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5th Edition Rules,
1st Edition Feel
Necromancer
Games
Fifth Edition Foes
Authors: Scott Greene, Matt Finch, Casey Christofferson,
Erica Balsley, Clark Peterson, Bill Webb, Skeeter Green,
Patrick Lawinger, Lance Hawvermale, Scott Wylie Roberts Myrystyr,
Mark R. Shipley, Chgowiz,
Developer: Steven Winter
Editors: Steven Winter, Merric Blackman, James Redmon
Layout and Typesetting: Charles A. Wright
Cover Art: Artem Shukayev
Cover Design: Charles A. Wright
Interior Art: Peter Bergting, Ed Bourelle, Brian LeBlanc, John Bridges,
Chris Curtin, David Day, Andrew DeFelice, Jim DiBartalo,
Talon Dunning, Tom Gianni, Jeff Holt, Llyne Hunter, Veronic Jones,
Chris McFann, Chet Masters, Gary McKee, Cara Mitten, Jim Nelson,
Claudio Pozas, Erik Roman, Chade Segesketter, James Stowe,
Rich Thomas, Tyler Walpole, MKUltra Studios, UDON Studios
Necromancer Games is not affiliated with Wizards of the Coast.
We make no claim to or challenge to any trademarks held by Wizards of the Coast.
Necromancer Games, Inc., 2015, all rights reserved.
Product Identity: The following items are hereby identified as Necromancer Games Inc.s Product
Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Game Content:
product and product line names, logos and identifying marks including trade dress; artifacts; creatures;
characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols,
designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other
visual or audio representations; names and descriptions of characters, spells, enchantments, personalities,
teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment,
magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark
or registered trademark clearly identified as Product Identity. Previously released Open Game Content is
excluded from the above list.
Necromancer
Games
5th Edition Rules,
1st Edition Feel
Fifth Edition Foes
Table of Contents
Foreword.............................................................. p. 4
Aaztar-Ghola......................................................... p. 5
Adherer................................................................ p. 6
Aerial Servant........................................................ p. 7
Algoid.................................................................. p. 8
Amphoron of Yothri: Worker.................................. p. 9
Amphoron of Yothri: Warrior................................ p. 10
Amphoron of Yothri: Juggernaut.............................. p. 10
Ant Lion.............................................................. p. 11
Ape, Flying......................................................... p. 12
Aranea................................................................. p. 13
Arcanoplasm........................................................ p. 14
Artificer of Yothri................................................. p. 15
Ascomoid............................................................ p. 16
Assassin Bug........................................................ p. 17
Astral Moth......................................................... p. 18
Astral Shark......................................................... p. 19
Aurumvorax........................................................ p. 20
Basilisk, Crimson.................................................. p. 21
Basilisk, Greater................................................... p. 22
Bat: Doombat....................................................... p. 23
Beetle, Giant Rhinoceros........................................ p. 24
Beetle, Giant Slicer................................................ p. 24
Beetle, Giant Water............................................... p. 25
Biclops............................................................... p. 26
Blood Hawk......................................................... p. 27
Blood Orchid....................................................... p. 28
Blood Orchid Savant.............................................. p. 28
Blood Orchid Grand Savant..................................... p. 29
Bloodsuckle......................................................... p. 30
Bloody Bones........................................................ p. 31
Boalisk............................................................... p. 32
Bone Cobbler........................................................ p. 33
Boneneedle, Greater............................................... p. 34
Boneneedle, Lesser................................................. p. 34
Bonesucker........................................................... p. 35
Borsin................................................................ p. 36
Brass Man............................................................ p. 37
Brume................................................................. p. 38
Burning Dervish................................................... p. 39
Cadaver.............................................................. p. 40
Cadaver Lord....................................................... p. 41
Carbuncle............................................................ p. 42
Caryatid Column.................................................. p. 43
Cat, Feral Undead................................................. p. 44
Caterprism.......................................................... p. 45
Catfish, Giant Electric........................................... p. 46
Catoblepas........................................................... p. 47
Cave Cricket........................................................ p. 48
Cave Eel.............................................................. p. 49
Cave Fisher.......................................................... p. 50
Cave Leech........................................................... p. 51
Centipede Nest...................................................... p. 52
Cerebral Stalker..................................................... p. 53
Chain Worm....................................................... p. 54
Chaos Knight....................................................... p. 55
Chupacabra.......................................................... p. 56
Church Grim....................................................... p. 57
Churr................................................................. p. 58
Cimota............................................................... p. 59
Cimota Guardian.................................................. p. 59
Cimota, High...................................................... p. 60
Clam, Giant........................................................ p. 61
Clamor............................................................... p. 62
Cobra Flower....................................................... p. 63
Coffer Corpse...................................................... p. 64
Cooshee.............................................................. p. 65
Corpse Rook........................................................ p. 66
Corpsespinner....................................................... p. 67
Corpsespun.......................................................... p. 68
Crabman............................................................. p. 69
Crayfish, Monstrous.............................................. p. 70
Crimson Mist....................................................... p. 71
Crypt Thing........................................................ p. 72
Dagon................................................................. p. 73
Dark Folk: Dark Creeper......................................... p. 74
Dark Folk: Dark Stalker.......................................... p. 74
Darnoc............................................................... p. 76
Death Dog........................................................... p. 77
Death Worm....................................................... p. 78
Decapus.............................................................. p. 79
Demon, Teratashia................................................ p. 80
Demon, Thalasskoptis............................................ p. 81
Demonic Knight................................................... p. 82
Denizen of Leng.................................................... p. 83
Dire Corby.......................................................... p. 84
Dracolisk............................................................ p. 85
Drake, Fire.......................................................... p. 86
Drake, Ice........................................................... p. 87
Dust Digger......................................................... p. 88
Eblis.................................................................. p. 89
Ectoplasm............................................................ p. 90
Eel, Giant Moray.................................................. p. 91
Eel, Gulper.......................................................... p. 92
Elusa Hound........................................................ p. 93
Encephalon Gorger................................................ p. 94
Exoskeleton, Giant Ant........................................... p. 95
Exoskeleton, Giant Beetle........................................ p. 96
Exoskeleton, Giant Crab......................................... p. 97
Fear Guard........................................................... p. 98
Fifth Edition Foes
Fen Witch........................................................... p. 99
Fetch................................................................ p. 100
Fire Crab, Greater................................................ p. 101
Fire Crab, Lesser.................................................. p. 101
Fire Snake, Poisonous............................................ p. 102
Flail Snail........................................................... p. 103
Flowershroud...................................................... p. 104
Foo Dog............................................................ p. 105
Foresters Bane..................................................... p. 106
Froghemoth........................................................ p. 107
Fungoid............................................................. p. 108
Fungus Bat......................................................... p. 109
Fyr................................................................... p. 110
Gallows Tree........................................................ p. 111
Gallows Tree Zombie........................................... p. 112
Gargoyle, Four-Armed........................................... p. 113
Gargoyle, Fungus................................................. p. 114
Gargoyle, Green Guardian....................................... p. 115
Gargoyle: Margoyle.............................................. p. 116
Genie: Hawanar................................................... p. 117
Ghost-Ammonite................................................. p. 118
Giant Slug of Pnakh............................................ p. 119
Giant, Jack-in-Irons............................................. p. 120
Gillmonkey........................................................ p. 121
Gloom Crawler.................................................... p. 122
Gnarlwood......................................................... p. 123
Gohl................................................................. p. 124
Golden Cat......................................................... p. 125
Golem, Flagstone................................................. p. 126
Golem, Furnace................................................... p. 127
Golem, Stone Guardian......................................... p. 128
Golem, Wooden.................................................. p. 129
Gorbel............................................................... p. 130
Gorgimera........................................................... p. 131
Gorilla Bear........................................................ p. 132
Gray Nisp........................................................... p. 133
Green Brain........................................................ p. 134
Grimm............................................................... p. 135
Grippli.............................................................. p. 136
Grue (Type 1)...................................................... p. 137
Grue (Type 2)...................................................... p. 138
Hanged Man....................................................... p. 139
Hangman Tree.................................................... p. 140
Hawktoad........................................................... p. 141
Helix Moth......................................................... p. 142
Hieroglyphicroc................................................... p. 143
Hippocampus...................................................... p. 144
Hoar Fox............................................................ p. 145
Horsefly, Giant................................................... p. 146
Huggermugger.................................................... p. 147
Igniguana........................................................... p. 148
Jackal of Darkness................................................ p. 149
Jaculi................................................................ p. 150
Jelly, Mustard...................................................... p. 151
Jupiter Bloodsucker.............................................. p. 152
Kamadan............................................................. p. 153
Kampfult........................................................... p. 154
Kech................................................................. p. 155
Kelpie............................................................... p. 156
Khargra............................................................. p. 157
Korred.............................................................. p. 158
Kurok-spirit....................................................... p. 159
Land Lamprey..................................................... p. 160
Lava Child.......................................................... p. 161
Leng Spider......................................................... p. 162
Leopard, Snow.................................................... p. 163
Leucrotta, Adult.................................................. p. 164
Leucrotta, Young................................................ p. 164
Lithonnite.......................................................... p. 165
Magmoid........................................................... p. 166
Mandragora........................................................ p. 167
Mandrill............................................................ p. 168
Mantari............................................................. p. 169
Midnight Peddler................................................. p. 170
Mite................................................................. p. 171
Mite, Pestie........................................................ p. 172
Mummy of the Deep............................................. p. 173
Murder Crow...................................................... p. 174
Naga: Hanu-naga................................................. p. 175
Olive Slime........................................................ p. 176
Olive Slime Zombie............................................. p. 177
Ooze, Glacial...................................................... p. 178
Ooze, Magma..................................................... p. 179
Origami Warrior................................................. p. 180
Pech.................................................................. p. 181
Phycomid........................................................... p. 182
Pleistocene Animal, Brontotherium........................... p. 183
Pleistocene Animal, Hyaenodon............................... p. 184
Pleistocene Animal, Mastodon................................. p. 185
Pleistocene Animal, Woolly Rhinoceros.................... p. 186
Pudding, Blood................................................... p. 187
Pyrolisk............................................................. p. 188
Quadricorn......................................................... p. 189
Quickwood......................................................... p. 190
Rat, Shadow....................................................... p. 191
Red Jester........................................................... p. 192
Ronus............................................................... p. 193
Russet Mold....................................................... p. 194
Ryven............................................................... p. 195
Sandling............................................................. p. 196
Screaming Devilkin.............................................. p. 197
Scythe Tree........................................................ p. 198
Sea Serpent, Brine................................................. p. 199
Sea Serpent, Deep Hunter...................................... p. 200
Sea Serpent, Fanged............................................... p. 201
Sea Serpent, Shipbreaker........................................ p. 202
Sea Serpent, Spitting............................................ p. 204
Seahorse, Giant.................................................... p. 205
Sepulchral Guardian............................................. p. 206
Shadow Mastiff.................................................. p. 207
Shadow, Lesser.................................................... p. 208
Shroom............................................................. p. 209
Fifth Edition Foes
Foreword
Skeleton Warrior................................................. p. 210
Skeleton, Stygian................................................. p. 212
Skelzi................................................................ p. 213
Skulk................................................................ p. 214
Slithering Tracker................................................ p. 215
Soul Reaper........................................................ p. 216
Stegocentipede..................................................... p. 217
Strangle Weed..................................................... p. 218
Tabaxi............................................................... p. 219
Taer................................................................ p. 220
Tangtal............................................................. p. 221
Tazelwurm......................................................... p. 222
Temporal Crawler................................................ p. 223
Tendriculos........................................................ p. 224
Tentacled Horror................................................. p. 225
Therianthrope: Foxwere......................................... p. 227
Therianthrope: Lionwere........................................ p. 228
Therianthrope: Owlwere........................................ p. 229
Therianthrope: Wolfwere...................................... p. 230
Treant, Lightning................................................ p. 231
Tri-flower Frond................................................. p. 232
Triton, Dark....................................................... p. 233
Troll, Spectral..................................................... p. 234
Troll, Two-headed............................................... p. 235
Tunnel Prawn..................................................... p. 236
Tunnel Worm.................................................... p. 237
Vampire Rose..................................................... p. 238
Vegepygmy Commoner, Worker............................. p. 239
Vegepygmy Guard................................................ p. 239
Vegepygmy Chief................................................ p. 239
Volt.................................................................. p. 241
Vorin................................................................ p. 242
Vulchling........................................................... p. 243
Lava Weird....................................................... p. 244
Were-mist.......................................................... p. 245
Weredactyl......................................................... p. 246
Widow Creeper................................................... p. 247
Witch Grass....................................................... p. 248
Witherstench..................................................... p. 249
Yellow Musk Creeper........................................... p. 250
Yellow Musk Zombie........................................... p. 251
Zombie Raven.................................................... p. 252
Appendix A: Monsters by Type................................ p. 253
Appendix B: Monsters by CR.................................. p. 256
Legal Appendix.................................................... p. 259
Fifth Edition Foes is a first step into supporting the Fifth Edition of
everyones favorite roleplaying game. The monsters in this book should
be familiar to anyone who enjoyed the Tome of Horrors supplements (all
four volumes of it) published by Necromancer Games during the Third
Edition era. Many of these monsters reach back further than those books,
though, since theyre culled from First Edition volumes such as the Fiend
Folio (1981) and Monster Manual II (1983)and those books drew
material from the even older pages of magazines like The Dragon and
White Dwarf. So while the stat blocks and powers of these creatures are as
up-to-date as we could make them, they also harken back to the very early
years of roleplaying games, when any addition to the gameevery new
monster, spell, or magic itemwas completely new and exciting.
I remember well the thrill that ran through the offices of TSR when a
new book like the Fiend Folio arrived from the printer. Any pretense at
trying to work was set aside as everyone tore into the latest shiny volume,
examining stats, commenting on illustrations, discussing how the new
creatures could be worked into upcoming adventures and which existing
creatures and spells they could be paired with to produce really nasty
surprises for players.
Updating these monsters to the latest edition brought back much of
that same excitement. The rules of the game have changed in big ways
and small over the decades, but the fundamental ideaa group of thrillseeking roustabouts relying on their prowess and their wits to survive in
an imaginary world filled with magic and monstersis still the same.
Ideas and concepts that were challenging, frightening, or amusing to
players imaginations in 1981 have the same potency today. Imagination
never becomes obsolete because of new technology. As G. K. Chesterton
wrote, There are no rules of architecture for a castle in the clouds.
Were not relying on nostalgia to make these monsters interesting.
This book lines up well with the Necromancer Games philosophy that the
challenges faced by our imaginary heroes should be interesting and tough.
Many of these creatures dont fit neatly into level-specific challenges.
Some of them punch well above their weight class. Others have an
alarming ability to keep swinging long after other monsters would flee
or perish. Shocks like those are what keep the game fresh and surprising.
When there was doubt about how to rank a monsters challenge rating, we
intentionally erred on the low side, because players are resourceful. If they
take a beating in their first meeting with a level-appropriate monster,
they can fall back, dress their wounds, learn from the defeat, and come
back the next day armed with a better plan that leads to victory. That
refusal to admit defeat is, after all, part of the fabric of heroism.
Steve Winter
Fifth Edition Foes
Aaztar-ghola
Aaztar-gholas are ancient creatures originating from some other dimension, foul things that have
established themselves in the prime material plane. They attire their tall, hideous bodies in flowing,
richly embroidered robes, adorning themselves with strange, baroque jewelry.
Aaztar-Ghola
XP 1,100 (CR 4)
CE Medium humanoid
Initiative +0
DEFENSE
AC 13 (mage armor)
hp: 38 (7d8 + 7)
OFFENSE
Speed: 40 ft.
Multiattack: The aaztar-ghola attacks twice with its scimitar.
Melee AttackScimitar: +4 to hit (reach 5 ft.; one creature).
Hit: 1d6 + 2 slashing damage.
STATISTICS
Str 14 (+2), Dex 11 (+0), Con 12 (+1),
Int 16 (+3), Wis 11 (+0), Cha 12 (+1)
Languages: Common, Abyssal
Skills: History +5
TRAITS
Arcane Fatigue: An aaztar-gholagains 1d3 levels of
exhaustion when it uses its finger of death spell-like ability.
It recovers fully after taking a short rest and consuming a
fresh human body part.
Dominate Ghouls (3/day): As a bonus action, an aaztarghola can try to dominate all ghouls within 60 feet. The
aaztar-ghola makes a DC 8 Cha check; if it succeeds,
it charms every ghoul in the area. The aaztar-ghola
establishes a telepathic link to affected creatures, and
they do their best to carry out its simple commands. This
charm lasts for one hour. Ghouls under this affect have
tactical advantage on Wis saving throws against being
turned. If any ghouls the aaztar-ghola is trying to charm
are currently turned by a cleric, the aaztar-ghola has
tactical disadvantage on its Cha check.
Mage Armor: An aaztar-ghola always has mage armor cast
on itself.
Spell-like Abilities: The aaztar-Ghola can use the following
spell-like abilities, using Intelligence as its casting ability
(DC 13, attack +5). The Aaztar-Ghola doesnt need
material components to cast these spells.
2/day: inflict wounds (range 50 ft.), fear
1/day: dispel magic, finger of death, fly, see invisibility
of an aaztar-ghola is 90% likely to be guarded by a pack of 2d6 + 6 ghouls.
In the presence of an aaztar-ghola, ghouls are highly resistant to being
turned; they have tactical advantage on saving throws against turning.
Ghasts are also willing to serve aaztar-gholas, but they do so for their own
purposes. They are unaffected by the strange control that aaztar-gholas
have over ordinary ghouls. Aaztar-gholas themselves are not undead and
cant be turned, although as creatures not inherently native to the prime
material plane they are affected by protection from evil.
These horrid creatures are natural adepts of the necromantic arts, and all
of them have inherent spellcasting powers. The most fearsome of these is
finger of death. Because of its debilitating effect on them, however, aaztargholas save it as a last resort, using it to destroy a final enemy, to ensure
their escape from a bad situation, or as a last, spiteful act before dying.
They always have mage armor cast on themselves, whether or not they
expect trouble. Aaztar-gholas are capable of speaking with any sort of
undead creature, even those that have no intellect at all such as zombies.
This ability to communicate with the undead does not imply the ability to
control; ghouls are the only undead creatures that automatically follow
commands given by an aaztar-ghola.
ECOLOGY
Environment: Any
Organization: Solitary
Aaztar-gholas find human flesh delectable, especially when it is cooked
with the strange spices of their distant homeland. An aaztar-ghola lair
often contains cauldrons, skewers, and more alien and disturbing culinary
implements.
Aaztar-gholas have a necromantic affinity with ghouls and ghasts,
which obey their commands without any perceptible reluctance. The lair
Credit
Author Matt Finch
Fifth Edition Foes
Adherer
This creature appears to be a withered humanoid wrapped in decaying bandages.
Upon close inspection, what appeared to be bandages are actually loose folds of the creatures
rotting skin. A sour odor fills the air around the creature.
Adherer
XP 450 (CR 2)
LE Medium aberration
Initiative +1
DEFENSE
AC 13 (natural armor)
hp: 45 (7d8 +14)
Vulnerability: Fire damage
OFFENSE
Speed: 30 ft.
Multiattack: The adherer slams twice.
Melee AttackSlam: +4 to hit (reach 5 ft.; one
creature). Hit: 1d8 + 2 bludgeoning damage, and
the target creature is grappled and restrained (see
Adhesive).
STATISTICS
Str 14 (+2), Dex 12 (+1), Con 14 (+2),
Int 4 (3), Wis 11 (+0), Cha 8 (1)
Languages: Common (understands but cant speak)
Skills: Stealth +3
Senses: Darkvision 60 ft.
TRAITS
Adhesive: An adherer exudes a sour smelling, gluelike
substance that is a powerful adhesive. Any creatures
or items that touch it, except for items made of stone,
become stuck to the adherer. The adherer automatically
grapples and restrains any creature it hits with its slam
attack. It can grapple up to two opponents at one time.
Gtrappling does not reduce the adherers number of
attacks. Creatures grappled this way can break free with
a successful DC 15 Str check.
A weapon that strikes an adherer is stuck to the creature
unless the wielder succeeds on a DC 12 Dex saving throw.
Pulling a stuck weapon free requires a successful DC 12 Str
check.
Boiling water thrown on the adherer deals 1d6 points of
damage to it and to any creature grappled by the
adherer. It also grants tactical advantage on Dex saving
throws and Str checks to free a weapon or to escape
from the adherers grapple; this bonus lasts for one round.
Inflicting fire damage on the adherer also weakens the
adhesive, granting tactical advantage on Dex saving
throws and Str checks for 1d3 rounds. Universal solvent
dissolves the adhesive instantly. An adherer can dissolve its
adhesive at will, and the substance breaks down naturally
one hour after the creature dies.
Adherers are strange
creatures found in forests
and
extensive
cavern
networks. They stand 6 feet
tall, weigh about 200 pounds,
and closely resemble mummies.
The difference is obvious on close
inspection, but from more than 10
feet away, a successful DC 20 Int
(Nature) check is needed to discern the
difference. They are not in fact related to
mummies, nor are they undead. Adherers are malign, living creatures that
attack just about any other creature they encounter.
Adherers always attack from ambush. When lying in wait, an adherer
covers its body with leaves, sticks, or other natural debris to blend with
its surroundings. When prey wanders too close, the adherer springs to the
attack. In this type of ambush, adherers always have tactical advantage
on their Stealth checks to determine surprise (+5). They are cowardly
creatures, however, and if spotted before they can spring their ambush,
they flee.
Credit
The Adherer originally appeared in the First Edition Fiend Folio (
TSR/Wizards of the Coast, 1981) and is used by permission.
ECOLOGY
Environment: Temperate forests and subterranean
Organization: Solitary or gang (24)
Copyright Notice
Authors Scott Greene and Clark Peterson, based on original material
by Guy Shearer.
Fifth Edition Foes
Aerial Servant
This creature appears as a man-sized humanoid composed of grayish white vapor.
No facial features can be discerned.
speed toward the casters location. The link is broken
permanently only when the aerial servant or the caster is
destroyed.
Natural Invisibility: An aerial servant is permanently invisible,
and it remains invisible even when attacking. This ability
is inherent and cant be magically cancelled or
dispelled. Invisibility is not factored into the aerial
servants +8 Stealth modifier; it gains the benefits of
invisibility in addition. An aerial servant is visible on
the Astral and Ethereal Planes, but it is always
lightly obscured in those locales.
Aerial Servant
XP 5,000 (CR 9)
N Medium fiend
Initiative +4
DEFENSE
AC 18 (natural armor)
hp: 152 (16d8 + 80)
Saving Throws: Dex +8, Wis +4
Resistance: Bludgeoning, piercing, and slashing
damage from nonmagical weapons
Immunity: Poison damage; grappling, paralysis,
petrification, poison, prone, restraint,
unconsciousness
ECOLOGY
Environment: Any (Plane of Air)
Organization: Solitary
OFFENSE
Speed: 60 ft., fly 60 ft.
Multiattack: The aerial servant slams
once and constricts once, or uses its
wind blast.
Melee AttackSlam: +9 to hit (reach
5 ft.; one creature). Hit: 2d10 + 5
bludgeoning damage, and the
target creature is grappled.
Melee AttackConstrict: automatic
hit (one creature grappled by
the aerial servant). Hit: 2d10 + 5
bludgeoning damage.
Area AttackWind Blast (recharge 5,
6): automatic hit (80 ft. line; creatures
in the line). Hit: 4d10 bludgeoning
damage, and creatures of Medium
size or smaller are knocked prone and
pushed 2d10 feet away from the aerial servant.
Affected creatures that make a successful DC 17 Dex
saving throw take half damage and are not knocked
prone, but they are pushed away.
Aerial servants are semi-intelligent
creatures from the Plane of Air that often
roam the Astral and Ethereal planes. One is
seldom met on the Material Plane unless it was
summoned by a spellcaster and commanded
to perform some task. Typically, such tasks
involve retrieving objects or tracking the
summoners enemies. Though an aerial servant
performs whatever task is asked of it, it resents
being summoned and forced to do anothers
bidding; therefore, it looks for ways to pervert the
conditions of the summoning and its mission.
An aerial servant that fails or is thwarted in
its mission becomes insane and immediately
returns to the caster who summoned it, either
killing the caster or carrying the caster back
to the Plane of Air with it.
Aerial servants are always
invisible on the Plane of Air.
On other planes, they can be
seen when they wish, though
only vaguely, appearing as
humanoids composed of
whitish-gray vapor. Sometimes
eyes, a nose, and a small mouth form in the vapor. They cant become
invisible on the Astral and Ethereal Planes, but their appearance is always
indistinct there.
Aerial servants attack with a shearing blast of wind or by grabbing and
crushing an opponent in their powerful grasp.
Aerial servants can be killed only on their native Plane of Air. If slain
elsewhere, they simply dissolve into wisps of vapor and return to their
home plane.
STATISTICS
Str 20 (+5), Dex 18 (+4), Con 20 (+5),
Int 4 (3), Wis 10 (+0), Cha 11 (+0)
Languages: Common, Primordial
Skills: Perception +4, Stealth +8
Senses: Darkvision 60 ft.
TRAITS
Flawless Tracking: An aerial servant can track any creature
on the same plane of existence as itself across any terrain
automatically.
Link with Caster: When summoned, an aerial servant
creates a mental link between itself and the caster who
summoned it. Should the aerial servant fail the mission
it was assigned, it returns to the caster and attacks him.
The aerial servant can find the caster as long as they are
on the same plane of existence. If the caster leaves the
plane, the link is temporarily broken. If the two are again
on the same plane of existence, the link is immediately
reestablished and the aerial servant moves at full
Credit
The Aerial Servant originally appeared in the First Edition Monster
Manual ( TSR/Wizards of the Coast, 1977) and is used by permission.
Copyright Notice
Authors Scott Greene and Clark Peterson, based on original material
by Gary Gygax.
Fifth Edition Foes
Algoid
This stocky, man-sized creature seems to be composed of nothing more
than algae and murky, stagnant water.
objects spell at will, requiring no components. Each
casting animates two trees, which are all the
algoid can control at a time. A newlyanimated tree takes one full round to
uproot itself. Once free, trees act on the
algoids turn.
Vulnerability to Water Magic: Control
water and destroy water spells deal
3d6 piercing damage to an algoid
(no save).
Water Camouflage: An algoid has
tactical advantage on Stealth
checks when it has any type of
standing water to blend into.
Algoid
XP 700 (CR 3)
N Medium plant
Initiative +0
DEFENSE
AC 14
hp: 52 (7d8 + 21)
Saving Throws: Con +5
Resistance: Slashing and piercing
damage from nonmagical weapons
Immunity: Lightning and fire damage;
prone
OFFENSE
Speed: 20 ft.
Multiattack: The algoid slams
twice or attacks once with its
mind blast.
Melee AttackSlam: +6
to hit (reach 5 ft.; one
creature). Hit: 1d8 + 4
bludgeoning damage.
If an algoid scores
a critical hit with
this attack, the
target must make a
successful DC 14 Con
saving throw or be stunned.
The stunned creature can repeat the saving throw at the
end of each of its turns; the condition ends on a successful
save.
Ranged AttackMind Blast: automatic hit (range 60 ft.
cone; creatures in the cone). Hit: creatures in the cone
must make a successful DC 13 Int saving throw or be
stunned for 3d4 rounds.
ECOLOGY
Environment: Temperate marshes
Organization: Solitary, pair, or
cluster (36)
The algoid is a living colony of algae
that has developed some semblance
of intelligence and mobility. It
is dark green and roughly
humanoid in shape. Algoids
make their lairs in marshes
and swamps. They are often
encountered with other
marsh-dwelling sentient plants,
but never with shambling mounds
(algoids hate them and usually attack them on sight).
An algoid is 7 feet tall and weighs about 300 pounds. The skin
of an algoid is coarse and rough with a leafy texture. In its natural
surroundings, it is nearly invisible until it attacks. Algoids use this
natural camouflage to gain tactical advantage on Stealth checks when
prey is nearby. The algoid lies in wait, submerged in water or a bog,
locating prey with tremorsense. When a potential victim passes nearby,
the algoid springs to attack.
STATISTICS
Str 19 (+4), Dex 10 (+0), Con 16 (+3),
Int 4 (3), Wis 10 (+0), Cha 10 (+0)
Languages: Common (understands but cant speak)
Skills: Stealth +4
Senses: Darkvision 60 ft., Tremorsense 120 ft.
Credit
The Algoid originally appeared in the First Edition Fiend Folio (
TSR/Wizards of the Coast, 1981) and is used by permission.
Copyright Notice
Authors Scott Greene and Clark Peterson, based on original material
by Mike Ferguson.
TRAITS
Animate Trees: An algoid can innately cast the animate
Fifth Edition Foes
Amphorons of Yothri
The creatures have jointed, metallic shells, clanking limbs, and one glistening, glassy eye.
Clearly, they are not of this world.
Senses: Darkvision 60 ft.
Amphoron of Yothri (Worker)
TRAITS
Flicker: Roll 1d6 for every amphoron in play at the start of
its turn. On a roll of 1, the amphoron flickers due to a
momentary interruption of the connection across time and
space. Flickering lasts until the start of the amphorons next
turn. While flickering, the amphoron cant be attacked
and cant inflict damage. It regains 2 hit points when it
rematerializes. A controller flickers only on a roll of 1 on 1d20,
but if it does, all amphorons under its control also flicker.
Highly Charged: Worker amphorons carry a high static
electrical charge. Any living creature that begins its turn
within 10 feet of a worker amphoron takes 2 electrical
damage from static discharge.
Levitate (1/day): Once per day, a worker amphoron can
cast levitate on itself as an action. No components are
required.
XP 100 (CR 1/2)
N Small construct
Initiative +0
DEFENSE
AC 17 (natural armor)
hp: 13 (3d6 + 3)
Resistance: Damage from magic spells and spell-like effects
Immunity: Piercing damage from nonmagical weapons;
poison damage; charm, fright, paralysis, poison, stun,
unconsciousness
OFFENSE
Speed: 30 ft.
Multiattack: The amphoron attacks twice with pincers.
Melee AttackPincer: +2 to hit (reach 5 ft.; one creature).
Hit: 1d8 piercing damage.
ECOLOGY
Environment: Any
Organization: Work gang (1d4 workers) or crew (1d4 1
workers, 1d3 1 warriors, and 1d2 1 juggernauts)
STATISTICS
Str 9 (1), Dex 11 (+0), Con 12 (+1), Int 8 (1), Wis 9 (1), Cha 6 (2)
Languages: Common
Fifth Edition Foes
Multiattack: The amphoron attacks twice with whirling saw
blades and once with its crane.
Melee AttackWhirling Saw Blades: +7 to hit (reach 5 ft.;
one creature). Hit: 2d8 + 4 slashing damage.
Melee AttackCrane: +3 to hit (reach 15 ft.; one creature).
Hit: target is grappled and lifted by the crane to be
dropped into the juggernauts processing chamber on the
juggernauts next turn (see Processing, below).
Amphoron of Yothri (Warrior)
Warrior
XP 450 (CR 2)
N Medium construct
Initiative +0
DEFENSE
AC 17 (natural armor)
hp: 33 (6d8 + 6)
Resistance: Damage from magic spells and spell-like effects
Immunity: Piercing damage from nonmagical weapons;
poison damage; charm, fright, paralysis, poison, stun,
unconsciousness
STATISTICS
Str 18 (+4), Dex 10 (+0), Con 16 (+3),
Int 6 (2), Wis 10 (+0), Cha 6 (2)
Languages: Common
Senses: Darkvision 60 ft.
OFFENSE
Speed: 30 ft.
Multiattack: The amphoron attacks once with pincers and
once with its flamethrower.
Melee AttackPincers: +4 to hit (reach 5 ft.; one creature).
Hit: 1d10 + 2 piercing damage.
Area AttackFlamethrower: automatic hit (range 100 ft.
line; all creatures in line). Hit: creatures in the line must
make a successful DC 11 Dex saving throw or take 2d6 fire
damage.
STATISTICS
Str 14 (+2), Dex 11 (+0), Con 12 (+1),
Int 10 (+0), Wis 10 (+0), Cha 6 (2)
Languages: Common
Senses: Darkvision 60 ft.
TRAITS
Flicker: Roll 1d6 for every amphoron in play at the start of
its turn. On a roll of 1, the amphoron flickers due to a
momentary interruption of the connection across time and
space. Flickering lasts until the start of the amphorons next
turn. While flickering, the amphoron cant be attacked
and cant inflict damage. It regains 2 hit points when it
rematerializes. A controller flickers only on a roll of 1 on 1d20,
but if it does, all amphorons under its control also flicker.
ECOLOGY
Environment: Any
Organization: Work gang (1d4 workers) or crew (1d4 1
workers, 1d3 1 warriors, and 1d2 1 juggernauts)
Amphoron of Yothri (Juggernaut)
Juggernaut
XP 2,300 (CR 6)
N Large construct
Initiative +0
DEFENSE
AC 17 (natural armor)
hp: 102 (12d10 + 36)
Resistance: Damage from magic spells and spell-like effects
Immunity: Piercing damage from nonmagical weapons;
poison damage; charm, fright, paralysis, poison, stun,
unconsciousness
OFFENSE
Speed: 40 ft.
TRAITS
Processing: The juggernaut amphoron is equipped with a
large, moving crane mounted on its back. In addition to
attacking with its whirling saw blades, the juggernaut can
pick up one creature per round with its crane and hoist it
aloft. On that creatures turn, it can make a Str (Athletics)
or Dex (Acrobatics) check (with tactical disadvantage
if the creature is wearing metal armor, because of the
magnets in the crane), opposed by the juggernauts Str
check. If the creature wins the contest, it struggles free
from the crane and drops harmlessly to the ground. If
the juggernaut wins the contest, then on its next turn, it
drops the creature into the processing chamber. Any
creature dropped through the hatch is immediately
reduced to 0 hit points and must make a death saving
throw each turn until either it dies or the juggernaut
amphoron is destroyed; a dying creature cant stabilize
inside a juggernauts processing chamber. If the creature
dies, it emerges from the juggernauts ejection hatch
on the juggernauts next turn as a brick of processed
concentrate. A death saving throw is not required on a
turn when the juggernaut flickers.
Flicker: Roll 1d6 for every amphoron in play at the start of
its turn. On a roll of 1, the amphoron flickers due to a
momentary interruption of the connection across time
and space. Flickering lasts until the start of the amphorons
next turn. While flickering, the amphoron cant be
attacked and cant inflict damage. It regains 2 hit points
when it rematerializes. A controller flickers only on a roll of
1 on 1d20, but if it does, all amphorons under its control
also flicker.
ECOLOGY
Environment: Any
Organization: Work gang (1d4 workers) or crew (1d4
workers, 1d3 1 warriors, and 1d2 1 juggernauts)
Amphorons of Yothri are mechanisms created by the artificers of that
plane using their strange magic-science. Amphorons on the material
plane are physical projections of a model that remains on Yothri; the
artificers mind, possibly using a lens apparatus of some kind, projects
the device into the material plane, where it has a physical reality.
These projections can fail momentarily, a phenomenon known
as flickering. A flickering amphoron is visible as a faint, staticshrouded shape. Moreover, the artificers control of more than one
amphoron at a time depends on his mental connection to a single,
controlling amphoron. If the artificer attempts to switch his mental
connection from one amphoron to another, the process takes 1d6
rounds to complete.
10
Fifth Edition Foes
The controlling amphoron has only a 1 in 20 chance of flickering,
but if it does so, all of the amphorons under its control also flicker.
Any amphoron can serve as the controller, but a single controller cant
control more than six other amphorons, and an artificer can project
his mind to only one controller at a time. Thus, unless the artificer
has projected some apparatus (the possibilities are many, and left to
the Referees creativity) to allow remote controllers or auto-controls,
the maximum number of amphorons encountered at time is seven
(six controlled and one controller). When the artificers nefarious
schemes on the material plane are complete, he will likely not bother
to disintegrate his amphorons, so their material substance remains on
the material plane: operating randomly, remaining completely inert,
or proceeding independently with their rudimentary intelligence.
An amphorons metallic insides are filled with wires and a gel-like
flesh that allows the mental connection with the distant reality of
Yothri, and also gives the creature its basic intelligence.
Worker amphorons are smaller than humans, and they move on four
crablike legs. Warrior amphorons are usually used to protect worker
amphorons or in situations where the artificers schemes involve
violence. The juggernaut amphoron is a harvester/processor the size
of a semiattached trailer truck, with a moving crane mounted on its
back and two huge circular saws mounted on its articulated arms.
Exactly what the artificers of Yothri do with the bricks processed
through their juggernauts remains a mystery.
Ant Lion
This creature resembles a giant gray or brown
ant with leathery skin covered in coarse,
black bristles. Its deep, inset eyes are black and its
mouth is filled with rows of jagged teeth.
Ant Lion
XP 1,100 (CR 4)
Unaligned Large beast
Initiative +0
DEFENSE
AC 15 (natural armor)
hp: 93 (11d10 + 33)
Saving Throws: Con +5
Immunity: Charm
OFFENSE
Speed: 30 ft., burrow 10 ft.
Melee AttackBite: +4 to hit (reach 5 ft.; one creature). Hit:
3d10 + 2 piercing damage, and the target is grappled.
STATISTICS
Str 14 (+2), Dex 11 (+0), Con 17 (+3),
Int 2 (4), Wis 10 (+0), Cha 4 (3)
Languages: None
Skills: Stealth +2
Senses: Darkvision 60 ft., tremorsense 60 ft.
ECOLOGY
Environment: Warm deserts
Organization: Solitary or nest (mated pair plus 1d4
noncombatant young)
The ant lion is a vicious insectlike creature that lurks at the bottoms
of pits and holes, feeding on those unfortunates that fall in.
An ant lion is about 9 feet long and weighs nearly 700 pounds. Ant
lions dig deep, funnel-shaped pits in which to trap their prey. An ant
lion pit is about 60 feet across and about 20 feet deep. A creature that
steps on the pit must make a successful DC 16 Dexterity (Acrobatics)
save or slip and fall into the funnel. It is there the ant lion waits,
buried just under the surface of the ground. When prey falls to the
center of the funnel, the ant lion surfaces and attacks, using its
mandibles to grab and tear its prey. An ant lion never releases its
grapple voluntarily.
Credit
The Ant Lion originally appeared
in the First Edition Monster
Manual II ( TSR/Wizards of
the Coast, 1983) and is used
by permission.
Copyright Notice
Author Scott Greene,
based on original material
by Gary Gygax.
11
Fifth Edition Foes
Ape, Flying
The creatures leathery wings blot out the sun, allowing your dazzled eyes to see that its a great,
hairy ape with enormous leathery wings. Thats all you see before it dives into you.
Ape, Flying
XP 450 (CR 2)
CN Large monstrosity
Initiative +2
DEFENSE
AC 13 (natural armor)
hp: 45 (6d10 + 12)
OFFENSE
Speed: 30 ft., fly 60 ft.
Multiattack: The flying ape attacks
twice with its fists.
Melee AttackFist: +6 to hit (reach
5 ft.; one creature). Hit: 1d6 + 4
bludgeoning damage. If both
fists hit the same target, the ape
also rends, doing another 2d6
slashing damage and the target is
grappled and restrained.
STATISTICS
Str 18 (+4), Dex 14 (+2), Con 15 (+2),
Int 6 (2), Wis 11 (+0), Cha 7 (2)
Languages: None (some flying apes
understand Common but cant
speak)
Skills: Perception +2
ECOLOGY
Environment: Temperate
Organization: Solitary
Flying apes are larger and more muscular
than gorillas. Most have leathery wings
similar to a bats, but some have feathered
wings like a birds.
If a flying ape hits the same target with both
of its slam attacks, it can either rend its foe
for additional damage or gain a hold secure
enough to carry the foe into the air, either to
drop on a following round or to deliver the
victim to the apes evil overlord, as applicable.
Typical flying apes are considerably less
intelligent than humans, but smarter ones
are not uncommon. It has been observed that
as their intelligence increases, so does their
tendency toward cruelty and evil behavior.
12
Fifth Edition Foes
Arenea
As the monstrosity approaches across its web, you notice that unlike other giant spiders,
this one has a pair of diminutive arms and hands, and an oddly brain-shaped hump on its back.
Aranea
XP 700 (CR 3)
CE Large monstrosity
Initiative +3
DEFENSE
AC 14 (natural armor)
hp: 39 (6d10 + 6)
Saving Throws: Int +5
OFFENSE
Speed: 30 ft., climb 30 ft.
Melee AttackBite: +5 to hit (reach 5 ft.; one creature). Hit:
1d8 + 3 piercing damage, and the target must make a
successful DC 11 Con saving throw or become poisoned
(see Paralytic Poison, below).
Ranged AttackWebs (recharge 5, 6): +5 to hit (range 30
ft./60 ft.; one creature). Hit: The target is restrained by
webs. A webbed creature can use its action to attempt
a DC 12 Str (Athletics) check to escape. The web can
also be destroyed by 5 points of slashing or fire damage
against AC 10.
STATISTICS
Str 14 (+2), Dex 16 (+3), Con 12 (+1),
Int 16 (+3), Wis 12 (+1), Cha 6 (2)
Languages: Common, Deep Speech
Skills: Stealth +5
Senses: Blindsight 10 ft., darkvision 60 ft.
TRAITS
Paralytic Poison: The poisoned creature has tactical
disadvantage on attack rolls and ability checks. At the end
of each of its turns, the poisoned creature must attempt a
Con saving throw. On a result of 16 or higher, the poisoned
condition ends and the character becomes immune to this
araneas poison. On a result of 1115, the poisoned condition
continues. On a result of 10 or lower, the creature becomes
paralyzed and no more saving throws are needed. Paralysis
lasts for 1 hour or until the poison is neutralized.
Shapechange: An aranea can use its action to polymorph
into a Medium beast or humanoid creature of CR 2 or
lower, or from another form back into its own form. The
aranea retains its Int, Wis, and Cha scores and its current
hit points while polymorphed; otherwise, it takes on all
the attributes of the adopted form. It can cast spells if the
adopted form can provide the spells verbal and somatic
components, and it retains its paralytic poison trait if
the adopted form has a bite attack. A shapechanged
aranea reverts to its natural form when slain.
Spellcasting: All aranea are 3rd-level wizards. They use
Intelligence as their casting ability (DC 13, attack +5) and
require no material components for their spells. Typical
known spells are listed below, but individual aranea can
know different spells.
Cantrips (at will): dancing lights, poison cloud, shocking grasp
1st Level (x4): charm person, sleep
2nd Level (x2): invisibility, mirror image
Spider Climb: Aranea can climb any surface without making
ability checks.
ECOLOGY
Environment: Temperate forests, caves, subterranean
Organization: Solitary or cluster (1d6 + 1)
An aranea is an intelligent, shapechanging spider with sorcerous powers. In
its natural form, an aranea resembles a typical giant spider, with a humpbacked
body a little bigger than a human torso and venomous fangs. Although
considered a Large creature, an araneas mass is no more than a typical
humans; its size comes from its long legs. An aranea can be distinguished
from other giant spiders by the hump on its back that houses its brain and by
the fact that, in addition to eight legs, it has a fifth pair of limbs, each about 2
feet long, located ahead of the first pair of legs. These limbs end in hands, each
equipped with three clawed fingers and a double-jointed thumb.
When aranea are encountered in groups, some might be young: identical
in all respects to adult areanea but without the spellcasting trait.
Aranea often use their shapechanging ability to lure unsuspecting
victims into ambushes. Less often, they assume humanoid form to infiltrate
human societies, where they conduct research and gather information for
their inscrutable purposes.
13
Fifth Edition Foes
Arcanoplasm
This creature resembles a giant, pale amoeba shot through with stripes of dark gray.
Caught within its protoplasmic form are half-digested creatures of various types and sizes.
Arcanoplasm
XP 1,100 (CR 4)
N Large monstrosity
Initiative 2
DEFENSE
AC 12 (natural armor)
hp: 103 (9d10 + 54)
Saving Throws: Con +8
Immunity: Poison damage; paralysis, poison, polymorph,
prone, stun, unconsciousness
OFFENSE
Speed: 40 ft.
Multiattack: The arcanoplasm slams once and
constricts once.
Melee AttackSlam: +4 to hit (reach 5 ft.;
one creature). Hit: 1d6 + 2 bludgeoning
damage plus 1d6 acid damage, and
the target is grappled.
Melee AttackConstriction: automatic
hit (one creature already grappled
by the arcanoplasm at the start of
the arcanoplasms turn). Hit: 1d6 +
2 bludgeoning damage plus 2d6
acid damage.
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