Everything from the 5th edition of D&D. 5e, monster manual, DnD, collection.
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Sprite (Class)
Sprites are fierce guardians of the forest, wielding their dragonfly wings to flit through the trees with agility and precision. They possess the unique ability to judge the hearts of intruders, using their skills in poison brewing and stealth to protect their homes from those with ill intent, while forming unexpected alliances with good-hearted adventurers.
Vampire
Vampires feed by drinking the blood of the living. They never cast shadows or reflections. When its health hits 0 points, the vampire transforms into mist. Once in its resting place, it reverts to its vampire form with 1 hit point. The vampire takes 20 acid damage if it ends its turn in running water and 20 radiant damage from sunlight. If wood is driven into the vampire's heart the vampire is paralyzed until it is removed. The vampire can't enter a residence without an invitation.
Troll (Class)
Traits: Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.
Revenant (Class)
Traits: The revenant regains 10 hit points at the start of its turn. The revenant's body is destroyed only if it starts its turn with O hit points. When the revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another corpse and regains all its hit points. The reverant is immune to effects that turn undead. The revenant knows the distance to and direction of any creature against which it seeks revenge. If the creature dies, the revenant knows.
Pixie (Class)
Traits: Magic Resistance. The pixie has advantage on saving throws against spells and other magical effects.
Oni (Class)
Oni are fearsome bogeymen that haunt the nightmares of mortals, capable of shapeshifting into humanoid forms to deceive and abduct their prey. With their innate magical abilities and a hunger for human flesh, they serve dark masters in exchange for power and luxury, often lurking in the shadows until they strike. Traits: Magic Weapons. The oni's weapon attacks are magical. Regeneration. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.
Minotaur (Class)
Traits: If the minotaur moves at least 10 feet toward a target and hits it with a gore attack, the target takes an extra 9 piercing damage. It must succeed on a DC 14 Strength saving throw or be pushed 10 feet away and knocked prone. Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled. Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls, but attack rolls against it have advantage until the start of its next turn.
Lich (Class)
Liches are powerful undead spellcasters. Traits: Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead. Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. Turn Resistance. The lich has advantage on saving throws against any effect that turns undead. truesight 120 ft.
Lamia (Class)
The Lamia is a cunning and seductive spellcaster, blending beauty and brutality. With a humanoid upper body and a powerful leonine lower half, they enchant and manipulate their foes, using magic to beguile and control. Masters of illusion, they create opulent lairs in desolate ruins, surrounding themselves with thralls and treasures. In combat, they strike swiftly with claws and daggers, retreating to safety while their minions do their bidding.
Medusa (Class)
Medusas are cursed beings, once beautiful mortals who sought eternal youth and adoration, only to be transformed into serpent-haired monstrosities. Immortal yet isolated, they wield the power to petrify those who gaze upon them, surrounded by the stone remains of their past admirers, forever haunted by their vanity and the price of their hubris.
Harpy (Class)
The Harpy is a sinister creature, blending the body and wings of a vulture with the torso and head of a human. Once an elf cursed by the gods, they use their enchanting yet deadly song to lure adventurers to their doom, reveling in the suffering of their prey while collecting trophies from their victims in treacherous cliffs and remote ruins.
Deep Gnome (Class)
Traits: Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. Has darkvision 120 ft.
Drider (Class)
Traits: Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep. Spider Climb. The drider can climb difficult surfaces, upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Web Walker. The drider ignores movement restrictions caused by webbing. Has Nightvision 120 feet
Dryad (Class)
The Dryad is a fey guardian of the forest, bound to a tree that serves as her home. With the ability to communicate with nature, teleport between trees, and enchant those who wander too close, Dryads protect their woodland realms with a mix of charm and magic. They are youthful and alluring, but their connection to their tree means that any harm to it can lead to their suffering or madness. The dryad has advantage on saving throws against spells and other magical effects.
Imp (Class)
Traits: Devil's Sight. Magical darkness doesn't impede the imp's darkvision. Magic Resistance. Has advantage on saves against spells & other magical effects.
Succubi (Class)
Traits: Damage Resistances to cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons Has darkvision 60 ft.
Wizard
Learned mages who study and cast spells from spellbooks.
Warlock
Spellcasters bound by a pact to supernatural entities.
Sorcerer
Innate spellcasters with magical bloodlines.
Rogue
Stealthy, dexterous adventurers skilled in evasion and subterfuge.
Ranger
Skilled hunter and tracker, proficient with ranged attacks.
Paladin
Holy warriors imbued with divine magic.
Monk
Master of martial arts, using inner force and agility.
Fighter
Skilled in martial arts, versatile with weapons and armor.
Druid
Shapeshifting spellcasters connected to nature.
Cleric
Divine spellcasters devoted to a deity, able to heal and harm.
Bard
Musical mages with a wide range of abilities and spells.
Barbarian
Masters of brute force, harnessing their rage to deliver powerful blows.