TexasXtreme's 5E SRD
Monsters P

Table of Contents

1 Pegasus

Large celestial, chaotic good

Armor Class 12
Hit Points 59 (7d10 + 21)
Speed 60 ft., fly 90 ft.

STR DEX CON INT WIS CHA
18(+4) 15(+2) 16(+3) 10(+0) 15(+2) 13(+1)

Saving Throws Dex +4, Wis +4, Cha +3
Skills Perception +6
Senses passive Perception 16
Languages understands Celestial, Common, Elvish, and Sylvan but can't speak
Challenge 2 (450 XP)

Actions

Hooves
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

2 Pseudodragon

Tiny dragon, neutral good

AC 13 (natural armor)
HP 7 (2d4+2)
Speed 15 ft., fly 60 ft.

STR DEX CON INT WIS CHA
6(-2) 15(+2) 13(+1) 10(+0) 12(+1) 10(+0)

Skills Perception +3, Stealth +4
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
Languages understands Common and Draconic but can't speak
Challenge 1/4 (50 XP)

Keen Senses
The pseudodragon has advantage on saving throws against spells and other magical effects.
Magical Resistance
The pseudodragon has advantage on saving throws against spells and other magical effects.
Limited Telepathy
The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

Actions

Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.
Sting
Melee Weapon Attack: +4 to hit, reach 5ft., one creature. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 11 CON saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconcsious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

3 Purple Worm

Gargantuan monstrosity, unaligned

AC 18 (natural armor)
HP 247 (15d20 + 90)
Speed 50 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
28(+9) 7(-2) 22(+6) 1(-5) 8(-1) 4(-3)

Saving Throws CON +11, WIS +4
Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9
Languages -
Challenge 15 (13,000 XP)

Tunneler
The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

Actions

Multiattack
The worm makes two attacks: one with its bite and one with its stinger.
Tail Stinger
Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 19 (3d6+9) piercing damage and the target must make a DC 19 CON saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Bite
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8 +9) piercing damage. If the target is a Large of smaller creature, it must suceed on a DC 19 DEX saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 CON saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpose by using 20 feet of movement, exiting prone.

Created: 2017-03-20 Mon 22:18

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