TexasXtreme's 5E SRD
Monsters L
Table of Contents
1 Lamia
Large monstrosity, chaotic evil
Armor Class 13 (natural armor)
Hit Points 97 (13d10 + 26)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 +3 | 13 +1 | 15 +2 | 14 +2 | 15 +2 | 16 +3 |
Skills Deception +7, Insight +4, Stealth +3 Senses darkvision 60 ft., passive Perception 12
Languages Abyssal, Common
Challenge 4 (1,100 XP)
- Innate Spellcasting
- The lamia’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components.
At will: disguise self (any humanoid form), major image
3/day each: charm person, mirror image, scrying, suggestion
1/day: geas
Actions
- Multiattack
- The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.
- Claws
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.
- Dagger
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
- Intoxicating Touch
- Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.
2 Lich
Medium undead, any evil alignment
Armor Class 17 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 +0 | 16 +3 | 16 +3 | 20 +5 | 14 +2 | 16 +3 |
Saving Throws Con +10, Int +12, Wis +9
Skills Arcana +18, History +12, Insight +9, Perception +9
Damage Resistances cold, lightning, necrotic
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses truesight 120 ft., passive Perception 19
Languages Common plus up to five other languages
Challenge 21 (33,000 XP)
- 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.
- Spellcasting
- The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image
3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
4th level (3 slots): blight, dimension door
5th level (3 slots): cloudkill, scrying
6th level (1 slot): disintegrate, globe of invulnerability
7th level (1 slot): finger of death, plane shift
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power word kill
- Turn Resistance
- The lich has advantage on saving throws against any effect that turns undead.
Actions
- Paralyzing Touch
- Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 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.
Legendary Actions
The lich 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 lich regains spent legendary actions at the start of its turn.
- Cantrip
- The lich casts a cantrip.
- Paralyzing Touch (Costs 2 Actions)
- The lich uses its Paralyzing Touch.
- Frightening Gaze (Costs 2 Actions)
- The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the lich’s gaze for the next 24 hours.
- Disrupt Life (Costs 3 Actions)
- Each living creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
3 Lizardfolk
Medium humanoid (lizardfolk), neutral
Armor Class 15 (natural armor, shield)
Hit Points 22 (4d8 + 4)
Speed 30 ft., swim 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
0 | 0 | 0 | 0 | 0 | 0 |
Skills Perception +3, Stealth +4, Survival +5
Senses passive Perception 13
Languages Draconic
Challenge 1/2 (100 XP)
- Hold Breath
- The lizardfolk can hold its breath for 15 minutes.
Actions
- Multiattack
- The lizardfolk makes two melee attacks, each one with a different weapon.
- Bite
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
- Heavy Club
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
- Javelin
- Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
- Spiked Shield
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
4 Lycanthropes
4.1 Werebear
Medium humanoid (human, shapechanger), neutral good
Armor Class 10 in humanoid form, 11 (natural armor) in bear and hybrid form
Hit Points 135 (18d8 + 54)
Speed 30 ft. (40 ft., climb 30 ft. in bear or hybrid form)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 +4 | 10 +0 | 17 +3 | 11 +0 | 12 +1 | 12 +1 |
Skills Perception +7
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses passive Perception 17
Languages Common (can’t speak in bear form)
Challenge 5 (1,800 XP)
- Shapechanger
- The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, 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.
- Keen Smell
- The werebear has advantage on Wisdom (Perception) checks that rely on smell.
Actions
- Multiattack
- In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.
- Bite (Bear or Hybrid Form Only)
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy.
- Claw (Bear or Hybrid Form Only)
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
- Greataxe (Humanoid or Hybrid Form Only)
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
4.2 Wereboar
Medium humanoid (human, shapechanger), neutral evil
Armor Class 10 in humanoid form, 11 (natural armor) in boar or hybrid form
Hit Points 78 (12d8 + 24)
Speed 30 ft. (40 ft. in boar form)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 +3 | 10 +0 | 15 +2 | 10 +0 | 11 +0 | 8 -1 |
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Senses passive Perception 12
Languages Common (can’t speak in boar form)
Challenge 4 (1,100 XP)
Skills Perception +2
- Shapechanger
- The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, 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.
- Charge (Boar or Hybrid Form Only)
- If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
- Relentless (Recharges after a Short or Long Rest)
- If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions
- Multiattack (Humanoid or Hybrid Form Only)
- The wereboar makes two attacks, only one of which can be with its tusks.
- Maul (Humanoid or Hybrid Form Only)
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
- Tusks (Boar or Hybrid Form Only)
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.
4.3 Wererat
Medium humanoid (human, shapechanger), lawful evil
Armor Class 12
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 +0 | 15 +2 | 12 +1 | 11 +0 | 10 +0 | 8 -1 |
Skills Perception +2, Stealth +4
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses darkvision 60 ft. (rat form only), passive Perception 12
Languages Common (can’t speak in rat form)
Challenge 2 (450 XP)
- Shapechanger
- The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, 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.
- Keen Smell
- The wererat has advantage on Wisdom (Perception) checks that rely on smell.
Actions
- Multiattack (Humanoid or Hybrid Form Only)
- The wererat makes two attacks, only one of which can be a bite.
- Bite (Rat or Hybrid Form Only)
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.
- Shortsword (Humanoid or Hybrid Form Only)
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
- Hand Crossbow (Humanoid or Hybrid Form Only)
- Ranged Weapon Attack: +4 to hit, range 30/120 ft ::, one target. Hit: 5 (1d6 + 2) piercing damage.
4.4 Weretiger
Medium humanoid (human, shapechanger), neutral
Armor Class 12
Hit Points 120 (16d8 + 48)
Speed 30 ft. (40 ft. in tiger form)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 +3 | 15 +2 | 16 +3 | 10 +0 | 13 +1 | 11 +0 |
Skills Perception +5, Stealth +4
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses darkvision 60 ft., passive Perception 15 Languages Common (can’t speak in tiger form) Challenge 4 (1,100 XP)
- Shapechanger
- The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, 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.
- Keen Hearing and Smell
- The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.
- Pounce (Tiger or Hybrid Form Only)
- If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.
Actions
- Multiattack (Humanoid or Hybrid Form Only)
- In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.
- Bite (Tiger or Hybrid Form Only)
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy.
- Claw (Tiger or Hybrid Form Only)
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
- Scimitar (Humanoid or Hybrid Form Only)
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
- Longbow (Humanoid or Hybrid Form Only)
- Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
4.5 Werewolf
Medium humanoid (human, shapechanger), chaotic evil
Armor Class 11 in humanoid form, 12 (natural armor) in wolf or hybrid form
Hit Points 58 (9d8 + 18)
Speed 30 ft. (40 ft. in wolf form)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 +2 | 13 +1 | 14 +2 | 10 +0 | 11 +0 | 10 +0 |
Skills Perception +4, Stealth +3
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses passive Perception 14
Languages Common (can’t speak in wolf form)
Challenge 3 (700 XP)
- Shapechanger
- The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, 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.
- Keen Hearing and Smell
- The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
- Multiattack (Humanoid or Hybrid Form Only)
- The werewolf makes two attacks: one with its bite and one with its claws or spear.
- Bite (Wolf or Hybrid Form Only)
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
- Claws (Hybrid Form Only)
- Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
- Spear (Humanoid Form Only)
- Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.