TexasXtreme's 5E SRD
Monsters G

Table of Contents

1 Gargoyle

Medium elemental, chaotic evil

Armor Class 15 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
15 +2 11 +0 16 +3 6 -2 11 +0 7 -2

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Damage Immunities poison
Condition Immunities exhaustion, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Terran
Challenge 2 (450 XP)

False Appearance
While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.

Actions

Multiattack
The gargoyle makes two attacks: one with its bite and one with its claws.
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claws
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

2 Genies

2.1 Djinni

Large elemental, chaotic good

Armor Class 17 (natural armor)
Hit Points 161 (14d10 + 84)
Speed 30 ft., fly 90 ft.

STR DEX CON INT WIS CHA
21 +5 15 +2 22 +6 15 +2 16 +3 20 +5

Saving Throws Dex +6, Wis +7, Cha +9
Damage Immunities lightning, thunder
Senses darkvision 120 ft., passive Perception 13
Languages Auran
Challenge 11 (7,200 XP)

Elemental Demise
If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.
Innate Spellcasting
The djinni’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will
detect evil and good, detect magic, thunderwave
3/day each
create food and water (can create wine instead of water), tongues, wind walk
1/day each
conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift

Actions

Multiattack
The djinni makes three scimitar attacks.
Scimitar
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni’s choice).
Create Whirlwind

A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.

A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

2.2 Efreeti

Large elemental, lawful evil

Armor Class 17 (natural armor)
Hit Points 200 (16d10 + 112)
Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
22 +6 12 +1 24 +7 16 +3 15 +2 16 +3

Saving Throws Int +7, Wis +6, Cha +7
Damage Immunities fire
Senses darkvision 120 ft., passive Perception 12
Languages Ignan
Challenge 11 (7,200 XP)

Elemental Demise
If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying.
Innate Spellcasting
The efreeti’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will
detect magic
3/day
enlarge/reduce, tongues
1/day each
conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire

Actions

Multiattack
The efreeti makes two scimitar attacks or uses its Hurl Flame twice.
Scimitar
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.
Hurl Flame
Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.

3 Ghost

Medium undead, any alignment

Armor Class 11
Hit Points 45 (10d8)
Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
7 -2 13 +1 10 +0 10 +0 12 +1 17 +3

Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Languages any languages it knew in life
Challenge 4 (1,100 XP)

Ethereal Sight
The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement
The ghost 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.

Actions

Withering Touch
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
Etherealness
The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Horrifying Visage
Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this ghost’s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Possession (Recharge 6)

One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn’t deprive the target of awareness. The ghost can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.

4 Ghouls

4.1 Ghast

Medium undead, chaotic evil

Armor Class 13
Hit Points 36 (8d8)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 +3 17 +3 10 +0 11 +0 10 +0 8 -1

Damage Resistances necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 2 (450 XP)

Stench
Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast’s Stench for 24 hours.
Turning Defiance
The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

Actions

Bite
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.
Claws
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 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.

4.2 Ghoul

Medium undead, chaotic evil

Armor Class 12
Hit Points 22 (5d8)
Speed 30 ft.

STR DEX CON INT WIS CHA
13 +1 15 +2 10 +0 7 -2 10 +0 6 +2

Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 1 (200 XP)

Actions

Bite
Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.
Claws
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 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.

5 Giants

5.1 Cloud Giant

Huge giant, neutral good (50%) or neutral evil (50%)

Armor Class 14 (natural armor)
Hit Points 200 (16d12 + 96)
Speed 40 ft.

STR DEX CON INT WIS CHA
27 +8 10 +0 22 +6 12 +1 16 +3 16 +3

Saving Throws Con +10, Wis +7, Cha +7
Skills Insight +7, Perception +7
Senses passive Perception 17
Languages Common, Giant
Challenge 9 (5,000 XP)

Keen Smell
The giant has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting
The giant’s innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:
At will
detect magic, fog cloud, light
3/day each
feather fall, fly, misty step, telekinesis
1/day each
control weather, gaseous form

Actions

Multiattack
The giant makes two morningstar attacks.
Morningstar
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.
Rock
Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.

5.2 Fire Giant

Huge giant, lawful evil

Armor Class 18 (plate)
Hit Points 162 (13d12 + 78)
Speed 30 ft.

STR DEX CON INT WIS CHA
25 +7 9 -1 23 +6 10 +0 14 +2 13 +1

Saving Throws Dex +3, Con +10, Cha +5
Skills Athletics +11, Perception +6
Damage Immunities fire
Senses passive Perception 16
Languages Giant
Challenge 9 (5,000 XP)

Actions

Multiattack
The giant makes two greatsword attacks.
Greatsword
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.
Rock
Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.

5.3 Frost Giant

Huge giant, neutral evil

Armor Class 15 (patchwork armor)
Hit Points 138 (12d12 + 60)
Speed 40 ft.

STR DEX CON INT WIS CHA
23 +6 9 -1 21 +5 9 -1 10 +0 12 +1

Saving Throws Con +8, Wis +3, Cha +4
Damage Immunities cold
Skills Athletics +9, Perception +3
Senses passive Perception 13
Languages Giant
Challenge 8 (3,900 XP)

Actions

Multiattack
The giant makes two greataxe attacks.
Greataxe
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.
Rock
Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

5.4 Hill Giant

Huge giant, chaotic evil

Armor Class 13 (natural armor)
Hit Points 105 (10d12 + 40)
Speed 40 ft.

STR DEX CON INT WIS CHA
21 +5 8 -1 19 +4 5 -3 9 -1 6 -2

Skills Perception +2
Senses passive Perception 12
Languages Giant
Challenge 5 (1,800 XP)

Actions

Multiattack
The giant makes two greatclub attacks.
Greatclub
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Rock
Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.

5.5 Stone Giant

Huge giant, neutral

Armor Class 17 (natural armor)
Hit Points 126 (11d12 + 55)
Speed 40 ft.

STR DEX CON INT WIS CHA
23 +6 15 +2 20 +5 10 +0 12 +1 9 -1

Saving Throws Dex +5, Con +8, Wis +4
Skills Athletics +12, Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Giant
Challenge 7 (2,900 XP)

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.

Reactions

Rock Catching
If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

5.6 Storm Giant

Huge giant, chaotic good

Armor Class 16 (scale mail)
Hit Points 230 (20d12 + 100)
Speed 50 ft., swim 50 ft.

STR DEX CON INT WIS CHA
29 +9 14 +2 20 +5 16 +3 18 +4 18 +4

Saving Throws Str +14, Con +10, Wis +9, Cha +9
Skills Arcana +8, Athletics +14, History +8, Perception +9
Damage Resistances cold
Damage Immunities lightning, thunder Senses passive Perception 19
Languages Common, Giant
Challenge 13 (10,000 XP)

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 (Recharge 5–6)
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.

6 Gibbering Mouther

Medium aberration, neutral

Armor Class 9
Hit Points 67 (9d8 + 27)
Speed 10 ft., swim 10 ft.

STR DEX CON INT WIS CHA
10 +0 8 -1 16 +3 3 -4 10 +0 6 -2

Condition Immunities prone
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 2 (450 XP)

Aberrant Ground
The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.
Gibbering
The mouther babbles incoherently while it can see any creature and isn’t incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.

Actions

Multiattack
The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.
Bites
Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.
Blinding Spittle (Recharge 5–6)
The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther’s next turn.

7 Gnoll

Medium humanoid (gnoll), chaotic evil

Armor Class 15 (hide armor, shield)
Hit Points 22 (5d8)
Speed 30 ft.

STR DEX CON INT WIS CHA
14 +2 12 +1 11 +0 6 -2 10 +0 7 -2

Senses darkvision 60 ft., passive Perception 10
Languages Gnoll
Challenge 1/2 (100 XP)

Rampage
When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

Actions

Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Spear
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Longbow
Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

8 Gnome, Deep (Svirfneblin)

Small humanoid (gnome), neutral good

Armor Class 15 (chain shirt)
Hit Points 16 (3d6 + 6)
Speed 20 ft.

STR DEX CON INT WIS CHA
15 +2 14 +2 14 +2 12 +1 10 +0 9 -1

Skills Investigation +3, Perception +2, Stealth +4
Senses darkvision 120 ft., passive Perception 12
Languages Gnomish, Terran, Undercommon
Challenge 1/2 (100 XP)

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.
Innate Spellcasting
The gnome’s innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will
nondetection (self only)
1/day each
blindness/deafness, blur, disguise self

Actions

War Pick
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Poisoned Dart
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned 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.

9 Goblin

Small humanoid (goblinoid), neutral evil

Armor Class 15 (leather armor, shield)
Hit Points 7 (2d6)
Speed 30 ft.

STR DEX CON INT WIS CHA
8 -1 14 +2 10 +0 10 +0 8 -1 8 -1

Skills Stealth +6
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)

Nimble Escape
The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Action

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

10 Golems

10.1 Clay Golem

Large construct, unaligned

Armor Class 14 (natural armor)
Hit Points 133 (14d10 + 56)
Speed 20 ft.

STR DEX CON INT WIS CHA
20 +5 9 -1 18 +4 3 -4 8 -1 1 -5

Damage Immunities acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages of its creator but can’t speak
Challenge 9 (5,000 XP)

Acid Absorption
Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
Berserk
Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
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: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.
Haste (Recharge 5–6)
Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.

10.2 Flesh Golem

Medium construct, neutral

Armor Class 9
Hit Points 93 (11d8 + 44)
Speed 30 ft.

STR DEX CON INT WIS CHA
19 +4 9 -1 18 +4 6 -2 10 +0 5 -3

Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 5 (1,800 XP)

Berserk
Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem’s creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.
Aversion of Fire
If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Immutable Form
The golem is immune to any spell or effect that would alter its form.
Lightning Absorption
Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
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: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

10.3 Iron Golem

Large construct, unaligned

Armor Class 20 (natural armor)
Hit Points 210 (20d10 + 100)
Speed 30 ft.

STR DEX CON INT WIS CHA
24 +7 9 -1 20 +5 3 -4 11 +0 1 -5

Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 16 (15,000 XP)

Fire Absorption
Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
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 melee attacks.
Slam
Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Sword
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.
Poison Breath (Recharge 6)
The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

10.4 Stone Golem

Large construct, unaligned

Armor Class 17 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 30 ft.

STR DEX CON INT WIS CHA
22 +6 9 -1 20 +5 3 -4 11 +0 1 -5

Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10 Languages understands the languages of its creator but can’t speak
Challenge 10 (5,900 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 (Recharge 5–6)
The golem targets one or more creatures it can see within 10 feet 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.

11 Gorgon

Large monstrosity, unaligned

Armor Class 19 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 40 ft.

STR DEX CON INT WIS CHA
20 +5 11 +0 18 +4 2 -4 12 +1 7 -2

Skills Perception +4
Condition Immunities petrified
Senses darkvision 60 ft., passive Perception 14
Languages
Challenge 5 (1,800 XP)

Trampling Charge
If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.

Actions

Gore
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage.
Hooves
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.
Petrifying Breath (Recharge 5–6)
The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.

12 Grick

Medium monstrosity, neutral

Armor Class 14 (natural armor)
Hit Points 27 (6d8)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
14 +2 14 +2 11 +0 3 -4 14 +2 5 -3

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 12
Languages
Challenge 2 (450 XP)

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

Actions

Multiattack
The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.
Tentacles
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Beak
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

13 Griffon

Large monstrosity, unaligned

Armor Class 12
Hit Points 59 (7d10 + 21)
Speed 30 ft., fly 80 ft.

STR DEX CON INT WIS CHA
18 +4 15 +2 16 +3 2 -4 13 +1 8 -1

Skills Perception +5
Senses darkvision 60 ft., passive Perception 15
Languages
Challenge 2 (450 XP)

Keen Sight
The griffon has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack
The griffon makes two attacks: one with its beak and one with its claws.
Beak
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

14 Grimlock

Medium humanoid (grimlock), neutral evil

Armor Class 11
Hit Points 11 (2d8 + 2)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 +3 12 +1 12 +1 9 -1 8 -1 6 -2

Skills Athletics +5, Perception +3, Stealth +3
Condition Immunities blinded
Senses blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), passive Perception 13
Languages Undercommon
Challenge 1/4 (50 XP)

Blind Senses
The grimlock can’t use its blindsight while deafened and unable to smell.
Keen Hearing and Smell
The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Stone Camouflage
The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Spiked Bone Club
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.

Created: 2017-03-20 Mon 22:18

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