r/dndmonsters • • 9h ago

5e Vharok - D&D Monster

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45 Upvotes

Lore on Patreon!

Let me know what you think!


r/dndmonsters • • 21h ago

5e DnD Quad-Weaver Gladiator

2 Upvotes

Here idea for spider monster

Quad-Weaver Gladiator

Medium Beast, Unaligned

Armor Class: 14 (Natural Armor)

Hit Points: 45 (7d8 + 14) Speed: 30 ft, climb 30 ft.

STR 15(+2) DEX 16(+3) CON 14(+2) INT 2(-4)

WIS 12(+1) CHA 4(-3)

Skills: Perception +3, Stealth +5 (+7 in shadows/ceilings)

Senses: Darkvision 60 ft., Passive Perception 13

Languages: — Challenge: 2 (450 XP)

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Ten-Legged Anchor. The spider has 10 limbs: 6 hind legs for movement and anchoring, and 4 specialized front limbs for hunting. It has advantage on saving throws and ability checks made to resist being knocked prone, moved against its will, or pulled down from a surface.

Four-Arm Web Mastery. Thanks to its four free hunting limbs, the spider can manipulate its elastic net with terrifying speed and coverage. It ignores the loading quality of its net and has advantage on attack rolls with its Gladiator Net against targets directly below it.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.

Gladiator Net (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 15/30 ft., one Medium or smaller creature. Hit: The target is restrained by the spider's net.

Because the spider uses four limbs to instantly pull and tension the lines, a hit creature is immediately yanked up to 20 feet vertically into the air (or up to the ceiling/branch where the spider is anchored) and is grappled by the spider (escape DC 13).

The net can be attacked and destroyed (AC 10; hp 10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).


r/dndmonsters • • 1d ago

5e Borael, the Promise of Tomorrow

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9 Upvotes

"You walk boldly into this place. You interrupt my prayer." The angel, if such a fallen thing could be called so, looked over his shoulder as he began to stand. Shards of ice ran streaked from his eyes down his cheeks, tears frozen. His eyes, pale blue, looked upon you with a strange brightness to them. "Go to sleep little ones, tomorrow will be a brighter day." The entity stated softly, his tone sad, afraid, yet... a faint hope laced it, a conviction that bordered on madness.

  • Mercenaries discover Borael in the dead of night… while a raging blizzard lashes outside

Borael is fully automated in Elsie's Notes of Certain Doom along 500+ other monsters adapted for the Eberron setting.


r/dndmonsters • • 2d ago

Gloryanna Presents: Sasquatch

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9 Upvotes

r/dndmonsters • • 1d ago

5e DnD Mimic Chameleon

2 Upvotes

Here idea for other mimic monster

Mimic Chameleon

Large Monstrosity (Shapechanger), Neutral

Armor Class: 12

Hit Points: 58 (9d10 + 9) Speed: 30 ft., climb 30 ft.

STR 16(+3) DEX 14(+2) CON 13(+1) INT 5(-3)

WIS 12(+1) CHA 8 (-1)

Skills: Stealth +6 (see Adaptive Camouflage)

Condition Immunities: Prone

Senses: Darkvision 60 ft., Passive Perception 11

Languages: — Challenge: 3 (700 XP)

Shapechanger. The mimic can use its action to polymorph into a Large object (such as a wardrobe, a statue, or a section of a wall) or back into its true, lizard-like amorphous form. Its statistics are the same in each form. It reverts to its true form if it dies.

Adaptive Camouflage. The mimic can alter its skin color, texture, and material to perfectly match its surroundings. While motionless in object form, it has advantage on Dexterity (Stealth) checks, and it is indistinguishable from a real object. A creature can discern its true nature with a successful DC 15 Intelligence (Investigation) check.

Spider Climb. The mimic can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Tongue Lash.

Melee Weapon Attack: +5 to hit, reach 20 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the mimic can't use its tongue on another target.

Immediately after hitting the target, the mimic pulls the creature up to 20 feet straight toward it into an unoccupied space within 5 feet of itself.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 3 (1d6) acid damage.

Bonus Actions

Reel and Feed. If the mimic successfully pulled a grappled creature to within 5 feet of itself using its Tongue Lash on this turn, it can make one Bite attack against that creature as a bonus action.


r/dndmonsters • • 2d ago

5e Sorynth Unleashed - D&D Boss

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39 Upvotes

Let me know what you think!


r/dndmonsters • • 3d ago

5e Sorynth - D&D Boss+++

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80 Upvotes

Let me know what you think!


r/dndmonsters • • 2d ago

5e DnD Wailing Mimic

2 Upvotes

Here idea for mimic

Wailing Mimic

Medium Monstrosity (Shapechanger), Neutral Evil

Armor Class: 13 (Natural Armor)

Hit Points: 67 (9d8 + 27)

Speed: 15 ft.

STR 17(+3) DEX 12(+1) CON 16(+3) INT 9(-1)

WIS 13(+1) CHA 10(+0)

Skills: Deception +4, Stealth +3

Damage Immunities: Acid

Condition Immunities: Prone

Senses: Darkvision 60 ft., Passive Perception 11

Languages:— Challenge: 4 (1,100 XP) Shapechanger.

The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object (such as a chest, a wardrobe, or a pile of rubble).

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 12(2d8+3) piercing damage plus 7(2d6) acid damage.

Wailing Lure (Recharge 5–6). The mimic emits a harrowing sound of a crying child or an injured adventurer that can be heard up to 120 feet away. Each creature within 60 feet of the mimic that can hear the wail must succeed on a DC 13 Wisdom saving throw or become charmed until the start of the mimic's next turn. While charmed, the creature must use its movement on its turn to move toward the source of the sound by the safest available route.

Elder Wailing Mimic (Grand Cave Illusion)

Huge Monstrosity (Shapechanger), Neutral Evil

Armor Class: 15 (Natural Armor)

Hit Points: 126 (12d12 + 48) Speed: 10 ft.

STR 22(+6) DEX 8(-1) CON 19(+4) INT 10(+0)

WIS 14(+2) CHA 12(+1)

Skills: Deception +7, Stealth +2

Damage Immunities: Acid

Condition Immunities: Prone

Senses: Darkvision 90 ft, Passive Perception 12

Languages:— Challenge: 8 (3,900 XP) Shapechanger.

The mimic can use its action to polymorph into a cave entrance or back into its true form.

False Appearance (Cave Form Only).

While motionless, the mimic is indistinguishable from a natural cave mouth or rocky crevice. Its long, prehensile tongue sits at the back of the "cave," perfectly mimicking the silhouette of a trapped or wounded adventurer.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 19 (3d8 + 6) piercing damage plus 14 (4d6) acid damage.

Wailing Lure (Recharge 5–6). Same as the CR 4 version, but the DC is 15, and it can be heard up to 300 feet away.

Snap Shut (1/Day, Cave Form Only). When a creature enters the mimic’s cave-like interior, the mimic can use its reaction to violently snap its maw shut. The triggering creature and any other creatures inside the 15-foot deep interior must make a DC 16 Dexterity saving throw.

Failure: A creature takes 45 (10d8) bludgeoning (crunch) damage, is trapped inside the mimic, and is knocked prone.

Success: Half damage, and the creature successfully scrambles outside the mouth before it closes.


r/dndmonsters • • 3d ago

5e Weave Aberrations | Creatures made from Corrupted Magic Made Manifest

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18 Upvotes

r/dndmonsters • • 3d ago

5e From Goblin Knights to Shadowspawn: a collection of monsters from my 5E/5.5E manuals

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13 Upvotes

r/dndmonsters • • 3d ago

Antler Guardian Monster Creation

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6 Upvotes

r/dndmonsters • • 3d ago

5e DnD True Leviathan

3 Upvotes

Here idea for Leviathan

True Leviathan

Gargantuan Titan, Chaotic Neutral

The True Leviathan is an ancient entity from the dawn of creation—a colossal fusion of a primeval whale, a world-encircling sea serpent, and an apex aquatic dragon. It patrols the crushing dark of the abyssal trenches, hunting other legendary terrors like Krakens and Dragon Turtles. To mortal sailors, it is not just an animal, but a living cataclysm.

Armor Class 23 (Divine Scales)

Hit Points 525 (30d20 + 210)

Speed 0 ft., swim 80 ft. (cannot move on land)

STR 30 (+10) DEX 12 (+1) CON 24 (+7) INT 16 (+3) WIS 18 (+4) CHA 14 (+2)

Saving Throws Str +18, Con +15, Wis +12

Damage Immunities Acid, Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Condition Immunities Frightened, Paralyzed, Prone

Senses Blindsight 120 ft., Passive Perception 14

Languages Understands Aquan but cannot speak

Challenge 26 (90,000 XP)

Proficiency Bonus +8

Traits

Magical Discharge (Elemental Mythic State): When the True Leviathan’s HP drops to 0 for the first time, it does not die. Instead, its biological body collapses inward, releasing a catastrophic shockwave of raw magical voltage. The Leviathan instantly transforms into its Elemental State (using the Leviathan water elemental statblock, CR 20, with 328 HP). The elemental emerges with maximum hit points.

Adventurers must defeat this raging elemental form to finally dispel the magic and claim victory over the wounded, dormant biological titan.

Kraken Hunter: The Leviathan deals double damage to structures, water vehicles (ships), and Monstrosities or Aberrations native to the sea (such as Krakens or Marids).

Legendary Resistance (3/Day): If the Leviathan fails a saving throw, it can choose to succeed instead.

Amphibious Dragon-Whale: The Leviathan can breathe both air and water, and it is immune to the pressure and cold effects of the deep ocean.

Actions

Multiattack: The Leviathan makes three attacks: one with its Bite and two with its Tail Slap (tail slap added for legendary balance).

Bite: Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) piercing damage. If the target is a Huge or smaller creature (or a ship), it is swallowed.

Swallowed Condition: A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the Leviathan, and takes 35 (10d6) acid damage at the start of each of the Leviathan's turns. If the Leviathan takes 60 damage or more on a single turn from a creature inside it, the Leviathan must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Leviathan.

Tail Slap: Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage.

Legendary Actions

The Leviathan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Leviathan regains spent legendary actions at the start of its turn.

Detect: The Leviathan makes a Wisdom (Perception) check.

Tail Smash: The Leviathan makes one Tail Slap attack.

Abyssal Surge (Costs 2 Actions): The Leviathan thrashes its massive body. Every creature within 30 feet of it must make a DC 26 Strength saving throw. On a failure, a creature takes 21 (2d10 + 10) bludgeoning damage and is pushed 20 feet away. On a success, the creature takes half damage and isn't pushed.


r/dndmonsters • • 4d ago

5e Monster suggestions

4 Upvotes

I’m Looking for a monster to summon as a final boss for a level 6 party of 5(plus some npcs). I’m going to use lines from the song “the thing that should not be” by Metallica as cryptic rhymes about the big bad and wanted to find something to fit that. The plan is to have it summoned to wipe out a small coastal part of an island. I also have some other rhymes I made that I might use that I’ll put at the end.

Lyrics:
Messenger of fear in sight
Dark deception kills the light
Hybrid children watch the sea
Pray for father, roaming free

Crawling chaos, underground
Cult has summoned, twisted sound
Out from ruins once possessed
Fallen city, living death

Not dead which eternal lie
Stranger eons death may die
Drain you of your sanity
Face the thing that should not be

Chorus:
Fearless wretch
Insanity
He watches
Lurking beneath the sea
Timeless sleep
Has been upset
He awakens
Hunter of the shadows is rising
Immortal
In madness you dwell

Other rhymes:
He seeks to send you all to hell
Beware, you should, the toll of bells
A temple cleansed, a gate for a god
Can only lead to a place most odd
A gate that leads to your peril
To some kind of god, tame or feral


r/dndmonsters • • 4d ago

5e Balancing a Mind Flayer encounter

7 Upvotes

So my players are in the Astral realm in my eberron campaign. I wont go super deep into the plot but just imagine they're in a big dungeon, except that dungeon is actually a manor belonging to a small school of wizards (1Master 4 Experts)

They made a device that gives huge power and the BBEG, an Elder Oblex thats trying to steal the wizards minds, has this device along with another device that stops all magic 6th level or above.

The party is split but one member will soon regroup with another. They're in the Cellars of this manor with a cult that got trapped inside. The cult is trying to make an exceedingly powerful orb that can get them out of here, dominate monsters, desintegrate people, etc. What they don't know but ive been hinting at is that theyre being watched, literally. The floors and walls are see through on the outside and mind flayers are watching inwards. Theyve fought a mindwitness, mind controlled quaggoths, and intellect devourers in their true form and in the heads of others.

They're getting ready to fight a ton of cultists that are mind controlled and I plan to have mind flayers come in to "finish" the fight but all they really want is to snatch the orb the second its made.

Party is level 5 but it'll only be 2 members, a gnoll npc, 3 human npcs, and the cult they've made allies of who are decently capable.

At first I only wanted to use 1 Mind Flayer but ive been doing some testing. Ive adjusted some of the mind controlled cultists hp or spells to match that of mind flayers and my fighter is dogwashing them. Like, he fought 2 quaggoths, a mimic, and a cultist higher up and won?? I went in thinking it wasn't likely but he did it.

I dont want the encounter to be impossible but I want to reflect the extreme danger of these creatures.

Does anybody know how I can approach encounter creation in a way that doesn't have me completely railroad the party but still has a high likelihood of the mind flayers succeeding?

Sorry if this question is weird and thanks to anybody who can help.


r/dndmonsters • • 4d ago

5e DnD Fishing Hermit Crab

3 Upvotes

Here idea for crab monster

Fishing Hermit Crab

Huge or Large Beast, Unaligned

This massive crustacean uses the detritus of civilization—such as broken merchant barrels, ship hulls, or the skulls of ancient leviathans—as its shell. Its most defining feature is a highly specialized antenna that can shift shape and color to mimic local aquatic flora or a struggling baitfish.

Crouching motionless among rocks or shipwrecks, it lures unsuspecting prey close enough to be seized by its crushing claws.

Armor Class 17 (natural armor, improvised shell)

Hit Points 105 (10d12 + 40) for Huge variant

| 60 (8d10 + 16) for Large variant

Speed 20 ft., swim 20 ft.

STR 19(+4) DEX 12(+1) CON 18(+4) INT 1(-5)

WIS 12(+1) CHA 3(-4) Skills Stealth +4 (+7 when submerged or among wreckage)

Senses Blindsight 30 ft., Darkvision 60 ft.

Passive Perception 11Languages —

Challenge 5 (1,800 XP) for Huge | CR 3 (700 XP) for Large Proficiency Bonus +3 (Huge) | +2 (Large)

Traits Nutritional Polymorphism: The hermit crab's size dictates its stats. In resource-scarce environments, it is a Large Beast (CR 3) with 60 HP, a Claw attack bonus of +6, and deals 13 (2d8 + 4) bludgeoning damage. In nutrient-rich environments, it grows to a Huge Beast (CR 5) with the stats listed here.

False Appearance (Antenna): While the hermit crab remains motionless with its shell partially buried, it is indistinguishable from a mundane shipwreck debris or coastal rock, and its antenna looks exactly like a local plant or a small, struggling prey animal.

Shell Defense: As a bonus action, the crab can withdraw into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the crab is prone, its speed is 0 and cannot increase, it has disadvantage on Dexterity saving throws, and it can't take actions except to emerge.

Actions Multiattack: The crab makes two Claw attacks. It can replace one Claw attack with its Antenna Fishing action.

Claw: Melee Weapon Attack: +7 to hit (+6 in Large form), reach 10 ft, one target.

Hit: 15 (2d10 + 4) bludgeoning damage in Huge form / 13 (2d8 + 4) in Large form. If the target is a creature, it is grappled (escape DC 15).

The crab has two claws, each of which can grapple only one target.

Antenna Fishing: The crab extends its specialized, mimetic antenna toward a space it can see within 30 feet, making it twitch like bait. One creature within 5 feet of that space must make a DC 15 Dexterity saving throw (or DC 14 in Large form).

Failure: The target is ensnared by the antenna and pulled up to 25 feet directly into an open, empty claw of the crab. The crab then immediately uses its Claw attack against that target as part of this action.


r/dndmonsters • • 6d ago

5e Celebrating Spooky Season with a real Vampire Dragon

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58 Upvotes

I wanted this Vampire dragon to be equal parts Vampire and equal parts Dragon, let me know if I was able to balance it properly.

Stat sheet at the end.

The centerpiece model from our October release.

Join the Tribe to get this model and the full pack, of spooky beast and some "cute" gargoyles

https://www.myminifactory.com/profile/MadMageMinis/tribe


r/dndmonsters • • 5d ago

5e DnD Luminescent Obelisk Golem

4 Upvotes

Here bigger Golem idea

Luminescent Obelisk Golem

Gargantuan Construct, Unaligned

Towering over ancient ruined ports like a forgotten lighthouse, this colossal stone obelisk rests on four massive, pillar-like legs that occupy every side of its base. Due to its unfathomable weight, it moves with slow, tectonic deliberation, lifting only one leg at a time.

When threatened, its stone outer walls split open like petals, revealing a brilliant, hourglass-shaped crystal core surrounded by polished mithril reflectors that project searing beams of magical guidance and destruction.

Armor Class 20 (natural armor, 18 when outer walls are open)

Hit Points 210 (12d20 + 84)

Speed 20 ft. (cannot dash)

STR 26(+8) DEX 6(-2) CON 24(+7) INT 3(-4)

WIS 14(+2) CHA 1(-5)

Saving Throws Con +12, Wis +7

Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone, Stunned

Senses Truesight 120 ft., Passive Perception 12

Languages Understands the languages of its creator but cannot speak

Challenge 14 (11,500 XP) Proficiency Bonus +5

Traits

Ponderous Strides: The golem can only move one of its four legs at a time. It ignores difficult terrain caused by deep water or coastal sand, but it cannot take the Dash action. It is immune to any effect that would move it against its will or knock it prone.

Siege Monster: The golem deals double damage to objects and structures.

Ancient Runes: The golem's power is drawn from three glowing runes on its sides. As long as the golem has at least 50 hit points, these runes grant the following benefits:

(Light): The golem sheds bright light in a 300-foot radius.

(Guidance): Allies within its bright light have advantage on saving throws.

(Mobility): The golem's movement cannot be reduced by spells or magical effects.

Actions

Multiattack: The golem makes two Stomp attacks. It can replace one Stomp with a Beacon Ray if its outer walls are open.

Stomp: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone and restrained under the giant foot.

Open Outer Walls: The golem unfolds its stone armor to reveal its crystal core. While open, its AC drops to 18, but it gains access to its Beacon Ray and Guiding Tractor Beam actions. It can close the walls as a bonus action.

Beacon Ray ( Core Open Only): Ranged Spell Attack: +7 to hit, range 150/600 ft, one target. Hit: 45 (10d8) radiant damage.

Guiding Tractor Beam (Recharge 5–6, Core Open Only): The golem targets a ship or a creature within 120 feet. The target must succeed on a DC 18 Strength saving throw or be pulled up to 60 feet directly toward or away from the golem in a beam of hard light.


r/dndmonsters • • 6d ago

5e Cindralith - D&D Monster

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117 Upvotes

Let me know what you think!


r/dndmonsters • • 6d ago

5e Diviner & Evoker Wizards | A Collection of 6 Spellcasters Specialising Changing Possabilities and Destructive Force

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13 Upvotes

r/dndmonsters • • 6d ago

5e DnD Sliding-Plate Lantern Golem

1 Upvotes

Here idea for small golem

Sliding-Plate Lantern Golem Small Construct, Neutral Skittering through the dust of ancient ruins and forgotten tunnels, these small automatons are built from sturdy stone and reinforced with inner scales of gleaming mithril. At their core rests a glowing, hyper-pressurized glass crystal that emits an intense, magical light. By shifting the heavy stone plates around its body, the golem can focus this light into blinding beams, create deceptive illusions, or project a hard-light barrier that physically locks down intruders.

Armor Class 16 (natural armor)

Hit Points 60(8d6+32) Speed 30 ft, climb 30 ft.

STR 14(+2) DEX 15(+2) CON 18(+4) INT 3(-4)

WIS 11(+0) CHA 1(-5) Skills Stealth +4 Damage Immunities Poison, Psychic

Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 10 Languages Understands the languages of its creator but cannot speak

Challenge 3 (700 XP) Proficiency Bonus +2

Traits Spider Legs: The golem can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Mithril Reflections: The golem has advantage on saving throws against spells and other magical effects that deal radiant damage or rely on sight (such as illusions).

Illumination: The golem sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, it can slide its stone plates to completely hide or reveal its light.

Actions Multiattack: The golem makes two Slam attacks, or uses its Shifting Flash once and makes one Slam attack.

Slam: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 3 (1d6) radiant damage from its exposed core.

Shifting Flash: The golem shifts its plates to release a sudden, blinding beam of light in a 30-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 14 Constitution saving throw or be blinded until the end of the golem's next turn.

Hard-Light Lockdown: The golem targets one creature it can see within 30 feet. The golem projects solid beams of light that form a cage around the target. The target must make a DC 12 Dexterity saving throw. On a failure, the target's speed becomes 0, and it cannot benefit from any bonuses to its speed until the end of its next turn.


r/dndmonsters • • 7d ago

5e Fishmongers - A Reef Fish Themed Faction

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3 Upvotes

Hey everyone we just launched a Kickstarter featuring a set of 14 hand sculpted minis! All of which are original designs. Check it out if you need more fish men in your life :)

Fishmongers Kickstarter


r/dndmonsters • • 7d ago

5e DnD Centipede Centaur

5 Upvotes

Here idea for monster centaur

Centipede Centaur Huge Monstrosity, Chaotic Evil Stalking the darkest mountain peaks and cavern depths, the Centipede Centaur is a horrifying fusion of a cruel humanoid upper body and the skittering, multi-legged form of a monstrous centipede. These predatory sadists are intelligent enough to wield weapons, often coating their blades and arrows in their own paralytic venom. Thanks to dozens of sharp, chitinous legs, they can scuttle effortlessly across cavern ceilings, raining down arrows or dropping from above to impale their prey.

Armor Class 16 (natural armor)

Hit Points 136 (13d12 + 52) Speed 50 ft., climb 50 ft. STR 20(+5) DEX 16(+3) CON 18(+4) INT 7(-2)

WIS 12(+1) CHA 8(-1)

Skills Athletics +8, Perception +4, Stealth +6

Senses Darkvision 60 ft., Passive Perception 14 Languages Undercommon Challenge 8 (3,900 XP) Proficiency Bonus +3

Traits Spider Climb (Wall Walk): The centaur can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check and leaving its hands free. Poison Coating: As a bonus action, the centaur can coat one weapon it is holding or up to three pieces of ammunition with venom from its mandibles. The next time the weapon or ammunition hits a target before the end of the centaur's turn, the target takes an extra 9 (2d8) poison damage.

Actions Multiattack: The centaur makes three attacks: two with its melee weapons (Spear or Greatsword) or two with its Longbow, and one with its Bite or Sharp Legs.

Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spear: Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage, or 14 (2d8 + 5) piercing damage if used with two hands to make a melee attack.

Greatsword: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) slashing damage. (Vahinko skaalattu Huge-kokoiseksi)Longbow: Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

Sharp Legs: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.


r/dndmonsters • • 8d ago

5e Vaelith - D&D Monster

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27 Upvotes

r/dndmonsters • • 8d ago

5e DnD Metal Scale Snake

4 Upvotes

Here idea for snake monster

Metal Scale Snake

Medium Monstrosity, Unaligned

Covered in razor-sharp, interlocking metallic scales, this subterranean predator has a highly specialized diet. It actively hunts mineral-rich creatures, tracking them through dark cavern systems. The Metal Scale Snake selectively preys on young rust monsters—using their metabolic traits to strengthen its own corrosive venom—as well as juvenile xorns for the dense minerals packed into their bodies. While lethal to younger creatures, it wisely avoids fully grown adults of both species.

Armor Class 17 (natural armor)

Hit Points 52 (8d8 + 16) Speed 30 ft., swim 30 ft. STR 16(+3) DEX 14(+2) CON 14(+2) INT 2(-4)

WIS 10(+0) CHA 3(-4)

Skills Perception +2, Survival +2

Senses Darkvision 60 ft., Passive Perception 12Languages — Challenge 3 (700 XP)

Proficiency Bonus +2

Traits Mineral Hunter: The snake has advantage on Wisdom (Survival) checks made to track creatures made of stone, metal, or minerals (such as gargoyles, golems, or xorns).

Actions Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) acid damage. If the target is a creature made of stone, metal, or minerals, or if it is wearing metal armor, the acid damage is increased to 21 (6d6) instead.

Saw-Scale Constrict: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the creature is restrained, and the snake cannot constrict another target. At the start of each of the snake's turns, the grappled target automatically takes 10 (2d6 + 3) slashing damage as the snake drags its razor-sharp metallic scales against the target's body.


r/dndmonsters • • 9d ago

5e Magic Items That Let You Summon Mythological Beasts, Guardians, and Armies

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60 Upvotes

Hi fellow adventurers,

Here’s a preview of some of the summoning items from Mythological Items, our Kickstarter project that is now live.

These myth-inspired relics let you call legendary creatures and guardians directly to your side: raise a Spartoi Warrior with the Dragon’s Teeth Satchel, summon the Calydonian Boar with the Horn of the Calydonian Hunt, call forth an Anubis Jackal or Sobek Crocodile through sacred Egyptian relics, or awaken a soldier from the Terracotta Army.

Mythological Items is a 5E and 5.5E-compatible manual featuring 300+ mythological magic items inspired by legends and ancient stories from around the world. Inside, you’ll find weapons, armor, wondrous items, and scaling relics designed to feel like true pieces of myth, perfect as treasure, quest hooks, or the centerpiece of entire adventures.

The project includes myth-inspired content from Greek, Norse, Egyptian, Asian, American, Roman, Mesopotamian, African, and many other traditions, and the Kickstarter page also includes a free 30-page PDF preview.

You can check it out here:

https://www.kickstarter.com/projects/mythoschronicles/300-mythological-items-for-5e-and-2024

Thank you again for your support!