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Published by kyrstinthur, 2023-01-08 16:07:25

D&D vs Rick and Morty

D&D vs Rick and Morty

APPENDIX A: MAGIC ITEMS

The Lost Dungeon ofRickedness: Big Rick Energy ITE M D E S C RIPTIONS
contains an assortment of magic items, and just a hint of
the wider variety of magic items waiting to be found in POTION O F FLYING
the worlds of D&D. The following provides an overview
of the magic items in this adventure, along with details When you drink this potion, you gain a flying speed equal
on how to make use of them. See the Dungeon Master 's to your walking speed for 1 hour and can hover. If you're
Guide for an even wider variety of magic items. in the air when the potion wears off, you fall unless you
have some other means of staying aloft. This potion's
USING A MAGIC ITE M clear liquid floats at the top of its container and has
cloudy white impurities drifting in it.
A magic item's description explains how the item works.
Handling a magic item is enough to give a character a POTION OF HEALING
sense that something is extraordinary about the item.
Casting the identify spell on the item then reveals its When you drink this potion, you region 2d4 + 2 hit points.
properties. Alternatively, a character can concentrate
on the item during a short rest, while being in physical RING OF PROTECTION
contact with the item. At the end of the rest, the character
learns the item's properties. Potions are an exception; a While you are wearing this ring and are attuned to it, you
taste is enough to tell the taster what the potion does. have a +l bonus to your Armor Class and saving throws.

Certain magic items require a user to attune to them WAND OF MAGIC M I S SILES
before their magical properties can be used. Attuning
to a magic item requires that you spend a short rest This wand has 7 charges. With the wand in hand, you can
concentrating on it (this can't be the same short rest use your action to fire the magic missile spell from the
used to learn an item's properties). Depending on the wand-no components required-and expend 1 to 3 of
nature of the item, this concentration can take the form the wand's charges. For each charge you expend beyond
of prayers, weapon practice, or meditation. In any case, 1, the spell's level increases by 1. You can use this wand
the concentration period must be uninterrupted. Once even if you are incapable of casting spells.
you are attuned to an item, you can use its magical
properties. The wand regains ld6 + 1 expended charges each day
at dawn. If you expend the wand's last charge, roll a d20.
An item can be attuned to only one creature at a time. On a 1, the wand crumbles into ash and is destroyed.
A creature can be attuned to no more than three magic
items at any given time, and you can attune yourself to WINGED BOOTS
only one item during a short rest.
While you wear these boots a nd are attuned t osptheeemd. 'You
Your attunement to an item ends if it has been more you have a flying speed equal to your walking
than 100 feet away from you for 24 hours or if you die.
You can also voluntarily end your attunement to an item can use the boots to fly for up to 4 hours, all at once or
with another short rest.
in several shorter flights, each one using a minimum of

1 minute from the duration. I fyou are flying when the

duration expires, you descend at a rate of 30 feet per

round until you land.

The boots regain 2 hours of flying capability for every

1 2 hours they aren't in use.

R I N G OF'
PROTECT I O N

WAND O F'
MAG I C M I SS I L E S

W1NGED BooTS

APPENDIX A : MAGIC ITEMS 33

APPENDIX B : C REATURES

This section contains stat blocks and descriptions TAG S
for the creatures that appear in The Lost Dungeon of
A creature might have one o r more tags appended to
Rickedness: Big Rick Energy. its type, in parentheses. For example, a mimic has the
monstrosity (shapechanger) type. These parenthetical
C RE ATURE STAT BLO C K S tags provide an additional layer of categorization for
certain creatures, but they have no bearing on how a
A creature's stat block provides the essential information creature is used in combat.
that you, as the DM, need to run the creature.
ALIGN M E NT
SIZE
A creature's alignment reflects its disposition. Alignment
The Size Categories table shows how much space indicates whether a creature leans toward law or chaos
a creature of a particular size controls in combat. and good or evil, or whether a creature is neutral.
This space is not a measure of the creature's physical
dimensions. For example, a typical Medium creature isn't Any Alignment. Some creatures, such as the veteran,
5 feet wide, but it controls a space that wide. If a Medium can have any alignment. In other words, you choose the
ore stands in a 5-foot-wide doorway, other creatures can't creature's alignment. Depending on the creature, its
get through unless the ore lets them. alignment entry might indicate a tendency or aversion
toward law, chaos, good, or evil.
S I Z E CAT E G OR I ES
Unaligned. Many creatures of low intelligence have no
Size Space , comprehension of law or chaos, good or evil. They don't
Tiny 21/2 by 21/2 ft. make moral or ethical choices, but rather act on instinct.
Small 5 by 5 ft. These creatures are unaligned, which means they don't
Medium 5 by 5 ft. have an alignment.
La rge 1 0 by 1 0 ft.
H uge 1 5 by 1 5 ft. ARMOR C LASS

S QUEEZING INTO A SMALLER SPACE A creature that wears armor o r carries a shield has
an AC that takes its armor, shield, and Dexterity into
A creature can squeeze through a space large enough for account. Otherwise, a creature's AC is based on its
a creature one size smaller than itself. When squeezing Dexterity modifier and any natural armor or supernatural
through such a space, the creature's speed is halved. resilience it might possess.
While squeezing, a creature has disadvantage on attack
rolls and Dexterity saving throws, and attack rolls against If a creature wears armor or carries a shield, the
it have advantage. kind of armor it wears or shield it carries is noted in
parentheses after its AC value.
TY P E
HIT POINTS
A creature's type speaks to its fundamental nature. The
following types of creatures appear in this adventure: A creature usually dies o r is destroyed when its hit points
drop to 0. For more on hit points, see the rulebook.
Aberrations. Utterly alien beings that have no place in
the natural world. SPEED

Beasts. Nonhumanoid creatures that, like real-world A creature's speed tells you how far i t can move o n its
animals, are a normal part of the world's ecology. turn. For more information on speed, see the rulebook.

Dragons. Winged, reptilian creatures of ancient origin All creatures have a walking speed; those that have no
and tremendous power. form of ground-based locomotion have a walking speed
of 0 feet. Many of the creatures herein have one or more
Giants. Humanoid-like creatures that tower over humans additional movement modes.
and their kin.
Climb. A creature that has a climbing speed can use all
Humanoids. Bipedal peoples of the civilized and savage or part of its movement to move on vertical surfaces. The
world, including humans, dwarves, elves, and halflings. creature doesn't need to spend extra movement to climb.

Monstrosities. Frightening creatures that sometimes Fly. A creature that has a flying speed can use all or
resemble beasts but that are often touched by magic part of its movement to fly. If the creature is incapacitated
and almost never benign. or knocked prone while flying, it falls unless it can hover.

Oozes. Gelatinous creatures that generally have no fixed Swim. A creature that has a swimming speed doesn't
shape. They are mostly subterranean. need to spend extra movement to swim.

Plants. Plant creatures, as opposed to ordinary plants, ABILITY SCORES
have some degree of sentience and mobility.
Every creature has six ability scores (Strength, Dexterity,
Undead. Once-living creatures brought to a horrifying Constitution, Intelligence, Wisdom, and Charisma) and
state of undeath through the practice of necromantic corresponding modifiers. For more information on ability
magic or some unholy curse. scores and how they're used in play, see the rulebook.

34

APPE N D IX B: C REATURES

The Saving Throws entry is reserved for creatures that C HALLE NGE
are particularly adept at resisting certain kinds of effects.
An appropriately equipped and well-rested party of four
SKILLS adventurers should be able to defeat a creature that has a
challenge rating equal to their level without suffering any
The Skills entry is reserved for creatures that are casualties. Creatures that are significantly weaker than
proficient in one or more skills. For example, a perceptive 1 st-level characters have challenge ratings lower than 1 .
and stealthy creature might have higher-than-normal
bonuses to Wisdom (Perception) and Dexterity (Stealth) EXPERIENCE POINTS (XP)
checks.
The number of experience points a creature is worth is
Skills in a creature's stat block are shown with the based on its challenge rating. Typically, XP is awarded for
total modifier-the creature's ability modifier plus its defeating the creature, and characters gain levels as they
proficiency bonus. If a creature's stat block says "Stealth accumulate XP.
+6," roll a d20 and add 6 when the creature makes an
ability check using Stealth. In The Lost Dungeon ofRickedness, you don't need
to track experience points, as the characters advance
ARMOR, WEAPON, AND TOOL PROFICIENCIES in level simply by delving deeper into Rick's ridiculous
dungeon (see "Leveling Up," page 6).
Assume a creature i s proficient with its armor, weapons,
and tools. If you swap out a creature's armor and TR A I T S
weapons, you must decide whether the creature is
proficient with its new equipment. See the rulebook Traits are special features o ft h e creature that are likely
for what happens when you use these items without to be relevant in a combat encounter.
proficiency.
AC T I O N S
VULN E RA B I LI T IE S , R E S I STA N C E S ,
When a creature takes its action, i t can choose from
AND IMMUNITIES the options in the "Actions" section of its stat block.
The rulebook describes other actions available to all
Some creatures have vulnerability, resistance, or creatures.
immunity to certain types of damage. Additionally, some
creatures are immune to certain conditions and other MELEE AND RANGED ATTACKS
game effects. These immunities are also noted here.
The most common actions that a creature will take in
SENSES combat are melee and ranged attacks. These can be spell
attacks or weapon attacks, where the "weapon" might be
The Senses entry notes a creature's passive Wisdom a manufactured item or a natural weapon, such as a claw.
(Perception) score, as well as any special senses the
creature might have, such as the following senses. Hit. Any damage or other effects that occur as a result
of an attack hitting a target are described here. As the
Blindsight. A creature with blindsight can perceive its DM, you can take average damage or roll the damage;
surroundings without having to rely on sight, within a for this reason, both the average damage and the die
specific radius. expression are presented. For example, a monster might
deal 4 ( l d8) slashing damage with its longsword. That
Darkvision. A creature with darkvision can see in the notation means you can have the monster deal 4 damage,
dark within a specific radius. The creature can see in or you can roll ld8 to determine the damage.
dim light within the radius as if it were bright light, and
in darkness as if it were dim light. The creature can't REACTIONS
discern color in darkness, only shades of gray.
If a creature can do something unusual with its reaction,
Truesight. A creature with truesight can see in normal that information is contained here. Most creatures don't
and magic darkness, see invisible creatures and objects, have special reactions, in which case this section is
automatically detect visual illusions and succeed on absent. Reactions are explained in the rulebook.
saving throws against them, and perceive the original
form of a shapechanger or a creature that is transformed LIMITED USAGE
by magic. Furthermore, the creature can see into the
Some special abilities-whether they are traits, actions,
Ethereal Plane . or reactions-have restrictions on the number of times
they can be used.
LAN GUAGE S
Recharge X-Y. The notation "Recharge X-Y" means
The languages that a creature can speak are listed in a creature can use a special ability once and that the
alphabetical order. Sometimes a creature can understand ability then has a random chance of recharging during
a language but not speak it, and this is noted in the entry. each subsequent round of combat. At the start of each
of the creature's turns, roll 'a d6. If the roll is one of the
numbers in the recharge notation, the creature regains
the use of that special ability. The ability also recharges
when the creature finishes a short or long rest.

APPENDIX B : CREATURES 35

C RE ATURE D E S C RIPTIONS

The creatures appearing i n the adventure are presented
in this section in alphabetical order.

COMMONER

Commoners include peasants and serfs, slaves and
servants, pilgrims, merchants, Meeseeks, and hermits.

COMMONER

Medium humanoid (any race), any alignment

Armor Class 1 0
Hit Points 4 ( l d8)
Speed 30 ft.

STR DEX CON INT WIS CHA

10 (+0) 10 (+O) 1 0 (+O) 1 0 (+O) 10 (+O) 10 (+O)

BUGBEAR Senses passive Perception 1 0
Languages a n y o n e (usually Com mon)
Bugbears are cruel and unruly humanoids that live Challenge 0 ( 1 0 XP)
to bully the weak and seriously dislike being bossed
around. Despite their intimidating builds, bugbears move ACT I O N S
with surprising stealth and are fond of setting ambushes.
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (l d4) bl udgeoning damage.

BUGBEAR

Medium humanoid (goblinoid), chaotic evil

Armor Class 1 6 (hide a rmor, shield) C U LT I ST

Hit Points 27 (5d8 + 5) Cultists swear allegiance to dark powers. They conceal
Speed 3 0 ft. their activities to avoid being ostracized, imprisoned, or
executed for their crackpot beliefs.

STR DEX CON I NT WIS CHA C U LT I S T
1 5 (+2) 1 3 (+l ) 8 (-1) 11 (+O) 9 (-1 )
1 4 (+2) Medium humanoid (any race), any nongood alignment

Skills Stealth +6, S u rvival +2 Armor Class 12 (leather armor)
Senses d arkvision 60 ft., passive Perception 1 0 Hit Points 9 (2d8)
Languages Common, Goblin Speed 30 ft.
Challenge l (200 XP)

Brute. When the bugbear hits with a melee weapon attack, the STR DEX CON I NT WIS CHA
attack deals one extra die ofthe weapon's damage to the target 1 1 (+O)
(included below). 12 (+1 ) 1 0 (+O) 1 0 (+O) 11 (+O) 1 0 (+0)

Surprise Attack. If the b u gbear su rprises a creature and h its it Skills Deception +2, Religion +2
with an attack d u ri n g the fi rst rou n d of com bat, the target takes Senses passive Perception 1 0
an extra 7 (2d6) damage from the attack. Languages any one (usua l ly Comm o n)
Challenge 1/8 (25 XP)
ACT I O N S
Morningstar. Melee Weapon Attack: + 4 to hit, reach 5 ft., one Devotion. The cu ltist has advantage on saving th rows against
target. Hit: 11 (2d8 + 2) piercin g d amage. bei n g charmed or frightened.

javelin. Melee or Ranged Weapon Attack: +4 to h it, reach 5 ft. ACTI O N S
or range 30 ft. / 1 20 ft. , one target. Hit: 5 ( l d 6 + 2) piercing Scimitar. Melee Weapon Attack: + 3 to h it, reach 5 ft., one target.
damage, or 9 (2d6 + 2) piercing damage i n melee. Hit: 4 (ld6 + l) slashing damage.

APP E N DTX B: CREATURES

FLA M E S KULL

Spellcasters fashion flameskulls from the remains
of dead wizards. When the ritual is complete, green
flames erupt from the skull to complete its ghastly
transformation. They're not great with heavy doors.

FLAME SKULL

Tiny undead, neutral evil

Armor Class 1 3
Hit Points 4 0 (9d4 + 1 8)
Speed 0 ft., fly 40 ft.

STR DEX CON I NT WIS CHA

1 (-5) 17 (+3) 14 (+2) 1 6 (+3) 1 0 (+O) 11 (+O)

EVIL MAGE Skills Arcan a +5, Perception +2
Damage Resistances l ightn ing, necrotic, pierci ng
Evil mages hunger for arcane power and dwell in isolated Damage Immunities cold , fire, poison
places, where they can perform magical experiments and Condition Immunities charmed, frighten ed, paralyzed,
be generally insufferable without interference.
poisoned
Senses d arkvision 60 ft., passive Perception 1 2
Languages Com m o n
Challenge 4 ( l , 1 0 0 XP)

EVI L MAGE Illumination. The flameskull sheds either dim l ight i n a 1 5-foot
rad i u s , or bright l ight in a 1 5 -foot rad i u s and dim l ight for an
Medium humanoid (human), lawful evil additional 1 5 feet. It can switch between the options as a n
action.
Armor Class 1 2
Hit Points 22 (Sd8) Magic Resistance. The flameskull has advantage on saving
Speed 30 ft. th rows against spells and other magical effects.

STR DEX CON I NT WIS CHA Rejuvenation. If the flameskull is destroyed, it rega i n s all its hit
points in 1 hour unless holy water is sprinkled on its remains or
9 (-1) 14 (+2) 1 1 (+0) 1 7 (+3) 12 (+l ) 1 1 (+O) a dispel magic or remove curse spell is cast on them.

Saving Throws I nt +5, W i s +3 Spel/casting. The fl ameskull i s a 5th-level spellcaster that uses
Skills Arcana +5, H istory +S I ntelligence as its spellcast i n g a b i l ity (spell save DC 13, +5 to
Senses passive Perception 1 1 h it with spell attacks). It needs only verbal components to cast
Languages Com mon, Draconic, Dwarvish, Elvish its spells. The flameskull knows the following spel ls from the
Challenge 1 (200 X P) wizard's spell list:

Spellcasting. The mage is a 4th- l evel spellcaster that uses Cantrip (at will): mage hand
I ntelligence as its spellcasting ability (spell save DC 1 3; +5 to hit l st level (3 slots) : magic missile, shield
with spell attacks). The mage knows the fol lowi n g spells from 2nd level (2 slots) : blur,flaming sphere
the wizard's spell list: 3 rd level (l s lot) : jireball

Cantrips (at will): light, mage hand, shocking grasp ACTI O N S
1 st Level (4 slots) : charm person, magic missile Multiattack. The flameskull m a kes two attacks with its Fire
2nd Level (3 slots): hold person, misty step Ray.

ACTI O N S Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target.
Quarterstaff. Melee Weapon Attack: +1 to h it, reach 5 ft. , one Hit: 10 (3d6) fi re d a m age.
target. Hit: 3 (1 d8 - 1 ) bludgeoning damage.

APPENDIX B : CREATURES 37

GIANT SPIDER

Usually found underground, the lair o f a giant spider is
often festooned with webs holding helpless victims.

GIANT SPIDER

Large beast, unaligned

Armor Class 1 4 (natu ral a rmor)
Hit Points 26 (4d l 0 + 4)
Speed 30 ft., c l i m b 30 ft.

GHOUL STR DEX CON I NT WIS CHA

Ghouls roam the night in packs, driven by an insatiable 14 (+2) 16 (+3) 12 (+l ) 2 (-4) 11 (+O) 4 (-3)
hunger for humanoid flesh. Like maggots or carrion
beetles, they thrive in places rank with decay and death. Skills Stealth +7
Senses b l i n dsight 10 ft., darkvision 60 ft., passive Perception 1 0

Languages -

Challenge l (200 XP)

GHOUL Spider Climb. The spider can c l i m b difficult su rfaces, i n c l u d i ng
u pside down on ceilings, without needi n g to make an abil ity
Medium undead, chaotic evil check.

Armor Class 1 2 Web Sense. While i n contact with a web, the spider knows the
Hit Points 2 2 (5d8) exact location of a ny other creature i n contact with the same
Speed 30 ft. web.

STR DEX CON INT WIS CHA Web Walker. The spider ignores movement restrictions caused
7 (-2) by web b i n g of any sort.
1 3 (+l) 15 (+2) 10 (+O) 10 (+O) 6 (-2)
ACT I O N S
Damage Immunities poison
Condition Immunities charmed, poisoned Bite. Melee Weapon Attack: + 5 to h it, reach 5 ft., one creature.
Senses darkvision 60 ft., passive Perception l 0 Hit: 7 ( l d8 + 3) piercing d amage, and the target m ust make a
Languages Comm o n DC 1 1 Constitution savi ng th row, taking 9 (2d8) poison damage
Challenge l (200 XP) on a fai l ed save, or half as much d a m age o n a successful one.
Ifthe poison reduces the target to 0 hit points, the target is
ACTI O N S stable but poisoned for l hour, and paralyzed while poisoned
in this way.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 9 (2d 6 + 2) piercing damage. Web (Recharge 5-6). Ranged Weapon Attack: +5 to h it, range 30
ft./60 ft., one creature. Hit: The target is restrained by webbing.
Claws. Melee Weapon Attack: +4 to h it, reach 5 ft., one target. As an action, the restrained target can make a DC 12 Strength
Hit: 7 (2d4 + 2) slashing damage. I f the target is a creature check, b u rsti ng the webbing on a success. The webbing can
other than an elf or u ndead, it m ust succeed on a DC 1 0 also be attacked and destroyed (AC 10; hp 5; vulnerable to
Constitution saving th row o r be pa ralyzed for l minute. The fi re damage; i m m u n e to b l udgeon ing, poison, and psychic
creature can repeat the savin g throw at the end of each of its damage) .
turns, ending the effect early on a success.

A P P E N D I X B : C REATURES

GOBLIN

Goblins are wicked, gather i n overwhelming numbers,
and crave power, which they abuse to obnoxious and
generally self-destructive ends.

GOBLIN

Small humanoid (goblinoid), neutral evil

Armor Class 1 5 (leather a rm o r, shield)
Hit Points 7 (2d6)
Speed 30 ft .

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

Skills Stealth +6 MIMIC
Senses darkvision 60 ft., passive Perception 9
Languages Com mon, Goblin Mimics are shapeshifting predators able to take on the
Challenge 1 / 4 ( S O X P) form of inanimate objects to lure creatures to their doom.
In dungeons, these cunning creatures most often take the
Nimble Escape. The gobl i n can take the Disengage o r H ide form of doors and chests, having learned that such forms
action as a bonus action on each of its turns. attract a steady stream of prey. They're also comedy gold.

ACTI O N S MIMIC
Scimitar. Melee Weapon Attack: +4 to h it, reach 5 ft., one
target. Hit: 5 (ld6 + 2) slashing damage. Medium monstrosity (shapechanger) , neutral

Shortbow. Ranged Weapon Attack: +4 to h it, range 80 ft./320 Armor Class 1 2 (natural a rm o r)
ft., one target. Hit: 5 ( l d 6 + 2) piercing damage. Hit Points 58 (9d8 + 1 8)
Speed 1 5 ft.

HOBGOBLIN STR DEX CON INT WIS CHA
15 (+2)
Hobgoblins are cunning, disciplined warriors who crave 1 7 (+3) 12 (+l ) 5 (-3) 13 (+l ) 8 (-1)
conquest. They impose a strict military hierarchy and are
often found in the company of goblins and bugbears. Skills Stealth +5
Damage I m munities acid
HOBGOBLIN Condition Immunities prone
Senses darkvision 6 0 ft. , passive Perception 1 1
Medium humanoid (goblinoid), lawful evil
Languages -

Challenge 2 (450 XP)

Armor Class 1 8 (ch a i n m a i l , s h ield) Shapechanger. The m i m i c can use its action to polymorph i nto
Hit Points 11 (2d8 + 2) an object or back i nto its true, amorphous form. Its statistics
Speed 30 ft. a re the same in each form. Any equipment it is weari n g or
carryi ng i s n 't transformed. It reverts to its true form if it dies.
STR DEX CON INT WIS CHA
12 (+l ) Adhesive (Object Form Only). The mimic ad here s to a nyth i n g
1 3 (+l ) 12 (+l ) 10 (+O) 10 (+O) 9 (-1 ) that touches i t . A H uge or s m a l l e r creature adhered t o the
mimic is also grappled by it (escape DC 1 3). Ability checks
Senses darkvision 60 ft. , passive Perception l 0 made to escape this grapple have disadvantage.
Languages Common, Goblin
Challenge 1/2 (100 XP) False Appearance (Object Form Only). W h i l e the m i m i c
rem a i n s motion less, it i s i n d istinguishable from an ord i nary
Martial Advantage. Once per turn, the hobgo b l i n can deal an object.
extra 7 (2d6) damage to a creature it hits with a weapon attack
if that creature i s with i n 5 feet of an ally of the hobgoblin that Grappler. The m i m i c has advantage on attack rol l s against any
isn't incapacitated. creature grappled by it.

ACTI O N S ACTI O N S
Longsword. Melee Weapon Attack: + 3 to h it, reach 5 ft., one Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (ld8 + l) slashing da mage. target. Hit: 7 (ld8 + 3) bludgeoning damage. I f the mimic is in
object form, the target is su bjected to its Ad hesive trait.
Longbow. Ranged Weapon Attack: +3 to h it, range 1 50 ft./600
ft., one target. Hit: 5 ( l d 8 + l) piercing d amage. Bite. Melee Weapon Attack: +5 to h it, reach 5 ft., one target.
Hit: 7 (ld8 + 3) piercing damage plus 4 (l d8) acid damage.

APPE N D I X B: C REATURES 39

OCHRE .J E LLY

NoTHic O C H RE JELLY

Nothics were once wizards who dared t o unlock magical Ochre jellies stalk and consume organic beings. They're
secrets. Though gifted with strange cosmic insight that insecure about being oozes and avoid large groups.
allows them to extract knowledge from other creatures,
nothics are no longer the wizards they once were and
have no memories of their previous lives.

NOTHIC Armor Class 8
Hit Points 45 (6d l 0 + 1 2)
Medium aberration, neutral evil Speed 1 0 ft., c l i m b 1 0 ft.

Armor Class 1 5 (natural armor) STR DEX CON I NT WIS CHA
Hit Points 45 (6d8 + 1 8)
Speed 30 ft. 1 5 (+2) 6 (-2) 14 (+2) 2 (-4) 6 (-2) 1 (-5)

STR DEX CON I NT WIS CHA Damage Resistances acid
Damage Immunities l i ghtni ng, s l a s h i n g
14 (+2) 16 (+3) 1 6 (+3) 1 3 (+l ) 10 (+0) 8 (-1) Condition Immunities b l i nded, charmed, deafe ned, frightened,

Skills Arcana +3, I n sight +4, Perception +2, Stealth +5 prone
Senses truesight 1 20 ft. , passive Perception 1 2 Senses blindsight 60 ft. (blind beyond this rad ius), passive
Languages U n d e rco m mon
Challenge 2 (450 XP) Perception 8

Languages -

Challenge 2 (450 X P)

Keen Sight. The nothic has advantage on Wisdom (Perception) Amorphous. The jelly can move through a space as n arrow as 1
checks that rely on sight. inch wide without squeezing.

ACTI O N S Spider Climb. The jelly can c l i m b d ifficult su rfaces , i n c l u d i n g
Multiattack. The noth ic makes two attacks with its claws. u pside down on ceili ngs, without n eeding to m a ke an a b i l ity
check.
Claws. Melee Weapon Attack: +4 to h it, reach 5 ft., one target.
Hit: 6 (ld6 + 3) slashing damage. ACTI O N S
Pseudopod. Melee Weapon Attack: +4 to h it, reach 5 ft. , one
Rotting Gaze. The nothic chooses one creature within 30 target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (l d6) acid
feet of it that it can see. The target must succeed on a DC 1 2 damage.
Constitution saving th row aga i nst this magic o r take 1 0 (3d6)
necrotic damage . REACTI O N S
Split. When a jelly that i s Medium o r l a rger i s s u bjected to
Weird Insight. The noth ic chooses one creature it can see l ightn ing or slashing damage, it splits i nto two new jell ies if it
wit h i n 30 feet of it. The target must contest its Charisma has at least 10 hit points. Each new jelly has hit poi nts equal to
(Deception) check against the nothic's Wisdom (Insight) check. half the original jelly's, rou nded down. New jellies are one size
I f the nothic wins, it magically learns one fact or secret about smaller than the original jelly.
the creature. The target automatically wins if it is i m m u n e to
being charmed.

40

APPE N D IX B : C REATURES

O GRE

Ogres are lazy, angry, 10-foot-tall giants that live by
raiding and scavenging.

That's it. That's their whole shtick.

O GR E

Large giant, chaotic evil

Armor Class 1 1 (hide a rmor)
Hit Points 59 ( 7d l 0 + 2 1 )
Speed 40 ft.

STR DEX CON INT WIS CHA

1 9 (+4) 8 (-1) 1 6 (+3) 5 (-3) 7 (-2) 7 (-2)

Senses d arkvision 60 ft., passive Perception 8
Languages Common, Giant
Challenge 2 (450 XP)

ACTI O N S
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning d amage.

javelin. Melee or Ranged Weapon Attack: +6 to h it , reach 5 ft.
or range 30 ft. / 1 20 ft., one target. Hit: 1 1 (2d 6 + 4) piercing
damage.

0 RC 0WLBEAR

Ores have stooped postures, low foreheads, and piglike T h e owlbear's reputation for ferocity and sheer i l l temper
faces with prominent lower canines that resemble makes it one of the most feared predators of the wild.
a boar's tusks. They love holidays and have an overĀ­ There is little, if anything, that a hungry owlbear fears.
assumed reputation for violence.

0 RC 0WLBEAR

Medium humanoid (ore), chaotic evil Large monstrosity, unaligned

Armor Class 1 3 (h ide a rm o r) Armor Class 1 3 (natural armor)
Hit Points l 5 (2d8 + 6) Hit Points 59 (7d l 0 + 2 1 )
Speed 30 ft. Speed 40 ft.

STR DEX CON I NT WIS CHA

20 (+5) 12 (+l ) 1 7 (+3) 3 (-4) 12 (+l ) 7 (-2)

STR DEX CON I NT WIS CHA

1 6 (+3) 1 2 (+l ) 16 (+3) 7 (-2) 11 (+O) 10 (+O) Skills Perception +3
Senses d a rkvision 60 ft., passive Perception 1 3
Skills Intimi d ation +2
Senses darkvision 60 ft., passive Perception l 0 Languages -
Languages Co m mon, Ore
Challenge 1/2 ( 1 00 XP) Challenge 3 (700 X P)

Aggressive. As a bonus action, the ore can move up to its speed Keen Sight and Smell. The owl bear has advantage on Wisdom
toward a hostile creature that it can see. (Perception) checks that rely on sight or smell.

ACTI O N S ACTIO N S
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft. , one Multiattack. The owl bear m a kes two attacks, one with its beak
target. Hit: 9 (ldl2 + 3) slashing damage. and one with its claws.

javelin. Melee or Ranged Weapon Attack: +5 to h it , reach 5 ft. Beak. Melee Weapon Attack: +7 to hit, reach 5 ft. , one target.
or range 30 ft./120 ft., one target. Hit: 6 ( l d 6 + 3) piercing Hit: 10 ( l d l O + 5) piercing d a m age.
d a m a ge .
Claws. Me/ee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) slashing damage.

41

APPENDIX B : CREATURES

S P E C TATOR

A spectator is a spherical monster that can be tasked
with guarding a treasure for a period not exceeding 101
years. If the treasure is stolen or destroyed before the
spectator's period of service has ended, the creature
returns to its home dimension. Otherwise, it never
abandons its post, no matter how bored it gets.

SPECTATOR

Medium aberration, lawful neutral

Armor Class 14 (natural armor)
Hit Points 39 (6d8 + 1 2)
Speed 0 ft., fly 30 ft.

STR DEX CON INT WIS CHA

8 (-1 ) 1 4 (+2) 14 (+2) 13 (+l ) 1 4 (+2) 11 (+O)

Skills Perception +6
Condition Immunities prone
Senses darkvision 1 20 ft., passive Perception 1 6
Languages Deep Speech, U nderco m m o n
Challenge 3 (700 XP)

-- Hover. The spectator hovers as long as it is a l ive.

SKELETON Telepathy. The spectator can com m u n i cate telepathically
with any creature with i n 1 20 feet of it that can u nderstand a
Assemblages of bones animated by dark magic, skeletons language.
heed the summons of those who create them. They're
super creepy ... and there's one inside you right now. ACT I O N S

SKELETON Bite. Melee Weapon Attack: +1 to h it, reach 5 ft. , one target. Hit:
2 (ld6 - 1 ) piercing damage.
Medium undead, lawful evil
Eye Rays. The spectator uses two of the following eye rays. It
Armor Class 1 3 (armor scraps) can use each ray only once per turn. Each ray targets a creature
Hit Points 1 3 (2d8 + 4) the spectator can see within 90 feet of it.
Speed 30 ft.
7. Confusion Ray. The target must s u cceed on a DC 13 Wisdom
STR DEX CON I NT WIS CHA savi ng th row, or it can't take reactions until the end of its
next turn. On its turn, the ta rget can't move, and it uses its
1 0 (+O) 14 (+2) 1 5 (+2) 6 (-2) 8 (-1 ) 5 (-3) action to make a melee or ranged attack against a randomly
determ i n ed creature withi n range. I f the target can't attack, it
Damage Vulnerabilities b l udgeo n i n g does nothing on its turn.
Damage Immu nities poison
Condition Immunities poisoned 2. Paralyzing Ray. The target m ust succeed on a DC 1 3
Senses darkvision 6 0 ft., passive Perception 9 Constitution saving th row o r be paralyzed fo r 1 m i n ute. The
Languages u nderstands languages it knew in life but can't target can repeat the saving th row at the end of each of its
turns, ending the effect early on a success.
speak
Challenge 1/4 (SO X P) 3. Fear Ray. The target m ust succeed on a DC 13 Wisdom
savi ng throw or be frightened for 1 m i n ute. The target can
ACTIO N S repeat the savi ng throw at the end of each of its turns, with
Shortsword. Melee Weapon Attack: +4 to h it, reach 5 ft., one disadvantage ifthe spectator is visible to the target, ending
target. Hit: 5 (ld6 + 2) pierci ng da mage. the effect early on a success.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 4. Wounding Ray. The target m ust make a DC 13 Constitution
ft. , one target. Hit: 5 ( l d 6 + 2) piercing d a m age. savi ng throw, taking 16 (3dl0) necrotic damage on a fai l ed
save, or half as much damage on a successful one.

Create Food and Water. The spectator creates enough food and
water to sustain itselffor 24 hours.

R EACTI O N S

Spell Reflection. I fthe spectator m akes a successful saving
th row against a spell, or a spell m i sses it, the spectator can
choose another creature within 30 feet of it that it can see. The
spell affects the chosen creature i n stead ofthe spectator.

42

A P P E N D IX B : CREATURES

STIRGE TWI G B L I GH T

A stirge is a winged pest that feeds on the blood of living This skittering creature resembles a small, leafless,
creatures, drawing sustenance through its proboscis, walking plant. Twig blights hide by rooting themselves
which it uses to pierce a victim's flesh while clutching among ordinary plants or nerdy collectibles (ever since
onto its prey with hooked claws. that one movie). As popularized, most twig blights have
incredible rhythm.

STIRGE TuIG BLIGHT

Tiny beast, unaligned Smallplant, neutral evil

Armor Class 14 (natural armor) Armor Class 1 3 (natural a rm o r)
Hit Points 2 (ld4) Hit Points 4 ( l d 6 + 1 )
Speed 10 ft., fly 40 ft. Speed 2 0 ft.

STR DEX CON I NT WIS CHA

4 (-3) 16 {+3) 11 (+O) 2 (-4) 8 (-1 ) 6 (-2) STR DEX CON I NT WIS CHA

6 (-2) 13 (+l ) 12 (+l ) 4 (-3) 8 (-1) 3 (-4)

Senses darkvision 6 0 ft., passive Perception 9 Skills Stealth +3
Damage Vulnerabilities fire
Languages - Condition Immu nities b l i n d e d , deafened
Senses blindsight 60 ft. ( b l i nd beyond this rad ius), passive
Challenge 1/8 (25 XP)
Perception 9
ACTI O N S Languages understands Comm o n but doesn't speak
Challenge 1/8 (25 XP)
Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 5 ( l d4 + 3) piercing damage, and the sti rge False Appearance. W h i l e the b l i ght rema i n s motionless, it is
attaches to the target. While attached, the sti rge doesn't attack. i n d istinguishable from a dead shrub.
I n stead , at the start of each of the stirge's turns, the target
loses 5 (ld4 + 3) h it points due to blood loss. ACTI O N S
Claws. Melee Weapon Attack: + 3 to h it, reach 5 ft., one target.
The sti rge can detach itself by spending 5 feet of its Hit: 3 ( l d 4 + 1) piercing d a m age:
movement . It does so after it drains 10 h it poi nts of blood from
the target or the target d ies. A creature, includ i n g the target,
can use its action to detach the stirge.

APP E N D I X B : C REATUR E S 43

YO U N G G R E E N
DRAGON

YOUNG GRE E N D RAGON

Green dragons delight in subverting and corrupting the
good-hearted. Young green dragons dwell in deep forests
until they grow out of their awkward adorable phase.

YOUNG GREEN DRAGON

Large dragon, lawful evil

Armor Class 1 8 (natural a rmor) ZOMBIE
Hit Points 1 36 (16dl0 + 48)
Speed 40 ft. , fly 60 ft. , swim 40 ft. Zombies are corpses imbued with a semblance of life,
retaining no vestige of their former selves.

STR DEX CON I NT WIS CHA

1 9 (+4) 12 (+l ) 1 7 (+3) 1 6 (+3) 13 (+l) 15 (+2)

Saving Throws Dex +4, Con +6, Wis +4, Cha +5 ZOMBIE
Skills Deception +5, Perception +7, Stealth +4
Damage Immunities poison Medium undead, neutral evil
Condition Immunities poisoned
Senses b l i ndsight 30 ft., darkvision 1 20 ft., passive Armor Class 8
H it Points 22 (3d8 + 9)
Perception 1 7 Speed 20 ft.
Languages Com m o n , D raconic
Challenge 8 ( 3 , 900 XP) STR DEX CON I NT WIS CHA

1 3 (+l) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

Amphibious. The d ragon can breathe air and water. Saving Th rows Wis +O
Damage Immunities poison
ACTI O N S Condition Immunities poisoned
Multiattack. The d ragon makes t h ree attacks: one with its bite Senses da rkvision 60 ft., passive Perception 8
and two with its claws. Languages u n d e rstands the languages it knew i n l i fe but can't

Bite. Melee Weapon Attack: +7 to h it, reach 10 ft. , one target. speak
Hit: 15 (2d l 0 + 4) piercing damage plus 7 (2d6) poison Challenge 1/4 (SO X P)
damage.
Undead Fortitude. If damage reduces the zombie to 0 hit
Claw. Melee Weapon Attack: +7 to h it, reach 5 ft. , one target. points, it can make a Constitution saving throw with a DC of
Hit: 11 (2d6 + 4) slashing damage. 5 + the damage taken, u n less the damage is radiant or from
a critical h it. On a success, the zombie d rops to 1 hit point
Poison Breath (Recharge 5-6). The d ragon exhales poisonous instead.
gas in a 30-foot cone. Each creature i n the cone m ust m a ke
a DC 14 Constitution saving th row, taking 42 (1 2d6) poison ACTI O N S
damage on a failed save, or half as much d a m age on a Slam. Melee Weapon Attack: + 3 to h it, reach 5 ft., one target.
successful one. Hit: 4 ( l d 6 + 1) bludgeoning d a m age.

APPENDIX B: CREATURES










































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