Professional Documents
Culture Documents
Manual
of
Missing Monsters
Created by: Tim Stack II
Conversions of Monsters from Dungeons & Dragons 3.5 & Pathfinder
Revision History:
4/12/15: Added Descriptions.
4/11/15: Added Caryatid Column, Formian Worker, Formian Warrior, Formian Taskmaster, Formian Myrmarch
4/9/15: Added Inix, Mekillot, Erdlu, Thoqqua, Girallon
4/8/15: Added Phoenix
4/7/15: Added Destrachan, Frost Worm, Phasm
4/5/15: Added Brain in a Jar, Assassin Vine
4/3/15: Added Mohrg, Quth-Maren, Choker, Dread Wraith
4/1/15: Added Keeper, Giant Hamster (with variants)
3/31/15: Added Kolyarut Inevitable, Marut Inevitable, Zelekhut Inevitable
3/30/15: Added Bodak, Ethereal Filcher, Ethereal Marauder, Shocker Lizard, Nixie, Shadow Mastiff
3/29/15: Added Kelpie, Gray Render
3/28/15: Added Grig, Nymph
3/27/15: Added Allip, Huecuva, Selkie, Trumpet Archon
3/25/15: Added Lillend, Dire Bear, Greater Barghest
3/23/15: Added Quickling
3/18/15: Added Lantern Archon, Hound Archon
3/7/15: Added Marrash
ALLIP
ARCHON
Armor Class 11
Hit Points 39 (6d8 + 12)
Speed Fly 30 ft.
STR
6 (-3)
DEX
12 (+1)
CON
14 (+2)
INT
11 (+0)
WIS
CHA
11 (+0) 18 (+4)
ACTIONS
Maddening Touch. Melee Weapon Attack: +3 to hit,
reach 5 ft., one target. Hit: 11 (2d6 + 4) psychic
damage and the target must make a DC 14 Wisdom
saving throw or have disadvantage on ability checks
and saving throws made with Wisdom until the
creature has taken a long rest.
ARCHON, HOUND
Medium celestial, lawful good
DEX
10 (+0)
CON
13 (+1)
INT
10 (+0)
WIS
CHA
13 (+1) 12 (+1)
ACTIONS
Multiattack. The archon attacks once with its greatsword
and once with its bite.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft. one target.
Hit: 15 (1d8 + 11) piercing damage.
ACTIONS
ARCHON, LANTERN
Small celestial, lawful good
Armor Class 11
Hit Points 4 (1d6)
Speed 30 ft. Fly 60 ft.
STR
6 (-3)
DEX
11 (+0)
CON
10 (+0)
INT
6 (-3)
WIS
CHA
11 (+0) 10 (+0)
ARCHON, TRUMPET
Medium celestial, lawful good
DEX
17 (+3)
CON
23 (+6)
INT
16 (+3)
WIS
CHA
16 (+3) 16 (+3)
ACTIONS
Multiattack. The archon attacks twice its greatsword.
+4 Greatsword. Melee Weapon Attack: +13 to hit,
reach 5 ft., one target. Hit: 17 (2d6 + 9) slashing
damage.
Teleport. The archon magically teleports itself, along with
any equipment it is wearing or carrying, to a location the
archon is familiar with, up to 1 mile away.
ASSASSIN VINE
Large plant, neutral
DEX
10 (+0)
CON
16 (+3)
INT
2 (-4)
WIS
13 (+1)
CHA
9 (-1)
ACTIONS
Vines. Melee Weapon Attack: +7 to hit, reach 30 ft., one
target. Hit: 12 (2d6 + 5) bludgeoning damage and the
target is grappled (Escape DC 15). Until this grapple
ends, the creature is restrained and the assassin vine
cant use the same vine on another target.
BARGHEST, GREATER
Large fiend, chaotic evil
DEX
16 (+3)
CON
16 (+3)
INT
18 (+4)
WIS
CHA
18 (+4) 18 (+4)
ACTIONS
Multiattack. The barghest attacks once with its bite and
once its greatsword or once with its bite and twice with its
claws.
Bite. Magic Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 5) piercing damage.
Claws. Magic Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 19 (4d6 + 5) slashing damage.
Feed. The barghest may feed on a corpse with a challenge
rating equal to or greater than its own to increase its current
and max hit points by 7 (1d8 + 3).
BRAIN IN A JAR
Tiny undead, chaotic evil
DEX
14 (+2)
CON
15 (+2)
INT
16 (+3)
WIS
CHA
12 (+1) 16 (+3)
ACTIONS
Mind Thrust. One creature within 100 ft. must make
a DC 13 Wisdom saving throw or take 11 (2d10)
psychic damage on a failed save or half on a
success.
BODAK
Medium undead, chaotic evil
DEX
14 (+2)
CON
15 (+2)
INT
6 (-2)
WIS
CHA
12 (+1) 12 (+1)
ACTIONS
ACTIONS
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) slashing damage.
CHOKER
CARYATID COLUMN
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
3 (-4)
WIS
11 (-0)
CHA
1 (-5)
DEX
14 (+2)
CON
13 (+1)
INT
4 (-3)
WIS
13 (+1)
CHA
7 (-2)
ACTIONS
Multiattack. The Choker makes two attacks with its
constrict.
Constrict. Melee Weapon Attack: +5 to hit, reach 10ft.,
one target. Hit: 5 (1d4 + 3) bludgeoning damage, and a
Medium or smaller target is grappled (escape DC 13).
Until this grapple ends, the target is restrained and
unable to speak, and the blight can't constrict more than
two targets at a time.
DESTRACHAN
Large Aberration, neutral evil
DEX
12 (+1)
CON
16 (+3)
DIGESTER
INT
12 (+1)
WIS
CHA
18 (+4) 12 (+1)
ACTIONS
Multiattack. The destrachan makes two attacks with its
claws.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage.
Destructive Harmonics. The destrachan blasts sonic
energy in an 80 ft. cone. The destrachan can tune the
harmonics of this destructive power to affect different types
of targets:
Flesh: The Destrachan disrupts tissue and bone.
Creatures in the area must make a DC 14 Dexterity
saving throw or take 14 (4d6) thunder damage on a
failed save or half damage on a success.
Nerves: The destrachan focuses its harmonics on the
nervous system to knock out rather than slay.
Creatures within the area must make a DC 14
Constitution saving throw fall unconscious.
Material: The destrachan chooses wood, stone, metal
or glass. All objects of that material within the area take
28 (8d6) thunder damage. This effect cannot affect
special materials such as mithral or adamantine.
DEX
15 (+2)
CON
17 (+3)
INT
2 (-4)
WIS
CHA
12 (+1) 10 (+0)
ACTIONS
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage.
Acid Spray (Recharge 5-6). The digester sprays
acid in a 20 ft. cone. Each creature in the area must
make a DC 13 Dexterity saving throw, taking 18
(4d8) acid damage on a failed save, or half as much
damage on a successful one.
DIRE BEAR
Large beast, neutral
DEX
13 (+1)
CON
19 (+4)
INT
2 (-4)
WIS
CHA
12 (+1) 10 (+0)
Skills Perception +4
Senses passive Perception 14
Languages -Challenge 6 (2300 XP)
Keen Smell. The dire bear has advantage on Wisdom
(Perception) checks that rely on smell.
ACTIONS
Multiattack. The dire bear makes two attacks: once with
its claws and once with its bite.
ERDLU
Medium beast, neutral
DREAD WRAITH
Large undead, neutral evil
STR
14 (+2)
Armor Class 17
Hit Points 181 (19d10 + 72)
Speed fly 60 ft.
STR
6 (-2)
DEX
24 (+7)
CON
16 (+3)
INT
15 (+2)
WIS
CHA
18 (+4) 20 (+5)
DEX
19 (+4)
CON
13 (+2)
INT
2 (-4)
WIS
CHA
16 (+3) 4 (-30)
Skills Perception +5
Senses darkvision 60, passive Perception 15
Languages -Challenge 1/2 (100 XP)
ACTIONS
Life Drain. Melee Weapon Attack: +11 to hit reach 5
ft., one creature. Hit: 29 (4d10 + 7) necrotic damage.
The target must succeed on a DC 17 Constitution
saving throw or its hit point maximum is reduced by an
amount equal to the damage taken. This reduction
lasts until the target finishes a long rest. The target
dies if this effect reduces its hit point maximum to 0.
Create Specter. The dread wraith targets a humanoid
within 10 feet of it that has been dead for no longer
than 1 minute and died violently. The target's spirit
rises as a spectre in the space of its corpse or in the
nearest unoccupied space. The spectre is under the
dread wraith's control. The dread wraith can have no
more than seven spectres under its control at one
time.
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (1d6 + 5) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) slashing damage.
ETHEREAL FILCHER
Armor Class 15 (natural armor)
Hit Points 22 (5d8)
Speed 40 ft.
STR
10 (+0)
DEX
18 (+4)
CON
11 (+0)
INT
7 (-2)
WIS
CHA
12 (+1) 10 (+0)
ACTIONS
ACTIONS
ETHEREAL MARAUDER
Medium aberration, neutral
DEX
12 (+1)
CON
11 (+0)
INT
7 (-2)
WIS
CHA
12 (+1) 10 (+0)
FORMIAN WARRIOR
FORMIAN
CON
13 (+1)
INT
6 (-2)
DEX
16 (+3)
CON
14 (+2)
INT
10 (+0)
WIS
CHA
12 (+1) 11 (+0)
FORMIAN WORKER
STR
13 (+1)
WIS
10 (+0)
CHA
9 (-1)
ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) piercing damage.
ACTIONS
Multiattack. The formian warrior makes two
attacks: one with its sting and one with its claw.
Claw2. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage.
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 8 (2d4 + 3) piercing damage, and
the target must make a DC 12 Constitution saving
throw, taking 9 (2d8) poison damage on a failed
save, or half as much damage on a successful
one. If the poison damage reduces the target to 0
hit points, the target is stable but poisoned for 1
hour, even after regaining hit points, and is
paralyzed while poisoned in this way.
FORMIAN TASKMASTER
FORMIAN MYRMARCH
STR
18 (+4)
DEX
16 (+3)
CON
14 (+2)
INT
11 (+0)
WIS
CHA
16 (+3) 19 (+4)
ACTIONS
Multiattack. The formian taskmaster makes two
attacks: one with its sting and one with its claw.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) slashing damage.
Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 9 (2d4 + 4) piercing damage, and the target
must make a DC 12 Constitution saving throw, taking 9
(2d8) poison damage on a failed save, or half as
much damage on a successful one. If the poison
damage reduces the target to 0 hit points, the target is
stable but poisoned for 1 hour, even after regaining hit
points, and is paralyzed while poisoned in this way.
STR
19 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
16 (+3)
WIS
CHA
16 (+3) 17 (+3)
ACTIONS
Multiattack. The formian myrmarch makes two
attacks with its sting.
Sting. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 14 (4d4 + 4) piercing damage, and
the target must make a DC 15 Constitution saving
throw, taking 9 (2d8) poison damage on a failed
save, or half as much damage on a successful
one. If the poison damage reduces the target to 0
hit points, the target is stable but poisoned for 1
hour, even after regaining hit points, and is
paralyzed while poisoned in this way.
Javelin. Ranged Weapon Attack: +7 to hit, ranged
30 ft. / 120 ft., one target. Hit: 11 (2d6 + 4) piercing
damage, and the target must make a DC 15
Constitution saving throw, taking 9 (2d8) poison
damage on a failed save, or half as much damage
on a successful one. If the poison damage reduces
the target to 0 hit points, the target is stable but
poisoned for 1 hour, even after regaining hit points,
and is paralyzed while poisoned in this way.
ACTIONS
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft.,
one target. Hit: 29 (6d6 + 8) piercing damage plus 4
(1d8) cold damage.
Breath Weapon (Recharge 6). The frost worm exhales
a blast of cold in a 30 ft. cone. Each creature in that area
must make a DC 17 Constitution saving throw, taking 52
(10d6) cold damage on a failed save, or half as much
damage on a successful one.
GIANT HAMSTER
FROST WORM
DEX
10 (+0)
CON
20 (+5)
INT
2 (-4)
WIS
CHA
11 (+0) 11 (+0)
DEX
13 (+1)
CON
16 (+3)
INT
2 (-4)
WIS
12 (+1)
CHA
6 (-2)
Skills Perception +3
Senses passive Perception 13
Languages -Challenge 1 (200 XP)
Disease Immunity. The giant hamster is immune to all
diseases (magical or otherwise).
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) piercing damage. If the
target is a Medium or smaller creature, it is grappled
(escape DC 14). Until this grapple ends, the giant
hamster can bite only the grappled creature and has
advantage on attack rolls to do so.
Cheek Pouch. The giant hamster stuffs a small or
smaller sized creature it is grappling into its cheek pouch.
While stuffed in the cheek pouch, the target is blinded
and restrained, it has total cover against attacks and
other effects outside the giant hamster. The giant
hamster can have only two creatures stuffed in the cheek
pouch at a time.
If the giant hamster takes 5 damage or more on a single
turn from the stuffed creature, the giant hamster must
succeed on a DC 12 Constitution saving throw at the end
of that turn or spit out the creature, which falls prone in a
within 10 feet of the giant hamster. If the giant hamster
dies, a stuffed creature is no longer restrained by it and
can escape from the corpse by using 15 feet of
movement, exiting prone.
GRAY RENDER
Large monstrosity, neutral
DEX
13 (+1)
CON
24 (+7)
INT
3 (-4)
WIS
12 (+1)
CHA
8 (-1)
Skills Perception +4
Senses passive Perception 14
Languages -Challenge 8 (3900 XP)
Keen Smell. The gray render has advantage on Wisdom
(Perception) checks that rely on smell.
Protective. Attacks against creatures under the gray
renders protection and adjacent to the gray render have
disadvantage.
GIRALLON
Large beast, neutral
DEX
17 (+3)
CON
14 (+2)
ACTIONS
INT
2 (-4)
WIS
12 (+1)
CHA
7 (-2)
ACTIONS
Multiattack. The girallon makes four attacks with its claws.
If two or more claws hit, the girallon does an additional 9
(2d4 + 6) slashing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 10 (1d8 + 6) piercing damage.
GRIG
DEX
18 (+4)
CON
13 (+1)
STR
13 (+1)
Armor Class 14
Hit Points 3 (1d4 + 1)
Speed 30 ft.
STR
5 (-3)
HUECUVA
INT
10 (+0)
WIS
CHA
13 (+1) 14 (+2)
ACTIONS
Tiny Shortsword. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing
damage.
Tiny Longbow. Ranged Weapon Attack: +6 to hit, ranged
150 ft. / 600 ft., one target. Hit: 7 (1d6 + 4) piercing
damage.
Fiddle. The grig can rub its legs together like a cricket to
create a sound similar to a fiddle. All creatures within 20 ft.
must make a DC 12 Wisdom saving throw or begin a comic
dance in place: shuffling, tapping its feet, and capering for
the duration. This effect continues for as long as the grig
continues to use its action to fiddle. Creatures that cant be
charmed are immune to this effect.
A dancing creature must use all its movement to dance
without leaving its space and has disadvantage on Dexterity
saving throws and attack rolls. While the creature is
affected by this spell, other creatures have advantage on
attack rolls against it. As an action, a dancing creature may
make a new Wisdom saving throw to regain control of itself.
On a successful save, this effect ends and that creature
becomes immune to this grigs fiddle effect for 24 hours.
DEX
14 (+2)
CON
15 (+2)
INT
4 (-3)
WIS
CHA
12 (+1) 12 (+1)
ACTIONS
Claws. Magic Melee Weapon Attack: +3 to hit,
reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing
damage and the target must make a DC 11
Constitution saving throw or contract a disease
(sewer plague).
INEVITABLE
INEVITABLE, KOLYARUT
Medium construct, lawful neutral
DEX
13 (+1)
CON
15 (+2)
INT
10 (+0)
WIS
CHA
17 (+3) 16 (+3)
ACTIONS
Longsword. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Enervation Ray. A creature within 200 ft. must make a
DC 15 Constitution saving throw, taking 36 (8d8) necrotic
damage on a failed save, or half as much damage on a
successful one.
Vampiric Touch. Melee Spell Attack: +7 to hit,
reach 5 ft., one target. Hit: 10 (3d6) necrotic
damage and the kolyarut regains hit points equal to
half the damage dealt.
Discern Lies. The kolyarut may concentrate on a
creature, forcing it to make a DC 15 Charisma saving
throw. If the saving throw is failed, the kolyarut knows if
anything the creature says is the truth or a lie.
Mark of Justice (1/day). The kolyarut draws an indelible
mark on a willing, restrained or incapacitated creature
and states some behavior on the part of the subject that
will activate the mark. Typically, the kolyarut designates
some sort behavior, such as breaking an oath or bargain,
which activates the mark.
When activated, the creature must make a DC 15
Wisdom saving throw or suffer the effects of Bestow
Curse (as if cast using a 9th level spell slot).
INEVITABLE, MARUT
Large construct, lawful neutral
DEX
13 (+1)
CON
15 (+2)
INT
12 (+1)
WIS
CHA
17 (+3) 18 (+4)
ACTIONS
Multiattack. The Marut attacks twice with its Fists of
Thunder & Lightning.
Fists of Thunder & Lightning. Melee Weapon Attack:
+7 to hit, reach 5 ft., one target. Hit: 22 (2d6 + 15)
slashing damage and 10 (3d6) thunder damage and
10 (3d6) lightning damage and the target must make a
DC 20 Constitution saving throw or be blinded and
deafened for 1 minute.
Mark of Justice (1/day). The marut draws an indelible
mark on a willing, restrained or incapacitated creature and
states some behavior on the part of the subject that will
activate the mark. Typically, the marut designates some
sort behavior, such as cheating death or extending their
lifespan unnaturally, which activates the mark.
When activated, the creature must make a DC 17 Wisdom
saving throw or suffer the effects of Bestow Curse (as if
cast using a 9th level spell slot).
INEVITABLE, ZELEKHUT
Large construct, lawful neutral
DEX
11 (+0)
CON
15 (+2)
INT
10 (+0)
WIS
CHA
17 (+3) 15 (+2)
ACTIONS
Multiattack. The zelekhut attacks twice with its Spiked
Chain.
INIX
Large beast, neutral
CON
19 (+4)
INT
2 (-4)
WIS
13 (+1)
Skills Perception +4
Senses darkvision 60, passive Perception 14
Languages -Challenge 2 (450 XP)
Keen Smell. The inix has advantage on Wisdom
(Perception) checks that rely on smell.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 18 (2d8 + 9) piercing damage.
Tail Slap. Melee Weapon Attack: +5 to hit, reach 10
ft., one target. Hit: 16 (2d6 + 9) bludgeoning
damage.
KEEPER
STR
20 (+5)
CHA
2 (-4)
DEX
16 (+3)
CON
14 (+2)
INT
15 (+2)
WIS
9 (-1)
CHA
6 (-2)
ACTIONS
Multiattack. The keeper makes two attacks with
mimicked one-handed weapons, such as warhammers.
LILLEND
KELPIE
Medium fey (shapechanger), neutral evil
DEX
16 (+3)
CON
15 (+2)
INT
8 (-1)
WIS
CHA
12 (+1) 17 (+3)
STR
20 (+5)
DEX
17 (+3)
CON
16 (+3)
INT
14 (+2)
WIS
CHA
16 (+3) 18 (+4)
ACTIONS
Captivating Lure. The kelpie use its action for a powerful
mental attack to lure in a single creature within 60 ft. The
target must succeed on a DC 13 Wisdom saving throw or
be charmed.
While charmed by the kelpie, a target is incapacitated and
ignores the lure of other kelpies. If the charmed target is
more than 5 feet away from the kelpie, the target can take
the Dash action on its turn to move toward the kelpie by the
most direct route. It doesn't avoid opportunity attacks, but
before moving into damaging terrain, such as lava or a pit,
and whenever it takes damage from a source other than the
kelpie, a target can repeat the saving throw. It does not
consider water a dangerous area, and will enter the water
even if it cannot swim or breathe. The charmed creature
remains charmed as long as it is within 1 mile of the kelpie.
A creature can also repeat the saving throw at the end of
each of its turns. If a creature's saving throw is successful,
the effect ends on it.
ACTIONS
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage.
MARRASH
Medium fiend, lawful evil
Armor Class 16
Hit Points 43 (7d8 + 7)
Speed 30 ft. Fly 70 ft.
STR
13 (+1)
DEX
16 (+3)
CON
13 (+1)
INT
9 (-1)
WIS
12 (+1)
CHA
8 (-1)
Skills Arcana +2
Senses darkvision 60, passive Perception 14
Languages Common, Infernal
Challenge 4 (1100 XP)
Protection from Arrows. Ranged weapon attacks against
the marrash have disadvantage. This does not apply to
large projectiles such as siege weapons or thrown boulders.
Keen Smell. The marrash has advantage on Wisdom
(Perception) checks that rely on smell.
ACTIONS
Multiattack. The marrash attacks twice with its claws or
twice with its longbow.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) slashing damage.
Composite Longbow. Ranged Weapon Attack: +5 to hit,
ranged 150 ft. / 600 ft., one target. Hit: 8 (1d8 + 4) piercing
damage and the target must make a DC 11 Constitution
saving throw or contract a disease (sewer plague).
MEKILLOT
Armor Class 17 (natural armor)
Hit Points 107 (8d12 + 55)
Speed 40 ft.
DEX
10 (+0)
CON
21 (+5)
MOHRG
Medium undead, chaotic evil
DEX
19 (+4)
CON
15 (+2)
INT
11 (+0)
WIS
CHA
10 (+0) 10 (+0)
STR
24 (+7)
ACTIONS
Multiattack. The mohrg makes two attacks: one with its
slam and one with its paralyzing tongue.
INT
2 (-4)
WIS
13 (+1)
CHA
7 (-2)
Skills Perception +4
Senses darkvision 60, passive Perception 14
Languages -Challenge 7 (2900 XP)
Unpredictable. Wisdom (animal handling) checks are
made at disadvantage when handling a mekillot.
ACTIONS
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 33 (8d6 + 7) piercing damage.
Tongue. Melee Weapon Attack: +10 to hit, reach 10
ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage,
and the target is grappled (escape DC 18). Until this
grapple ends, the target is restrained, and the mekillot
can't use its tongue or bite another target.
NIXIE
Small fey, neutral
Armor Class 13
Hit Points 3 (1d6)
Speed 20 ft. Swim 30 ft.
STR
7 (-2)
DEX
16 (+3)
CON
11 (+0)
INT
12 (+1)
WIS
CHA
13 (+1) 18 (+4)
ACTIONS
Shortsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Armor Class 17
Hit Points 44 (8d8 + 8)
Speed 30 ft. Swim 20 ft.
DEX
17 (+3)
ACTIONS
Dagger. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 5 (1d4 + 3) slashing damage.
NYMPH
STR
10 (+0)
CON
12 (+1)
INT
16 (-3)
WIS
CHA
17 (+3) 19 (+4)
PHASM
PHOENIX
STR
12 (+1)
DEX
15 (+2)
CON
16 (+3)
INT
16 (+3)
WIS
CHA
15 (+2) 14 (+2)
ACTIONS
Slam. Melee Spell Attack: +4 to hit, reach 5 ft., one
creature. Hit: 3 (1d4 + 1) bludgeoning damage.
STR
18 (+4)
DEX
16 (+3)
CON
15 (+2)
INT
18 (+4)
WIS
CHA
17 (+3) 21 (+5)
ACTIONS
A phasm is an amorphous creature that can assume the
guise of almost any other creature or object. A phasm
in its natural form is about 5 feet in diameter and 2
feet high at the center. Swirls of color indicate sensory
organs. In this form, a phasm slithers about like
an ooze and can attack with a pseudopod. It weighs
about 400 pounds. When faced with potential danger, a
phasm is equally likely to retreat, parley, or attack, as
its fancy strikes. If pursued or harassed, a phasm
transforms into the most fearsome creature it knows
and attacks. When seriously hurt, it changes to some
fast or agile form and tries to escape.
QUICKLING
Small fey, chaotic evil
Armor Class 15
Hit Points 27 (6d6 + 6)
Speed 120 ft.
STR
8 (-1)
DEX
20 (+5)
CON
13 (+1)
INT
15 (+2)
WIS
CHA
15 (+2) 14 (+2)
ACTIONS
Multiattack. The quickling makes two attacks with its
short sword.
Short Sword. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 7 (1d4 + 5) slashing damage.
ACTIONS
Multiattack. The quth-maren makes two attacks with its
slam.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) bludgeoning damage and 3 (1d6)
acid damage.
Spit Blood. Ranged Weapon Attack: +4 to hit, ranged
10 ft. / 20 ft., one target. Hit: 9 (2d6 + 2) acid damage.
Any creatures adjacent to the target take 3 (1d6) acid
damage.
SELKIE
Medium humanoid (shapechanger), chaotic neutral
CON
15 (+2)
CON
14 (+2)
INT
13 (+1)
WIS
CHA
10 (+1) 19 (+4)
QUTH-MAREN
STR
16 (+3)
DEX
16 (+3)
INT
13 (+1)
WIS
CHA
14 (+2) 15 (+2)
ACTIONS
Multiattack. (Selkie Form Only). The selkie makes
two attacks: one with its bite and one with its claws.
Bite (Selkie Form Only). Melee Weapon Attack: +6 to
hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing
damage.
Claws (Selkie Form Only). Melee Weapon Attack: +6
to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing
damage.
Armor Class 12
Hit Points 30 (4d8 + 12)
Speed 50 ft.
DEX
13 (+1)
CON
17 (+3)
DEX
15 (+2)
CON
13 (+1)
INT
2 (-4)
WIS
12 (+1)
CHA
6 (-2)
SHADOW MASTIFF
STR
17 (+3)
SHOCKER LIZARD
WIS
CHA
12 (+1) 13 (+1)
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage. If the target is
a creature, it must succeed on a DC 13 Strength
saving throw or be knocked prone.
ACTIONS
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one creature. Hit: 2 (1d4) piercing damage.
Shock. Melee Spell Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 9 (2d8) lightning damage.
THOQQUA
Medium elemental, neutral
DEX
13 (+1)
CON
13 (+1)
INT
6 (-2)
WIS
CHA
12 (+1) 10 (+0)
ACTIONS
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 10 (1d6 + 2) bludgeoning damage and 7
(2d6) fire damage. If the target is a creature or a
flammable object, it ignites. Until a creature takes an
action to douse the fire, the target takes 5 (1d10) fire
damage at the start of each of its turns.