Minecraft 5e Thumbnail Credits: Minecraft (Mojang Studios) Badooga's Homebrew: GM Binder, Google Drive 1 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Blaze Medium elemental, neutral evil Armor Class 13 Hit Points 90 (12d8 + 36) Speed 10 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 11 (+0) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 7 (-2) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 10 Languages Ignan Challenge 5 (1,800 XP) Proficiency Bonus +3 Heated Body. A creature that touches the blaze or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. Ignition. If the blaze deals fire damage to a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. Illumination. The blaze sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Water Susceptibility. For every 5 feet the blaze moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Actions Multiattack. The blaze makes two weapon attacks. Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) fire damage. Fire Blast. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) fire damage. Ball of Fire (Recharge 5–6). The blaze sends a small ball of fire streaking toward a point it can see within 120 feet of it. Once the ball reaches its destination or impacts against a solid surface, it explodes. Each creature within 5 feet of the point where the ball explodes takes 9 (2d8) fire damage (DC 14 Dexterity save for half). Creeper Medium monstrosity, unaligned Armor Class 13 Hit Points 36 (8d8) Speed 35 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 11 (+0) 4 (-3) 10 (+0) 6 (-2) Skills Perception +2, Stealth +5 Damage Immunities lightning Senses darkvision 60 ft., passive Perception 12 Languages — Challenge 1 (200 XP) Proficiency Bonus +2 Freedom of Movement. The creeper ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Grass Camouflage. The creeper has advantage on Dexterity (Stealth) checks made to hide in grassy terrain. Supercharge. When the creeper takes lightning damage, it becomes supercharged, amplifying its explosive power. The creeper's Explode action deals double damage, and its radius increases to 30 feet. Actions Explode. The creeper reduces itself to 0 hit points and explodes. Each creature within 15 feet of the creeper takes 22 (4d10) bludgeoning damage (DC 13 Dexterity save for half).
2 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Enderman Large aberration, neutral Armor Class 14 (natural armor) Hit Points 93 (11d10 + 33) Speed 40 ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 17 (+3) 18 (+4) 11 (+0) 14 (+2) Skills Arcana +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities blinded, charmed, deafened, frightened, poisoned Senses truesight 120 ft., passive Perception 10 Languages Deep Speech Challenge 7 (2,900 XP) Proficiency Bonus +3 Jump Scare. If the enderman uses its Teleport on its turn, it has advantage on the next melee attack made before the end of the turn. Water Susceptibility. For every 5 feet the enderman moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Actions Multiattack. The enderman makes two slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage plus 14 (4d6) force damage. The enderman can choose to grapple the target instead of dealing damage. While grappled, the target is also restrained (escape DC 13). The enderman can only grapple one target at a time. Bonus Actions Teleport (Recharge 4–6). The enderman magically teleports, along with any objects and equipment it is wearing and carrying, to any other location within 400 feet of it. The enderman needn't see the location in order to teleport to it, but if it would arrive in a place already occupied by an object or a creature, the enderman takes 14 (4d6) force damage and fails to teleport. Reactions Warp Away. In response to being hit by an attack, the enderman can use its Teleport if it is available. When it does, the triggering attack misses it. Ghast Huge aberration, unaligned Armor Class 13 Hit Points 125 (10d12 + 60) Speed 0 ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 1 (-5) 16 (+3) 22 (+6) 4 (-3) 12 (+1) 4 (-3) Saving Throws Dex +7, Con +10, Wis +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire Condition Immunities charmed Senses darkvision 120 ft., passive Perception 11 Languages understands Deep Speech but only makes screaming and screeching noises Challenge 9 (5,000 XP) Proficiency Bonus +4 Inscrutable Thoughts. The ghast's thoughts and location can't be discerned by magic. Furthermore, any creature that attempts to communicate with the ghast telepathically must succeed on a DC 18 Wisdom saving throw or become frightened until the end of the ghast's next turn. Share Pain. If the ghast takes psychic damage, each creature within 120 feet of the ghast takes that damage as well. In addition, creatures within 30 feet of the ghast have disadvantage on all Intelligence, Wisdom, and Charisma saving throws. Actions Fire Blast. The ghast sends a ball of fire streaking toward a point within 120 feet of it. Once the ball reaches its destination or impacts against a solid surface, the ball explodes. Each creature within 10 feet of the point where the ball explodes takes 14 (4d6) fire damage (DC 18 Dexterity save for half). Legendary Actions The ghast can take 3 legendary actions each round, choosing from the options below. Move. The ghast flies up to half its speed. Invoke Dread. The ghast shrieks within the mind of one creature it can see within 60 feet of it. The target must succeed on a DC 18 Wisdom saving throw or be frightened until the end of the ghast's next turn. Wail (Costs 2 Actions). The ghast lets out a terrible wail. Each creature within 120 feet of the ghast that can hear the wail takes 22 (4d10) psychic damage (DC 18 Charisma saving throw for half).
3 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Pillager Medium humanoid (any race), any non-good alignment Armor Class 13 (leather armor) Hit Points 22 (4d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Skills Perception +2 Senses passive Perception 12 Languages any one language (usually Common) Challenge 1/2 (100 XP) Proficiency Bonus +2 Pack Tactics. The pillager has advantage on an attack roll against a creature if at least one of the pillager's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The pillager makes two melee attacks. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Bonus Actions Aggressive. The pillager moves up to its speed toward a hostile creature that it can see. Destroy. The pillager makes a weapon attack against an object or structure. Raid Captain Medium humanoid (any race), any non-good alignment Armor Class 17 (half plate) Hit Points 58 (9d8 + 18) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 13 (+1) 12 (+1) 14 (+2) Saving Throws Wis +3 Skills Intimidation +4, Perception +3 Senses passive Perception 13 Languages any one language (usually Common) Challenge 3 (700 XP) Proficiency Bonus +2 Pack Tactics. The raid captain has advantage on an attack roll against a creature if at least one of the raid captain's allies is within 5 feet of the creature and the ally isn't incapacitated. Raid Leader. The raid captain and allies within 30 feet of it have advantage on saving throws against being charmed, frightened, grappled, or restrained while the raid captain isn't incapacitated. Actions Multiattack. The raid captain makes three melee attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Bonus Actions Aggressive. The raid captain moves up its speed toward a hostile creature that it can see. Leadership. The raid captain utters a special command to one creature it can see within 30 feet of it. If the creature can hear it, it can add a d6 to one attack roll or saving throw it makes before the start of the raid captain's next turn. Destroy. The raid captain makes a weapon attack against an object or structure.
4 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Ravager Large monstrosity, unaligned Armor Class 15 (chain mail barding) Hit Points 85 (10d10 + 30) Speed 40 ft. STR DEX CON INT WIS CHA 21 (+5) 10 (+0) 16 (+3) 2 (-4) 12 (+1) 7 (-2) Senses passive Perception 11 Languages — Challenge 5 (1,800 XP) Proficiency Bonus +3 Siege Monster. The ravager deals double damage to objects and structures. Trampling Charge. If the ravager 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 13 Strength saving throw or take an additional 9 (2d8) piercing damage and be knocked prone. If the target is prone, the ravager can make one stomp attack against it as a bonus action. Actions Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) piercing damage. Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 24 (4d8 + 6) bludgeoning damage. Bonus Actions Destroy. The ravager makes a melee attack against an object or structure. Wither Skeleton Medium undead, lawful evil Armor Class 15 (natural armor) Hit Points 45 (6d8 + 18) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 16 (+3) 6 (-2) 10 (+0) 7 (-2) Saving Throws Con +5 Damage Immunities fire, necrotic, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 10 Languages understands all languages it spoke in life but can't speak Challenge 3 (700 XP) Proficiency Bonus +2 Wither. When the wither skeleton hits a target with a melee attack, it must succeed on a DC 13 Constitution saving throw or become poisoned. At the end of each of its turns, the poisoned target repeats the saving throw. It takes 7 (2d6) necrotic damage on a failed save, and the effect ends on a successful one. While poisoned by this
5 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Wither Large undead, lawful evil Armor Class 19 (natural armor) Hit Points 225 (18d10 + 126) Speed 30 ft., burrow 30 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 19 (+4) 26 (+8) 25 (+7) 16 (+3) 21 (+5) 23 (+6) Saving Throws Con +12, Wis +10 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, necrotic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses truesight 120 ft., passive Perception 15 Languages Common, Deep Speech, telepathy 120 ft. Challenge 16 (15,000 XP) Proficiency Bonus +5 Aura of Unlife. The wither emits an aura of negative energy out to a radius of 30 feet. Non-undead creatures in the area can't regain hit points and have disadvantage on death saving throws. Destructive Burrow. The wither can burrow through any nonmagical material or structure and leaves a 10-footdiameter tunnel in its wake. Freedom of Movement. The wither ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Siege Monster. The wither deals double damage to objects and structures. Three Heads. The wither has advantage on Wisdom (Perception) checks and on saving throws against being blinded, deafened, stunned, or knocked unconscious. Wither. When a creature fails its saving throw against a wither skull, it becomes poisoned. At the end of each of its turns, the poisoned target can make a DC 20 Constitution saving throw. It takes 7 (2d6) necrotic damage on a failed save, and the effect ends on a successful one. While poisoned by this effect, a creature can't regain hit points. Withering Heights (Mythic Trait; 1/Rest). If the wither would be reduced to 0 hit points, its current hit point total is reset to 225 instead. It then unleashes a large explosion, dealing 28 (8d6) bludgeoning damage to each creature within 20 feet of it (DC 19 Dexterity save for half) and pushing them up to 20 feet away from it in a straight line. The wither then loses access to its flying speed for 1 hour, but its other speeds are doubled during that time. Actions Shriek. Each non-undead creature within 120 feet of the wither that can hear the wither's shriek must succeed on a DC 19 Constitution saving throw or be frightened until the end of the wither's next turn. Summon Spawn. A wither skeleton emerges from a point on the ground within 30 feet of the wither. This wither skeleton acts on the same turn as the wither and follow its orders to the best of its ability. The wither can only have four wither skeletons summoned a time. Explosive Charge (Recharge 5 6) The wither moves up to
6 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Warden Large aberration, unaligned Armor Class 18 (natural armor) Hit Points 250 (20d8 + 160) Speed 40 ft., burrow 20 ft., climb 40 ft. STR DEX CON INT WIS CHA 22 (+6) 17 (+3) 26 (+8) 6 (-2) 20 (+5) 19 (+4) Saving Throws Str +12, Con +14, Wis +11, Cha +10 Skills Athletics +12, Intimidation +10, Perception +11, Stealth +9 Damage Immunities fire and psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, stunned, unconscious Senses blindsight 5 ft. (blind beyond this radius), tremorsense 60 ft., passive Perception 21 Languages understands Common and Deep Speech but doesn't speak Challenge 20 (25,000 XP) Proficiency Bonus +6 Avoidance. If the warden is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Burrower. The warden can burrow through dirt, solid stone, and sculk without disturbing the material. Destroyer. The warden deals quadruple damage to objects and structures. Freedom of Movement. The warden ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Keen Senses. The warden has advantage on Wisdom (Perception) checks that rely on hearing or smell. Furthermore, the warden can hear telepathic communications within 60 feet of it as if they were spoken aloud. Magic Resistance. The warden has advantage on saving throws against spells and other magical effects. Relentless. If the warden takes 30 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Shambler. When it doesn't detect any creatures nearby, the warden's speed is halved. Unyielding Essence. The warden is immune to any spell or effect that would alter its form, as well as those that would read its thoughts or magically influence its thoughts or behavior. Creatures that attempt to communicate telepathically with the warden or magically influence its actions or mind instead take 14 (4d6) psychic damage. Actions Multiattack. The warden makes two melee attacks. Slam. Melee Weapon Attack: automatic hit, reach 5 ft., one target. Hit: 30 magical bludgeoning damage. The warden can forgo this damage to instead grapple the target (escape DC 20). Sonic Boom (Recharge 5 6) The warden unleashes a sonic
7 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Ender Dragon Gargantuan dragon, lawful evil Armor Class 21 (natural armor) Hit Points 507 (26d20 + 234) Speed 60 ft., burrow 60 ft., fly 120 ft. (hover) STR DEX CON INT WIS CHA 28 (+9) 14 (+2) 29 (+9) 30 (+10) 24 (+7) 25 (+7) Saving Throws Dex +10, Con +17, Wis +15, Cha +15 Skills Arcana +18, History +18, Intimidation +15, Perception +15 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities force, psychic Condition Immunities charmed, frightened, paralyzed, petrified Senses truesight 120 ft., passive Perception 25 Languages understands all but doesn't speak, telepathy 1 mile Challenge 26 (90,000 XP, or 180,000 XP as a mythic encounter) Proficiency Bonus +8 Draconic Might. The dragon's weapon attacks are magical and deal quadruple damage to objects and structures. When she hits a target with a melee attack, if the attack roll meets or exceeds the target's passive Strength (Athletics) score, the dragon can push it up to 10 feet away, or 20 feet away if her mythic trait is active. Innate Psionics. The dragon's spellcasting ability is Intelligence (spell save DC 26). She can cast the following spells using psionics, requiring no components: At will: locate creature, mirage arcane, reverse gravity 2/day each: dream*, scrying*, slow 1/day each: dominate person, forcecage, time stop *The target needn't be on the same plane of existence as the dragon. Tunneler. The dragon can burrow through any nonmagical material and leaves a 15-foot-diameter tunnel in her wake. She can also move through creatures and magical objects as if they were difficult terrain, but she takes 5 (1d10) necrotic damage if she ends her turn inside of an object. Actions Multiattack. The dragon makes three attacks: one with her bite and two with her claws. Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 16 (3d10) force damage. Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 19) and is restrained until this grapple ends. The dragon can have only one creature grappled in this way at a time. Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 22 (2d12 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be knocked prone. Breath Weapon (Recharge 5–6). The dragon exhales psychic energy in a 300-foot cone. Each creature and object in that area takes 77 (11d12) damage (DC 25 saving throw for half; see below) with the damage type save type and