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Monstres


Nom Type Niveau de difficulté Description
Shadow Undead 1/2
Shadow

Shadow

Medium Undead Chaotic Evil


Armure: 12 (Dexterity)
Points de vie: 16 (3d8+3)
Vitesse: Walk (40 ft.)

FOR
6 (-2)
DEX
14 (2)
CON
13 (1)
INT
6 (-2)
SAG
10 (0)
CHA
8 (-1)

Résistances aux dégâts: acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons
Immunités aux dégâts: necrotic, poison
Vulnérabilités aux dégâts: radiant
Immunités aux conditions: Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Sens: darkvision (60 ft.), passive_perception (10)
Niveau de difficulté: 0.5 (100 XP)
Bonus de maîtrise: Skill: Stealth (4)

Amorphous: The shadow can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth: While in dim light or darkness, the shadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6.
Sunlight Weakness: While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

Actions

Strength Drain: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

/api/images/monsters/shadow.png

Shambling Mound Plant 5
Shambling Mound

Shambling Mound

Large Plant Unaligned


Armure: 15 (Natural)
Points de vie: 136 (16d10+48)
Vitesse: Walk (20 ft.), Swim (20 ft.)

FOR
18 (4)
DEX
8 (-1)
CON
16 (3)
INT
5 (-3)
SAG
10 (0)
CHA
5 (-3)

Résistances aux dégâts: cold, fire
Immunités aux dégâts: lightning
Immunités aux conditions: Blinded, Blinded, Exhaustion
Sens: blindsight (60 ft. (blind beyond this radius)), passive_perception (10)
Niveau de difficulté: 5 (1800 XP)
Bonus de maîtrise: Skill: Stealth (2)

Lightning Absorption: Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

Actions

Multiattack: The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.
Slam: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Engulf: The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.

/api/images/monsters/shambling-mound.png

Shield Guardian Construct 7
Shield Guardian

Shield Guardian

Large Construct Unaligned


Armure: 17 (Natural)
Points de vie: 142 (15d10+60)
Vitesse: Walk (30 ft.)

FOR
18 (4)
DEX
8 (-1)
CON
18 (4)
INT
7 (-2)
SAG
10 (0)
CHA
3 (-4)

Immunités aux dégâts: poison
Immunités aux conditions: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Sens: blindsight (10 ft.), darkvision (60 ft.), passive_perception (10)
Langues: understands commands given in any language but can't speak
Niveau de difficulté: 7 (2900 XP)

Bound: The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.
Regeneration: The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit. point.
Spell Storing: A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.

Actions

Multiattack: The guardian makes two fist attacks.
Fist: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

/api/images/monsters/shield-guardian.png

Shrieker Plant 0
Shrieker

Shrieker

Medium Plant Unaligned


Armure: 5 (Dexterity)
Points de vie: 13 (3d8)
Vitesse: Walk (0 ft.)

FOR
1 (-5)
DEX
1 (-5)
CON
10 (0)
INT
1 (-5)
SAG
3 (-4)
CHA
1 (-5)

Immunités aux conditions: Blinded, Blinded, Frightened
Sens: blindsight (30 ft. (blind beyond this radius)), passive_perception (6)
Niveau de difficulté: 0 (10 XP)

False Appearance: While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.

/api/images/monsters/shrieker.png

Silver Dragon Wyrmling Dragon 2
Silver Dragon Wyrmling

Silver Dragon Wyrmling

Medium Dragon Lawful Good


Armure: 17 (Natural)
Points de vie: 45 (6d8+18)
Vitesse: Walk (30 ft.), Fly (60 ft.)

FOR
19 (4)
DEX
10 (0)
CON
17 (3)
INT
12 (1)
SAG
11 (0)
CHA
15 (2)

Immunités aux dégâts: cold
Sens: blindsight (10 ft.), darkvision (60 ft.), passive_perception (14)
Langues: Draconic
Niveau de difficulté: 2 (450 XP)
Bonus de maîtrise: Saving Throw: DEX (2), Saving Throw: CON (5), Saving Throw: WIS (2), Saving Throw: CHA (4), Skill: Perception (4), Skill: Stealth (2)

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Breath Weapons: The dragon uses one of the following breath weapons. Cold Breath. The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

/api/images/monsters/silver-dragon-wyrmling.png

Skeleton Undead 1/4
Skeleton

Skeleton

Medium Undead Lawful Evil


Armure: 13
Points de vie: 13 (2d8+4)
Vitesse: Walk (30 ft.)

FOR
10 (0)
DEX
14 (2)
CON
15 (2)
INT
6 (-2)
SAG
8 (-1)
CHA
5 (-3)

Immunités aux dégâts: poison
Vulnérabilités aux dégâts: bludgeoning
Immunités aux conditions: Poisoned, Exhaustion
Sens: darkvision (60 ft.), passive_perception (9)
Langues: understands all languages it spoke in life but can't speak
Niveau de difficulté: 0.25 (50 XP)

Actions

Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

/api/images/monsters/skeleton.png

Solar Celestial 21
Solar

Solar

Large Celestial Lawful Good


Armure: 21 (Natural)
Points de vie: 243 (18d10+144)
Vitesse: Walk (50 ft.), Fly (150 ft.)

FOR
26 (8)
DEX
22 (6)
CON
26 (8)
INT
25 (7)
SAG
25 (7)
CHA
30 (10)

Résistances aux dégâts: radiant, bludgeoning, piercing, and slashing from nonmagical weapons
Immunités aux dégâts: necrotic, poison
Immunités aux conditions: Charmed, Exhaustion, Frightened, Poisoned
Sens: truesight (120 ft.), passive_perception (24)
Langues: all, telepathy 120 ft.
Niveau de difficulté: 21 (33000 XP)
Bonus de maîtrise: Saving Throw: INT (14), Saving Throw: WIS (14), Saving Throw: CHA (17), Skill: Perception (14)

Angelic Weapons: The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
Divine Awareness: The solar knows if it hears a lie.
Innate Spellcasting: The solar's spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components: At will: detect evil and good, invisibility (self only) 3/day each: blade barrier, dispel evil and good, resurrection 1/day each: commune, control weather
Magic Resistance: The solar has advantage on saving throws against spells and other magical effects.

Actions

Multiattack: The solar makes two greatsword attacks.
Greatsword: Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Slaying Longbow: Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 190 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Flying Sword: The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.
Healing Touch: The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Actions légendaires

Teleport: The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. to an unoccupied space it can see.
Searing Burst (Costs 2 Actions): The solar emits magical, divine energy. Each creature of its choice in a 10 -foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions): The solar targets one creature it can see within 30 ft. of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

/api/images/monsters/solar.png

Specter Undead 1
Specter

Specter

Medium Undead Chaotic Evil


Armure: 12 (Dexterity)
Points de vie: 22 (5d8)
Vitesse: Walk (0 ft.), Fly (50 ft.), Hover (1)

FOR
1 (-5)
DEX
14 (2)
CON
11 (0)
INT
10 (0)
SAG
10 (0)
CHA
11 (0)

Résistances aux dégâts: acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons
Immunités aux dégâts: necrotic, poison
Immunités aux conditions: Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Sens: darkvision (60 ft.), passive_perception (10)
Langues: understands all languages it knew in life but can't speak
Niveau de difficulté: 1 (200 XP)

Incorporeal Movement: The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity: While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Life Drain: Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

/api/images/monsters/specter.png

Spider Beast 0
Spider

Spider

Tiny Beast Unaligned


Armure: 12 (Dexterity)
Points de vie: 1 (1d4-1)
Vitesse: Walk (20 ft.), Climb (20 ft.)

FOR
2 (-4)
DEX
14 (2)
CON
8 (-1)
INT
1 (-5)
SAG
10 (0)
CHA
2 (-4)

Sens: darkvision (30 ft.), passive_perception (12)
Niveau de difficulté: 0 (10 XP)
Bonus de maîtrise: Skill: Stealth (4)

Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense: While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker: The spider ignores movement restrictions caused by webbing.

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.

/api/images/monsters/spider.png

Spirit Naga Monstrosity 8
Spirit Naga

Spirit Naga

Large Monstrosity Chaotic Evil


Armure: 15 (Natural)
Points de vie: 75 (10d10+20)
Vitesse: Walk (40 ft.)

FOR
18 (4)
DEX
17 (3)
CON
14 (2)
INT
16 (3)
SAG
15 (2)
CHA
16 (3)

Immunités aux dégâts: poison
Immunités aux conditions: Charmed, Poisoned
Sens: darkvision (60 ft.), passive_perception (12)
Langues: Abyssal, Common
Niveau de difficulté: 8 (3900 XP)
Bonus de maîtrise: Saving Throw: DEX (6), Saving Throw: CON (5), Saving Throw: WIS (5), Saving Throw: CHA (6)

Rejuvenation: If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
Spellcasting: The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared: - Cantrips (at will): mage hand, minor illusion, ray of frost - 1st level (4 slots): charm person, detect magic, sleep - 2nd level (3 slots): detect thoughts, hold person - 3rd level (3 slots): lightning bolt, water breathing - 4th level (3 slots): blight, dimension door - 5th level (2 slots): dominate person

Actions

Bite: Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.

/api/images/monsters/spirit-naga.png

Sprite Fey 1/4
Sprite

Sprite

Tiny Fey Neutral Good


Armure: 15 (Leather Armor)
Points de vie: 2 (1d4)
Vitesse: Walk (10 ft.), Fly (40 ft.)

FOR
3 (-4)
DEX
18 (4)
CON
10 (0)
INT
14 (2)
SAG
13 (1)
CHA
11 (0)

Sens: passive_perception (13)
Langues: Common, Elvish, Sylvan
Niveau de difficulté: 0.25 (50 XP)
Bonus de maîtrise: Skill: Perception (3), Skill: Stealth (8)

Actions

Longsword: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Shortbow: Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.
Heart Sight: The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
Invisibility: The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.

/api/images/monsters/sprite.png

Spy Humanoid 1
Spy

Spy

Medium Humanoid Any Alignment


Armure: 12 (Dexterity)
Points de vie: 27 (6d8)
Vitesse: Walk (30 ft.)

FOR
10 (0)
DEX
15 (2)
CON
10 (0)
INT
12 (1)
SAG
14 (2)
CHA
16 (3)

Sens: passive_perception (16)
Langues: any two languages
Niveau de difficulté: 1 (200 XP)
Bonus de maîtrise: Skill: Deception (5), Skill: Insight (4), Skill: Investigation (5), Skill: Perception (6), Skill: Persuasion (5), Skill: Stealth (4)

Cunning Action: On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn): The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

Actions

Multiattack: The spy makes two melee attacks.
Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

/api/images/monsters/spy.png

Steam Mephit Elemental 1/4
Steam Mephit

Steam Mephit

Small Elemental Neutral Evil


Armure: 10 (Dexterity)
Points de vie: 21 (6d6)
Vitesse: Walk (30 ft.), Fly (30 ft.)

FOR
5 (-3)
DEX
11 (0)
CON
10 (0)
INT
11 (0)
SAG
10 (0)
CHA
12 (1)

Immunités aux dégâts: fire, poison
Immunités aux conditions: Poisoned
Sens: darkvision (60 ft.), passive_perception (10)
Langues: Aquan, Ignan
Niveau de difficulté: 0.25 (50 XP)

Death Burst: When the mephit dies, it explodes in a cloud of steam. Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.
Innate Spellcasting: The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws: Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.
Steam Breath: The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.

/api/images/monsters/steam-mephit.png

Stirge Beast 1/8
Stirge

Stirge

Tiny Beast Unaligned


Armure: 14 (Natural)
Points de vie: 2 (1d4)
Vitesse: Walk (10 ft.), Fly (40 ft.)

FOR
4 (-3)
DEX
16 (3)
CON
11 (0)
INT
2 (-4)
SAG
8 (-1)
CHA
6 (-2)

Sens: darkvision (60 ft.), passive_perception (9)
Niveau de difficulté: 0.125 (25 XP)

Actions

Blood Drain: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss. The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.

/api/images/monsters/stirge.png

Stone Giant Giant 7
Stone Giant

Stone Giant

Huge Giant Neutral


Armure: 17 (Natural)
Points de vie: 126 (11d12+55)
Vitesse: Walk (40 ft.)

FOR
23 (6)
DEX
15 (2)
CON
20 (5)
INT
10 (0)
SAG
12 (1)
CHA
9 (-1)

Sens: darkvision (60 ft.), passive_perception (14)
Langues: Giant
Niveau de difficulté: 7 (2900 XP)
Bonus de maîtrise: Saving Throw: DEX (5), Saving Throw: CON (8), Saving Throw: WIS (4), Skill: Athletics (12), Skill: Perception (4)

Stone Camouflage: The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Multiattack: The giant makes two greatclub attacks.
Greatclub: Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Rock: Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

/api/images/monsters/stone-giant.png

Stone Golem Construct 10
Stone Golem

Stone Golem

Large Construct Unaligned


Armure: 17 (Natural)
Points de vie: 178 (17d10+85)
Vitesse: Walk (30 ft.)

FOR
22 (6)
DEX
9 (-1)
CON
20 (5)
INT
3 (-4)
SAG
11 (0)
CHA
1 (-5)

Immunités aux dégâts: poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Immunités aux conditions: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Sens: darkvision (120 ft.), passive_perception (10)
Langues: understands the languages of its creator but can't speak
Niveau de difficulté: 10 (5900 XP)

Immutable Form: The golem is immune to any spell or effect that would alter its form.
Magic Resistance: The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons: The golem's weapon attacks are magical.

Actions

Multiattack: The golem makes two slam attacks.
Slam: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Slow: The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

/api/images/monsters/stone-golem.png

Storm Giant Giant 13
Storm Giant

Storm Giant

Huge Giant Chaotic Good


Armure: 16 (Scale Mail)
Points de vie: 230 (20d12+100)
Vitesse: Walk (50 ft.), Swim (50 ft.)

FOR
29 (9)
DEX
14 (2)
CON
20 (5)
INT
16 (3)
SAG
18 (4)
CHA
18 (4)

Résistances aux dégâts: cold
Immunités aux dégâts: lightning, thunder
Sens: passive_perception (19)
Langues: Common, Giant
Niveau de difficulté: 13 (10000 XP)
Bonus de maîtrise: Saving Throw: STR (14), Saving Throw: CON (10), Saving Throw: WIS (9), Saving Throw: CHA (9), Skill: Arcana (8), Skill: Athletics (14), Skill: History (8), Skill: Perception (9)

Amphibious: The giant can breathe air and water.
Innate Spellcasting: The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: detect magic, feather fall, levitate, light 3/day each: control weather, water breathing

Actions

Multiattack: The giant makes two greatsword attacks.
Greatsword: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.
Rock: Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.
Lightning Strike: The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.

/api/images/monsters/storm-giant.png

Succubus/Incubus Fiend 4
Succubus/Incubus

Succubus/Incubus

Medium Fiend Neutral Evil


Armure: 15 (Natural)
Points de vie: 66 (12d8+12)
Vitesse: Walk (30 ft.), Fly (60 ft.)

FOR
8 (-1)
DEX
17 (3)
CON
13 (1)
INT
15 (2)
SAG
12 (1)
CHA
20 (5)

Résistances aux dégâts: cold, fire, lightning, poison, bludgeoning, piercing, and slashing from nonmagical weapons
Sens: darkvision (60 ft.), passive_perception (15)
Langues: Abyssal, Common, Infernal, telepathy 60 ft.
Niveau de difficulté: 4 (1100 XP)
Bonus de maîtrise: Skill: Deception (9), Skill: Insight (5), Skill: Perception (5), Skill: Persuasion (9), Skill: Stealth (7)

Telepathic Bond: The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.
Shapechanger: The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, 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.

Actions

Claw (Fiend Form Only): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Charm: One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
Draining Kiss: The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's 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.
Etherealness: The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.

/api/images/monsters/succubus-incubus.png

Swarm of Bats Swarm Of Tiny Beasts 1/4
Swarm of Bats

Swarm of Bats

Medium Swarm Of Tiny Beasts Unaligned


Armure: 12 (Dexterity)
Points de vie: 22 (5d8)
Vitesse: Walk (0 ft.), Fly (30 ft.)

FOR
5 (-3)
DEX
15 (2)
CON
10 (0)
INT
2 (-4)
SAG
12 (1)
CHA
4 (-3)

Résistances aux dégâts: bludgeoning, piercing, slashing
Immunités aux conditions: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Sens: blindsight (60 ft.), passive_perception (11)
Niveau de difficulté: 0.25 (50 XP)

Echolocation: The swarm can't use its blindsight while deafened.
Keen Hearing: The swarm has advantage on Wisdom (Perception) checks that rely on hearing.
Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites: Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.

/api/images/monsters/swarm-of-bats.png

Swarm of Beetles Swarm Of Tiny Beasts 1/2
Swarm of Beetles

Swarm of Beetles

Medium Swarm Of Tiny Beasts Unaligned


Armure: 12 (Natural)
Points de vie: 22 (5d8)
Vitesse: Walk (20 ft.), Burrow (5 ft.), Climb (20 ft.)

FOR
3 (-4)
DEX
13 (1)
CON
10 (0)
INT
1 (-5)
SAG
7 (-2)
CHA
1 (-5)

Résistances aux dégâts: bludgeoning, piercing, slashing
Immunités aux conditions: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Sens: blindsight (10 ft.), passive_perception (8)
Niveau de difficulté: 0.5 (100 XP)

Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites: Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

/api/images/monsters/swarm-of-beetles.png

Swarm of Centipedes Swarm Of Tiny Beasts 1/2
Swarm of Centipedes

Swarm of Centipedes

Medium Swarm Of Tiny Beasts Unaligned


Armure: 12 (Natural)
Points de vie: 22 (5d8)
Vitesse: Walk (20 ft.), Climb (20 ft.)

FOR
3 (-4)
DEX
13 (1)
CON
10 (0)
INT
1 (-5)
SAG
7 (-2)
CHA
1 (-5)

Résistances aux dégâts: bludgeoning, piercing, slashing
Immunités aux conditions: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Sens: blindsight (10 ft.), passive_perception (8)
Niveau de difficulté: 0.5 (100 XP)

Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites: Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way.

/api/images/monsters/swarm-of-centipedes.png

Swarm of Insects Swarm Of Tiny Beasts 1/2
Swarm of Insects

Swarm of Insects

Medium Swarm Of Tiny Beasts Unaligned


Armure: 12 (Natural)
Points de vie: 22 (5d8)
Vitesse: Walk (20 ft.), Climb (20 ft.)

FOR
3 (-4)
DEX
13 (1)
CON
10 (0)
INT
1 (-5)
SAG
7 (-2)
CHA
1 (-5)

Résistances aux dégâts: bludgeoning, piercing, slashing
Immunités aux conditions: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Sens: blindsight (10 ft.), passive_perception (8)
Niveau de difficulté: 0.5 (100 XP)

Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites: Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

/api/images/monsters/swarm-of-insects.png

Swarm of Poisonous Snakes Swarm Of Tiny Beasts 2
Swarm of Poisonous Snakes

Swarm of Poisonous Snakes

Medium Swarm Of Tiny Beasts Unaligned


Armure: 14 (Dexterity)
Points de vie: 36 (8d8)
Vitesse: Walk (30 ft.), Swim (30 ft.)

FOR
8 (-1)
DEX
18 (4)
CON
11 (0)
INT
1 (-5)
SAG
10 (0)
CHA
3 (-4)

Résistances aux dégâts: bludgeoning, piercing, slashing
Immunités aux conditions: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Sens: blindsight (10 ft.), passive_perception (10)
Niveau de difficulté: 2 (450 XP)

Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites: Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

/api/images/monsters/swarm-of-poisonous-snakes.png

Swarm of Quippers Swarm Of Tiny Beasts 1
Swarm of Quippers

Swarm of Quippers

Medium Swarm Of Tiny Beasts Unaligned


Armure: 13 (Dexterity)
Points de vie: 28 (8d8-8)
Vitesse: Walk (0 ft.), Swim (40 ft.)

FOR
13 (1)
DEX
16 (3)
CON
9 (-1)
INT
1 (-5)
SAG
7 (-2)
CHA
2 (-4)

Résistances aux dégâts: bludgeoning, piercing, slashing
Immunités aux conditions: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Sens: darkvision (60 ft.), passive_perception (8)
Niveau de difficulté: 1 (200 XP)

Blood Frenzy: The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.
Water Breathing: The swarm can breathe only underwater.

Actions

Bites: Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.

/api/images/monsters/swarm-of-quippers.png

Swarm of Rats Swarm Of Tiny Beasts 1/4
Swarm of Rats

Swarm of Rats

Medium Swarm Of Tiny Beasts Unaligned


Armure: 10 (Dexterity)
Points de vie: 24 (7d8-7)
Vitesse: Walk (30 ft.)

FOR
9 (-1)
DEX
11 (0)
CON
9 (-1)
INT
2 (-4)
SAG
10 (0)
CHA
3 (-4)

Résistances aux dégâts: bludgeoning, piercing, slashing
Immunités aux conditions: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Sens: darkvision (30 ft.), passive_perception (10)
Niveau de difficulté: 0.25 (50 XP)

Keen Smell: The swarm has advantage on Wisdom (Perception) checks that rely on smell.
Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites: Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

/api/images/monsters/swarm-of-rats.png


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© Conçu par The Friendly Mage et ses compagnons. (2025)