Tag: 2014

  • Giant Swan

    These can seem quite terrifying, but are not exceptionally dangerous. Some tiny fey creatures occasionally use them as mounts.

    v. 2014

    Medium beast, unaligned

    Armor Class: 13

    Hit Points: 26 (5d8+5)

    Speed: 20ft., Swim 20 ft., Fly 50 ft.


    STR 9 (-1)

    DEX 14 (+2)

    CON 12 (+1)

    INT 4 (-3)

    WIS 14 (+2)

    CHA 10 (+0)


    Saving Throws: Str -1, Dex + 2, Con + 1, Int -4, Wis + 2, Cha +2

    Skills: Intimidation +2, Perception +4

    Senses: Passive Perception 14

    Languages: –

    Challenge: 1/8 (25 XP)

    Traits


    Intimidating Wings. A swan has advantage on Charisma (Intimidation) checks.

    Tiny Rider. A Tiny creature may use a giant swan as a mount.

    Actions


    Multiattack. A swan may make one Peck and one Wing Buffet attack.

    Peck.  Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) Piercing damage.

    Wing Buffet.  Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 point of Bludgeoning damage, and the target is at -1d4 to their next Attack or Attribute check on their next action.

    Credit: Sean Holland

    Giant Swan

    v. 2024

    Medium beast, unaligned

    Armor Class: 12

    Hit Points: 27 (5d8+5)

    Speed: 20 ft., Swim 20 ft., Fly 50 ft.

    Initiative +2 (12)


    STR 9 mod/save (-1)

    DEX 14 mod/save (+2)

    CON 12 mod/save (+1)

    INT 4 mod/save (-3)

    WIS 14 mod/save (+2)

    CHA 10 mod/save (+0)


    Skills: Intimidation +2, Perception +4

    Senses: Passive Perception 14

    Languages: –

    Challenge: 1/8 (25 XP)

    Actions


    Multiattack. The swan makes one Peck and one Wing Buffet attack.

    Peck.  Melee Attack Roll:+4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.

    Wing Buffet.  Melee Attack Roll: +4, reach 5 ft. Hit: Until the end of the target’s next turn, it rolls 1d4 and subtracts the result from all d20 Tests.

    Credit: Sean Holland/Aaron Miller/Ivo Hoying

  • Titanic Killer Whale

    Gargantuan Beast, Unaligned

    Armor Class 14 (Natural Armor)

    Hit Points 121 (9d20 + 27)

    Speed 5 ft., swim 60 ft.


    STR 21 (+5)

    DEX 10 (+0)

    CON 16 (+3)

    INT 6 (-2)

    WIS 13 (+1)

    CHA 7 (-2)


    Skills Perception + 4

    Senses Blindsight 120 ft., Passive Perception 14

    Languages –

    Challenge 5 (1,800 XP)

    Traits


    Thick Blubber. The whale is resistant to Cold damage.

    Echolocation. The whale can’t use its blindsight while deafened.

    Hold Breath. The whale can hold its breath for 1 hour.

    Actions


    Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 33 (8d6 + 5) Piercing damage.

    Tail Chop. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) Bludgeoning damage, and the target must make a DC 14 Constitution saving throw or be Stunned for 1 round.

    Credit: Ivo Hoying/Aaron Miller

  • Giant Ironquill Porcupine

    Medium Beast, Unaligned

    Armor Class 13

    Hit Points 16 (3d6 + 6)

    Speed 30 ft.


    STR 8 (-1)

    DEX 13 (+1)

    CON 15 (+2)

    INT 2 (-4)

    WIS 11 (+0)

    CHA 4 (-3)


    Senses Passive Perception 10

    Languages –

    Challenge 1/2 (50 XP)

    Traits


    Quilled Hide. Any creature within 5 feet of the porcupine that hits it with a melee attack must make a DC 12 Dexterity saving throw or take 4 (1d8) Piercing damage. Any creature grappling the porcupine takes 4 (1d8) piercing damage at the start of its turn. 

    Actions


    Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) Piercing damage.

    Credit: Ivo Hoying/Aaron Miller

  • Dire Python

    Huge Beast, Unaligned

    Armor Class 12

    Hit Points 85 (9d12 + 27)

    Speed 30 ft., swim 30 ft.


    STR 20 (+5)

    DEX 14 (+2)

    CON 16 (+3)

    INT 3 (-4)

    WIS 10 (+0)

    CHA 3 (-4)


    Skills Perception + 2

    Senses Blindsight 120 ft., Passive Perception 12

    Languages –

    Challenge 3 (700 XP)

    Traits


    Deadly Embrace. Creatures Grappled by the python have disadvantage on ability checks made to escape grapples.

    Actions


    Multiattack. The python makes two attacks: one Bite and one Constrict.

    Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) Piercing damage.

    Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) Bludgeoning damage, and the target is Grappled (escape DC 15). Until this grapple ends, the creature is Restrained and suffocating, and the python can’t Constrict another target.

    Credit: Ivo Hoying/Aaron Miller

  • Dire Alligator

    Huge Beast, Unaligned

    Armor Class 13 (Natural Armor)

    Hit Points 37 (5d10 + 10)

    Speed 20 ft., swim 50 ft. 


    STR 17 (+3)

    DEX 13 (+1)

    CON 15 (+2)

    INT 3 (-4)

    WIS 12 (+1)

    CHA 8 (-1)


    Skills Stealth + 3

    Senses Tremorsense 60 ft., Passive Perception 11

    Languages –

    Challenge 1 (200 XP)

    Traits


    Hold Breath. The alligator can hold its breath for 20 minutes.

    Just a Log. The alligator has advantage on Dexterity (Stealth) checks when not moving in water or swampy terrain.

    Underwater Senses. The alligator can only use its Tremorsense when underwater.

    Actions


    Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) Piercing damage, and the target is Grappled (escape DC 13). Until this grapple ends, the target is Restrained, and the alligator can’t Bite another target.

    Bonus Actions


    Deathroll. If the alligator is grappling a creature, it can make one Bite attack against it.

    Credit: Ivo Hoying/Aaron Miller

  • Deinonychus

    v. 2024

    Medium Beast, Unaligned

    Armor Class 13

    Hit Points 26 (4d8 + 8)

    Speed 40 ft.

    Initiative +3


    STR   14

    Mod (+2) Save (+2)

    DEX   16

    Mod (+3) Save (+3)

    CON   15

    Mod (+2) Save (+2)

    INT    6

    Mod (-2) Save (-2)

    WIS   14

    Mod (+2) Save (+2)

    CHA   10

    Mod (+0) Save (+0)


    Skills Perception +4, Stealth +5

    Senses Passive Perception 14

    Languages –

    Challenge 1 (200 XP) PB +2

    Actions


    Multiattack. The deinonychus makes one Bite and one Huge Claw attack.

    Bite. Melee Weapon Attack: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage.

    Huge Claw. Melee Weapon Attack: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. If the target is a Medium or smaller creature and the deinonychus moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition, and the deinonychus can make one Bite attack against it.

    Credit: Ivo Hoying/Aaron Miller


    Deinonychus

    v. 2014

    Medium Beast, Unaligned

    Armor Class 14

    Hit Points 26 (3d10 + 5)

    Speed 40 ft.


    STR 14 (+2)

    DEX 16 (+3)

    CON 15 (+2)

    INT 6 (-2)

    WIS 14 (+2)

    CHA 10 (+0)


    Skills Perception + 4, Stealth + 6

    Senses Passive Perception 14

    Languages –

    Challenge 1 (200 XP)

    Traits


    Keen Smell. Advantage on Wisdom (Perception) checks that rely on smell.

    Pounce. If the deinonychus moves at least 20 ft. straight toward a creature and then hits with a Claw attack on the same turn, the target must succeed a DC 13 STR save or be knocked Prone. If the target is Prone, the deinonychus can make one Bite attack against it as a Bonus Action. 

    Actions


    Multiattack. The deinonychus makes three attacks: one with its bite and two with its sickle claws.

    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) Piercing damage.

    Sickle Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) Slashing damage.

    Credit: Ivo Hoying/Aaron Miller

  • Bonecrusher Troll

    Trolls who are stronger and smarter (only slightly) than the rest of their brethren sometimes go beyond normal trolls and become Bonecrushers, giants of great strength and ferocity. Attacking with bites and punches, a Bonecrusher will always attempt to squeeze their prey to soften them up before feeding time. 

    Large Giant, Chaotic Evil

    Armor Class: 14 (natural armor)

    Hit Points: 92 (8d10 + 48)

    Speed: 30 ft.


    STR 20 (+5)

    DEX 12 (+1)

    CON 18 (+4)

    INT 9 (-1)

    WIS 10 (+0)

    CHA 5 (-3)


    Skills: Perception + 3

    Damage Immunities: poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks

    Condition Immunities: blinded, charmed, deafened, exhausted, frightened, grappled, poisoned, stunned

    Senses: Darkvision 60 ft., passive Perception 13

    Languages: Giant

    Challenge: 6 (2,300 XP)

    Traits


    Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.

    Death Hug. If the troll hits a creature with two fist attacks in the same turn, the target is Grappled. While grappling a creature, the troll can use its bonus action to deal 10 (1d10 + 5) Bludgeoning damage to the Grappled creature.

    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. 

    Actions


    Multiattack. The troll makes two melee attacks; only one of which can be with its Bite.

    Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 18 (2d12 + 5) Piercing damage

    Fist. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 14 (2d8 + 5) Slashing damage. 

    Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 23 (4d8 + 5) Bludgeoning damage. 

    Reactions


    Bulging Biceps. The troll adds 2 to its AC against one melee attack that would hit it. To do so, the troll must be able to see the attacker.

    Credit: Ivo Hoying

  • Bonecrusher Hyena

    Large Beast, Unaligned

    Armor Class 12

    Hit Points 59 (7d10 + 21)

    Speed 40 ft. 


    STR 18 (+4)

    DEX 14 (+2)

    CON 17 (+3)

    INT 3 (-4)

    WIS 12 (+1)

    CHA 7 (-2)


    Skills Perception + 3

    Senses passive Perception 13

    Languages –

    Challenge 3 (700 XP)

    Traits


    Rampage. When the hyena reduces a creature to 0 Hit Points with a melee attack on its turn, the hyena can take a Bonus Action to move up to half its speed and make a Bite attack.

    Actions


    Multiattack. The hyena makes two Crushing Bite attacks.

    Crushing Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) Piercing damage, and the target has disadvantage on the next attack roll it makes.

    Credit: Ivo Hoying/Aaron Miller

  • Artistic Horror

    Small Construct, Unaligned

    Armor Class: 13 (natural armor)

    Hit Points: 94 (9d12 + 36)

    Speed: 40 ft.


    STR 21 (+5)

    DEX 9 (-1)

    CON 19 (+4)

    INT 7 (-2)

    WIS 10 (+0)

    CHA 7 (-2)


    Skills: Perception +3

    Senses: Darkvision 60 ft., Passive Perception 13

    Languages: Common, Giant

    Challenge: 5 (1,800 XP)

    Traits


    Unusual Nature. An artistic horror doesn’t require air, food, drink, or sleep.

    Pack Tactics. The artistic horror has advantage on an attack roll against a creature if at least one of the horror’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

    Wet Paint. When a creature within 5 feet of the artistic horror hits it with a melee attack, it is Grappled by it (escape DC 13). 

    Actions


    Maul. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) Bludgeoning damage, or 12 (2d8 + 3) Bludgeoning damage if the target is Grappled, and the target is Grappled (escape DC 13).

    Paint  Spew. Ranged Weapon Attack: +3 to hit, range 20/ 60 ft., one target. Hit: 8 (2d6 + 1) damage of a type of the horror’s choosing: Acid, Cold, Fire, Lightning, or Poison.

    Bonus Actions


    Paint Dash. Using a Bonus Action, the artistic horror can dissolve into a puddle of paint and move up to half its movement speed. 

    Credit: Ivo Hoying

  • The Artist

    Medium Fey (Male, Nonbinary), Chaotic Neutral

    Armor Class: 17 (half plate)

    Hit Points: 119 (14d8 + 56)

    Speed: 30 ft., fly 30 ft. (hover)


    STR 20 (+5)

    DEX 18 (+4)

    CON 18 (+4)

    INT 18 (+4)

    WIS 16 (+3)

    CHA 20 (+5)


    Saving Throws: Dexterity + 8, Wisdom + 7, Charisma + 9 

    Skills: Deception + 9, Perception + 7, Persuasion + 9 

    Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical  Attacks

    Damage Immunities: Poison

    Condition Immunities: Charmed, Frightened, Poisoned

    Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 17

    Languages: Common, Elvish, Giant, Sylvan

    Challenge: 12 (10,000 XP)

    Traits


    Magnum Opus. (Recharges after a Short or Long Rest). If The Artist is reduced to 0 HP, their current hit point total instead resets to 50 HP, and they regain any expended uses of Legendary Resistance. Immediately after this effect activates, The Artist teleports back into their painting prison and is no longer bound to be within 30 ft. of it, but can only reside in paintings within their lair, either using 5 ft. of movement to enter one adjacent to them or teleporting inside of one with Canvas Jaunt. While inside a painting, The Artist is unaffected by effects and attacks originating outside of the painting. To attack or take actions against creatures, except with Paint Tendril, The Artist must use 5 ft. of movement to move part of their body out of the painting, at which point he can be affected by outside effects. Additionally, The Artist can now use the options in the “Epic Actions” section for 1 hour. Award a party an additional 2,900 XP (12,900 XP total) for defeating The Artist after their Magnum Opus activates. 

    Magic Weapons. The Artist’s weapon attacks are magical and deal an extra 7 (2d6) damage of a type of The Artist’s choosing: acid, cold, fire, lightning, or poison (included in the attack).

    Tethered. The Artist can’t willingly move more than 30 ft. from their painting. Any attempt to move them away from the painting by another creature fails. If the painting is moved more than 30 ft. away from The Artist, they are teleported to be within 30 ft. of it (no action required). 

    Legendary Resistance. (3/day) If The Artist fails a saving throw, they can choose to succeed instead.

    Actions


    Multiattack. The Artist makes two attacks with either the Rainbow Blade or a Pigment Bolt. 

    Rainbow Blade. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 9 (1d8 + 5) Slashing damage, or 10 (1d10 + 5) Slashing damage if used with two hands, plus 7 (2d6) damage of a type of The Artist’s choosing: Acid, Cold, Fire, Lightning, or Poison.

    Pigment Bolt. Range Spell Attack: +9 to hit, range 120 ft., one target. Hit: 15 (3d6 + 5) damage of a type of The Artist’s choosing: Acid, Cold, Fire, Lightning, or Poison. 

    Spellcasting


    The Artist casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):

    2/day each: phantasmal force, hallucinatory terrain

    1/day: prismatic spray

    Legendary Actions


    The Artist 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 Artist regains spent legendary actions at the start of their turn.

    Rainbow Blade. The Artist makes an attack with the Rainbow Blade.

    Paint Explosion. (Costs 2 Actions). Each creature within 30 ft. of The Artist or the painting they are in must make a DC 17 Dexterity saving throw, taking 14 (4d6) damage of 

    a type of The Artist’s choosing: Acid, Cold, Fire, Lightning, or Poison and being Blinded until the end of their next turn on a failed save, or taking half as much damage and not being Blinded on a successful one.

    Epic Actions


    If The Artist’s Magnum Opus trait has activated in the last hour, they can use the options below as legendary actions. 

    Canvas Jaunt. The Artist teleports, along with any equipment worn or carried, into a painting they can see within 120 ft. of them. 

    Paint Tendril. (Costs 2 Actions). A long, oily tendril reaches out of the painting the Artist is currently in and attacks a creature they can see within 30 ft. of it. The target must make a DC 17 Strength saving throw, taking 10 (3d6) damage of a type of The Artist’s choosing: Acid, Cold, Fire, Lightning, or Poison and be Restrained for 1 minute on a failed save, or taking half as much damage and not being Restrained on a successful one. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Credit: Ivo Hoying