the creature’s body.
Alp (Nightmare gnome)
Small fiend, chaotic evil
Armor Class 13
Hit Points 9 (2d6 + 2)
Speed 30 ft.
STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 10 (+0) 10 (+0) 14 (+2)
Skills Stealth +5, Deception +4
Condition Immunities sleep, frightened
Damage Resistances Fire
Senses Darkvision 60 ft., Passive Perception 10
Night Terror: The alp can cast the sleep spell once per day.
Dreamscape horror: critical strikes against sleeping targets are at max damage
Actions
● Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing
damage.
● Lullaby: Ranged Spell Attack: +3 to hit, reach 20 feet, one target. Hit 4(1d4 + 1) psychic
damage.
- Target must roll a wisdom safe or gain one stack of Drowsy. 3 stacks = sleep
Drude (Nightmare Hag)
Medium fiend, chaotic evil
Armor Class 16 (natural armor)
Hit Points 85 (10d8 + 40)
Speed 30 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 18 (+4) 12 (+1) 14 (+2) 18 (+4)
Saving Throws Wis +5, Cha +7
Skills Stealth +8, Deception +7, Perception +5
Condition Immunities Sleep, Frightened, Charmed
Damage vulnerability: Radiant, Thunder
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 15
Traits
- Dreamfeaster. The Drude gains advantage on attack rolls against sleeping or
incapacitated creatures. When the Drude attacks a sleeping target, it may deal an
additional 2d6 psychic damage.
- Sleep Paralysis. When a target is sleeping in the vicinity of the Drude, the DC is
increased by the Drudes charisma modifier, this effect doesn't stack.
- Nightmare Aura. At the start of each of the Drude’s turns, creatures within 10 feet of it
that are asleep or unconscious take 5 (1d10) psychic damage. This aura does not
awaken targets damaged by this creature
Actions
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing
damage, plus 4 (1d8) psychic damage if the target is asleep or incapacitated.
Dreamstrider (Recharge 5–6). The Drude can teleport up to 60 feet to an unoccupied space it
can see near a sleeping creature. The creature must then make a DC 15 Wisdom saving throw
or become frightened of the Drude for 1 minute. A frightened creature repeats the saving throw
at the end of each of its turns, ending the effect on itself on a success.
Nightmare Descent (1/Day). The Drude targets one creature within 30 feet and attempts to
plunge it into a twisted dreamscape. The target must succeed on a DC 15 Wisdom saving throw
or take 18 (4d8) psychic damage and become unconscious. If the creature is already
unconscious, this attack does max damage and cannot be reduced by resistances. This
condition persists until the creature is damaged or shaken awake.
Silenus Satyr (sexy)
medium fey, chaotic good
Armor Class 19
Hit Points 64 (2d6 + 4)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 20 (+5) 11 (+0) 13 (+1) 16 (+3)
Damage Resistances Earth, Poison
Condition Immunities Charmed, Poisoned
Skills Performance +5, Persuasion +5
Senses Passive Perception 11
Drunken Revelry: The Silenus Satyr can coat its weapon to make a target that is struck make
a con save of become drunk
High tolerance: silenus satyrs can consume alcohol to gain advantage on saving throws
against being charmed or frightened. bonus action. 3 charges
Fey Charm (do doot) As an action, the silenus can magically charm one humanoid it can see
within 30 feet. The target must succeed on a DC 15 Wisdom saving throw or be charmed for 1
hour or until struck. Charmed targets cannot attack and may only use seduce
Actions
● Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 16 (2 d12 + 2)
piercing or slashing damage.
● Flute: ranged spell attack +6 to hit , reach 40 ft., one target. Hit: 12 (2 d8 + 2) psychic
damage. Drunk or charmed targets take a critical hit automatically if hit.
Harpax (The Terror of Small Bugs)
Small monstrosity, neutral evil
Armor Class 12
Hit Points 7 (2d6)
Speed 10 ft., fly 40 ft.
STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 10 (+0) 8 (-1) 12 (+1) 10 (+0)
Skills Stealth +4
Senses Darkvision 60 ft., Passive Perception 12
Dive Attack. If the harpax dives at least 30 feet straight toward a target and then hits with a
talon attack, the target takes an extra 3 (1d6) slashing damage.
Pack Tactics. The creature has advantage on attack rolls against another creature if at least
one of the attacking creature's allies is within 5 feet of the target creature and the ally isn't
incapacitated.
Actions
● Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing
damage.
Minotaur Brute (ram rancher[may wear overalls])
Medium monstrosity, chaotic neutral
Armor Class 13 (natural armor)
Hit Points 42 (4d8 + 4)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 13 (+2) 14 (+2) 6 (-2) 4 (-3) 12 (+1)
Damage Resistances Non-Magical: Slashing or Bludgeoning.
Condition Immunities Exhaustion, Frightened
Skills Athletics +6, intimidation +4
Senses Darkvision 60 ft., Passive Perception 10
Charge. If the minotaur youngling moves at least 20 feet straight toward a target and then hits it
with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. If the
target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.
Destroyer: damage dealt to objects is doubled
Actions
● Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) piercing
damage.
● Greataxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 2)
slashing damage.
Lesser Gorgon (thneeki, thneeki thnaaaak)
Medium monstrosity, lawful evil
Armor Class 12
Hit Points 17 (3d8 + 3)
Speed 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 10 (+0) 11 (+0) 14 (+2)
Skills Perception +2, Stealth +4
Senses Darkvision 60 ft., Passive Perception 12
Petrifying Gaze (Recharge 5-6). The gorgon spawn targets one creature within 30 feet that it
can see. The target must succeed on a DC 12 Constitution saving throw or begin to turn to
stone and be restrained. The restrained target must repeat the saving throw at the end of its
next turn, becoming petrified on a failure or ending the effect on a success.
- While petrified, a creature is considered both a creature and an object.
Actions
● Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) slashing
damage.
Lesser Harpy (flying succubus)
Small monstrosity, chaotic evil
Armor Class 11
Hit Points 11 (2d6 + 4)
Speed 20 ft., fly 40 ft.
STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 14 (+2) 7 (-2) 10 (+0) 12 (+1)
Skills Perception +2
Senses Passive Perception 12
Luring Song. The harpy sings a magical melody. Every humanoid and giant within 30 feet that
can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song
ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can
stop singing at any time. While charmed, the target is incapacitated and must move toward the
harpy. The charmed target can repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success.
Actions
● Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 1) slashing
damage.
●
Lesser Chimera (Not-So-Good-Boy)
Small monstrosity, chaotic evil
Armor Class 12
Hit Points 19 (3d8 + 6)
Speed 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 15 (+2) 5 (-3) 10 (+0) 7 (-2)
Senses Darkvision 60 ft., Passive Perception 10
Fire Breath (Dragon Head, Recharge 5–6). The chimera exhales fire in a 15-foot cone. Each
creature in that area must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on
a failed save, or half as much damage on a successful one.
Serpent touch: when a creature provokes an opportunity attack the attack is done with the
snake tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing
damage and 5 (1d4 +3) poison damage. Targets must make a con save or become poisoned for
one minute, targets may remake the save at the end of each turn.
Actions
● Bite (Lion Head). Melee Weapon Attack: +4 to hit, reach touch., one target. Hit: 6 (1d6 +
2) piercing damage.
● Ram (Goat Head). Melee Weapon Attack: +4 to hit, reach 15 ft dash. Line. Hit: 5 (1d4 +
2) slashing damage.
Cyclops Brute (sexy)
Medium giant, neutral
Armor Class 15 (natural armor)
Hit Points 68 (8d8 + 32)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 7 (-2) 10 (+0) 10 (0)
Condition Immunities Frightened
Skills Athletics +7, Intimidation +4
Senses Passive Perception 12
Traits
- One-Eyed Perception. The cyclops has disadvantage on Wisdom (Perception) checks
that rely on sight.
- Brute Force. When the Cyclops Brute hits with a melee weapon attack, it can add an
extra 1d4 bludgeoning damage to the attack.
- Determined Resilience. The cyclops has advantage on saving throws against being
paralyzed or stunned.
Actions
- Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (1d12 + 4)
bludgeoning damage.
- Rock. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 10 (1d10 + 4)
bludgeoning damage.
- Single-Eye Glare (Recharge 5–6). The cyclops fixes its single eye on a creature within
30 feet that it can see, attempting to intimidate or break their resolve. The target must
succeed on a DC 13 Wisdom saving throw or become frightened of the cyclops for 1
minute. A frightened creature can repeat the saving throw at the end of each of its turns,
ending the effect on a success.
- Overhead Smash (Recharge 5–6). The cyclops makes a powerful, overhead slam with
its club. Each creature in a 10-foot line in front of it must succeed on a DC 15 Dexterity
saving throw or take 15 (2d10 + 4) bludgeoning damage and be knocked prone. On a
success, a creature takes half as much damage and isn’t knocked prone.
Cyclops forgemen (sexy)
Medium giant, neutral
Armor Class 16 (chainmail armor)
Hit Points 85 (8d8 + 32)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 13 (+1) 10 (+0) 10 (0)
Damage Resistances: fire, non magical bludgeoning or Slashing
Damage Immunities: Poison, Necrotic
Condition Immunities Frightened
Skills Athletics +7, Intimidation +4,
Senses Passive Perception 12
Traits
- One-Eyed Perception. The cyclops has disadvantage on Wisdom (Perception) checks
that rely on sight.
- Brute Force. When the Cyclops Brute hits with a melee weapon attack, it can add an
extra 1d4 bludgeoning damage to the attack.
- Determined Resilience. The cyclops has advantage on saving throws against being
paralyzed or stunned.
- Expert craftsmen. The cyclops has expertise on every weapon he crafts.
Actions
- Steel pole. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (1d12 + 4)
bludgeoning damage.
- Lightning fling. Ranged Weapon Attack: +10 to hit, range 40/160 ft., one target. Hit: 24
(2d12 + 10) lightning damage.
- Single-Eye Glare (Recharge 5–6). The cyclops fixes its single eye on a creature within
30 feet that it can see, attempting to intimidate or break their resolve. The target must
succeed on a DC 13 Wisdom saving throw or become frightened of the cyclops for 1
minute. A frightened creature can repeat the saving throw at the end of each of its turns,
ending the effect on a success.
- Overhead Smash (Recharge 5–6). The cyclops makes a powerful, overhead slam with
its club. Each creature in a 10-foot line in front of it must succeed on a DC 15 Dexterity
saving throw or take 15 (2d10 + 4) bludgeoning damage and be knocked prone. On a
success, a creature takes half as much damage and isn’t knocked prone.
Sphinx Whelp (recommended for 3 and up!)
Small monstrosity, lawful neutral
Armor Class 14
Hit Points 30 (4d10 + 8)
Speed 20 ft., fly 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 12 (+1) 14 (+2) 13 (+1)
Skills History +4, Arcana +3, insight + 4
Senses Darkvision 60 ft., Passive Perception 14
Riddling Presence. As an action, the sphinx whelp can pose a riddle to a creature within 30
feet. The creature must succeed on a DC 12 Intelligence saving throw or be charmed for 1
minute, unable to take actions other than pondering the riddle. The creature can repeat the
saving throw at the end of each of its turns, ending the effect on itself on a success.
Stumped. If a creature fails their save 2 times for “Riddling Presence” they will take 1d8
psychic damage each turn you fail after.
Actions
● Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) slashing
damage.
Barghest (Semi-Werewolf)
Medium Fiend (Shapechanger), Lawful Evil
Armor Class: 17 (natural armor)
Hit Points: 90 (12d8 + 36)
Speed: 60 ft.
STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 12 (+1) 12(+1) 12 (+1) 8 (-1)
Saving Throws: Str +7, Dex +5
Skills: Stealth +7, Perception +4
Damage Resistances: Cold, Fire, Lightning
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 ft., Passive Perception 14
Abilities:
- Shapechanger: The Barghest can use its action to polymorph into a wolf or back into its
true form. Its stats are the same in each form. Any equipment it is wearing or carrying is
transformed into its body. It reverts to its true form if it dies.
- Soul Devourer: If the Barghest slays a humanoid, it can use its reaction to devour the
soul. The creature's body cannot be resurrected while the Barghest possesses its soul.
A soul devoured in this way remains with the Barghest for 7 days, after which it is
consumed completely.
- Invisibility (3/day): The Barghest can magically turn invisible until it attacks or casts a
spell, or until its concentration is broken (as if concentrating on a spell). Any equipment
the Barghest wears or carries is invisible with it.
Actions:
Multiattack ( Wolf form): make 2 attacks, one bite and one claw
Bite (Wolf Form): Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 4)
piercing damage.
Claw (Wolf or True Form: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d6
+ 4) slashing damage.
Wight Knight (Stronger Than The Black Knights.)
Medium Undead, chaotic Good
Armor Class: 18 (chain mail, shield) -2 without shield
Hit Points: 60 (9d8 + 20)
Speed: 30 ft.
STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 16 (+3) 12(+1) 10 (0) 8 (-1)
STR 16 (+3) | DEX 12 (+1) | CON 15 (+2) | INT 10 (+0) | WIS 12 (+1) | CHA 14 (+2)
Saving Throws: Con +4, Wis +3
Damage vulnerability: Radiant, magical bludgeoning.
Damage Resistances: Cold, non magical Piercing or Slashing
Damage Immunities: Poison, Necrotic
Condition Immunities: Charmed, Exhaustion, Poisoned, Frightened
Abilities:
- Undead Fortitude: If damage reduces the Wight Knight to 0 hit points, it must make a
Constitution saving throw (DC 5 + over-damage), unless the damage is radiant or from a
critical hit. On a success, the Wight Knight drops to 1 hit point instead.
- Turning Defiance: The Wight Knight and any undead within 30 feet of it have advantage
on saving throws against effects that turn undead.
- Life Drain: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3)
necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its
hit point maximum is reduced by an amount equal to the necrotic damage taken and the
knight heals for double that amount of HP. This reduction lasts until the target finishes a
long rest.
Actions:
Longsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 4) slashing
damage or 10 (1d10 + 4) slashing damage if used with two hands.
Short bow: Ranged Weapon Attack: +2 to hit, reach 20/40 ft., one target. Hit: 12 (2d8 + 3)
piercing damage.
Gargoyle
Medium Undead, chaotic neutral
Armor Class: 16 (stone skin)
Hit Points: 67 (5d10 + 40)
Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 16 (+3) 8(-1) 8 (-1) 8 (-1)
STR 16 (+3) | DEX 12 (+1) | CON 15 (+2) | INT 10 (+0) | WIS 12 (+1) | CHA 14 (+2)
Saving Throws: Con +5, str +6
Damage vulnerability: Radiant, magical bludgeoning.
Damage Resistances: Cold, non magical Piercing or Slashing
Damage Immunities: Poison, Necrotic
Condition Immunities: Exhaustion, Poisoned, Frightened, Petrified
Abilities:
- Statue:. While the Gargoyle remains motionless, it is indistinguishable from an ordinary
object.
- Grappler: The Gargoyle has advantage on attack rolls against any creature grappled by
it.
- Carved: can cast stoneskin at will with no component cost.
Actions:
Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 4) slashing
damage or 10 (1d10 + 4) slashing damage if used with two hands.
Short bow: Ranged Weapon Attack: +2 to hit, reach 20/40 ft., one target. Hit: 12 (2d8 + 3)
piercing damage.