Manual of Monsters

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Manual of Monsters Demongnome’s Manual of Monsters Allip Entomber Inevitable, Marut Phaerimm, Elder Archon, Hound Erdlu Inevitable, Zelekhut Phaerimm, Wyrmling Archon, Trumpet Ethereal Filcher Inix Phaerimm, Young Archons, Lantern Ethereal Marauder Keeper Phase Wasp Assassin Vine Formian, Myrmarch Kelpie Phasm Bodak Formian, Taskmaster Kopru Phoenix Boneclaw Formian, Warrior Lillend Quickling Bonedrinker Formian, Worker Marrash Quth-Maren Brain in a Jar Frost Worm Mekillot Ragewind Caryatid Column Giant Hamster Metalmaster Ragewalker Choker Girallon Mohrg Retriever Deathshrieker Gray Render Nightshade, Nightcrawler Selkie Destrachan Greater Barghest Nightshade, Nightwalker Shadow Mastiff Dire Bear Greenspawn Razorfiend Nightshade, Nightwing Sharn Draegloth Grig Nixie Shocker Lizard Dread Wraith Harpoon Spider Nymph Tendriculos Drowned Huecuva Nyth Thoqqua Effigy Inevitable, Kolyarut Phaerimm, Adult Visage Created by: Tim Stack II Conversions of Monsters from Dungeons & Dragons 3.5 & Pathfinder ALLIP Medium undead, neutral evil Armor Class 11 Hit Points 39 (6d8 + 12) Speed Fly 30 ft. (hover) STR DEX CON INT WIS CHA 6 (-3) 12 (+1) 14 (+2) 11 (+0) 11 (+0) 18 (+4) Saving Throws Dex +3 Damage Resistances acid, fire, lightning, thunder; slashing, piercing, bludgeoning damage from nonmagical weapons Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Skills Stealth +4, Perception +3 Senses darkvision 60’, passive Perception 13 Languages the languages it knew in life Challenge 1 (200 XP) Incorporeal Movement. The allip 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. Babble. The allip constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed on a DC 14 Wisdom saving throw or the creature becomes charmed for 1 minute. While charmed by this spell, the creature is incapacitated and has a speed of 0. Creatures that successfully save against this effect cannot be affected by the same allip’s babble for 24 hours. Madness. Anyone targeting an allip with a thought detection, mind control, or other telepathic ability that makes direct contact with its tortured mind takes 11 (2d6 + 4) psychic damage and must make a DC 14 Wisdom saving throw or have disadvantage on ability checks and saving throws made with Wisdom until the creature has taken a long rest. ACTIONS Maddening Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) psychic damage and the target must make a DC 14 Wisdom saving throw or have disadvantage on ability checks and saving throws made with Wisdom until the creature has taken a long rest. An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life. It craves only revenge and unrelentingly pursues those who tormented it in life and pushed it over the brink. An allip cannot speak intelligibly. Innate Spellcasting. The archon’s spellcasting ability is ARCHON Charisma (spell save DC 10). The archon can innately Archons are celestials from a lawful good-aligned cast the following spells, using only verbal components. plane. Archons generally prefer to meet a foe head-on At will: Aid, Detect Good & Evil, Continual Flame, if it is prudent to do so, but if outmatched, they do Message what they can to even the odds (usually by employing hit-and-run tactics or standing off and engaging a foe ACTIONS with magic before moving into melee). Multiattack. The archon attacks once with its greatsword and once with its bite. ARCHON, HOUND Bite. Melee Weapon Attack: +6 to hit, reach 5 ft. one Medium celestial, lawful good target. Hit: 15 (1d8 + 11) piercing damage. Armor Class 13 (natural armor) Greatsword. Melee Weapon Attack: +6 to hit, reach Hit Points 36 (6d8 + 6) 5 ft., one target. Hit: 17 (2d6 + 11) slashing damage. Speed 40 ft. Teleport. The archon magically teleports itself, along STR DEX CON INT WIS CHA with any equipment it is wearing or carrying, to a location 15 (+2) 10 (+0) 13 (+1) 10 (+0) 13 (+1) 12 (+1) the archon is familiar with, up to 1 mile away. Skills Perception +5, Stealth +4 Hound archons look like well-muscled humans with Damage Resistances poison, bludgeoning, slashing, canine heads. Hound archons prefer to attack with and piercing from nonmagical weapons Damage Immunities Lightning their natural weapons but occasionally use Condition Immunities Petrified greatswords. Senses darkvision 60’, passive Perception 12 Languages All Challenge 3 (700 XP) Magic Resistance. The Hound Archon has advantage on all saving throws against magic. Keen Smell. The archon has advantage on Wisdom (survival) checks to track. Change Shape. The archon uses its action to magically polymorph into a canine beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the archon's choice). · In a new form the archon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form. Magic Circle. The archon is surrounded by a 10 ft. radius magic circle that fiends and undead cannot enter through nonmagical means. Magical means of entry require a DC 11 Charisma saving throw to enter. Fiends and undead have disadvantage when attacking the archon and cannot charm, frighten or possess the archon. Aura of Menace. Hostile creatures within 20 ft. must make a DC 13 Charisma saving throw or have disadvantage on all attack rolls and saving throws and attacks against that creature have advantage. This saving throw can be repeated at the end of each of the creature’s turns. Once the saving throw is successful, that creature is immune to the aura of menace from this archon for 24 hours. ARCHON, LANTERN Small celestial, lawful good Armor Class 11 Hit Points 4 (1d6) Speed 30 ft. Fly 60 ft. (hover) STR DEX CON INT WIS CHA 6 (-3) 11 (+0) 10 (+0) 6 (-3) 11 (+0) 10 (+0) Damage Resistances poison, bludgeoning, slashing, and piercing from nonmagical weapons Damage Immunities Lightning Condition Immunities Petrified Skills Perception +2 Senses darkvision 60’, passive Perception 12 Languages All Challenge 1/4 (50 XP) Natural Glow. Lantern archons appear as floating balls of light that glow about as brightly as a torch. Only the archon’s destruction can extinguish the glow, though they can try to hide it. Magic Circle. The archon is surrounded by a 10 ft. radius magic circle that fiends and undead cannot enter through nonmagical means. Magical means of entry require a DC 10 Charisma saving throw to enter. Fiends and undead have disadvantage when attacking the archon and cannot charm, frighten or possess the archon. Aura of Menace. Hostile creatures within 20 ft. must make a DC 12 Charisma saving throw or have disadvantage on all attack rolls and saving throws and attacks against that creature have advantage. This saving throw can be repeated at the end of each of the creature’s turns. Once the saving throw is successful, that creature is immune to the aura of menace from this archon for 24 hours. Innate Spellcasting. The archon’s spellcasting ability is Charisma (spell save DC 10). The archon can innately cast the following spells, using only verbal components. At will: Aid, Detect Good & Evil, Continual Flame ACTIONS Multiattack. The archon attacks twice with its light ray. Light Ray. Ranged Magic Attack: +2 to hit, range 30 ft. one target. Hit: 3 (1d6) radiant damage. Teleport. The archon magically teleports itself, along with up to 50 pounds of equipment, to a location the archon is familiar with, up to 1 mile away. Lantern archons appear as floating balls of light that glow about as brightly as a torch. A lantern archon has little reason to get within melee range. It usually hovers just close enough to bring the enemy within its aura of menace, then blasts away with its light rays. Lantern archons prefer to concentrate on a single opponent, seeking to reduce enemy numbers quickly. from Energy ARCHON, TRUMPET 4th level (3 slots): Banishment th Medium celestial, lawful good 5 level (2 slots): Dispel Evil & Good, Mass Cure Wounds, Raise Dead th Armor Class 18 (natural armor) 6 level (1 slot): Blade Barrier, Heal, Circle of Hit Points 126 (12d8 + 72) Death (instead targets undead with radiant Speed 40 ft. Fly 90 ft. damage) th 7 level (1 slot): Divine Word, Plane Shift STR DEX CON INT WIS CHA 20 (+5) 17 (+3) 23 (+6) 16 (+3) 16 (+3) 16 (+3) ACTIONS Multiattack. The archon attacks twice its greatsword. Skills Perception +7, Stealth +7 Damage Resistances poison, bludgeoning, slashing, +4 Greatsword. Melee Weapon Attack: +13 to hit, and piercing from nonmagical weapons reach 5 ft., one target. Hit: 17 (2d6 + 9) slashing Damage Immunities Lightning damage. Condition Immunities Petrified Senses darkvision 60’, passive Perception 12 Teleport. The archon magically teleports itself, along Languages All with any equipment it is wearing or carrying, to a location Challenge 12 (8400 XP) the archon is familiar with, up to 1 mile away. Magic Resistance. The archon has advantage on all Each Trumpet Archon carries a gleaming silver saving throws against magic. trumpet about 6 feet long. A trumpet archon usually disdains physical combat, preferring to obliterate Magic Circle. The archon is surrounded by a 10 ft. radius foes with spells quickly and return to its duties. If magic circle that fiends and undead cannot enter through forced into an extended battle, it sounds its trumpet nonmagical means.
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