Javascript required
Skip to content Skip to sidebar Skip to footer

Is There a Monster Manual 3 for D&d 5th Edition

Third to Fifth

Bearhound  Large monstrosity, neutral good  Armor Class 14 (natural armor)  Hit Points 133 (14d10 + 56)  Speed 40 ft.  Saving Throws Dex +5, Wis +5  Skills Stealth +5, Survival +5, Perception +5  Damage Resistances cold  Senses darkvision 60 ft., passive...

Bearhound
Large monstrosity, neutral good
Armor Class 14 (natural armor)
Hit Points 133 (14d10 + 56)
Speed 40 ft.
Saving Throws Dex +5, Wis +5
Skills Stealth +5, Survival +5, Perception +5
Damage Resistances cold
Senses darkvision 60 ft., passive Perception 15
Languages Common, Sylvan
Challenge 7 (2900 XP)
Keen Smell. The bearhound has advantage on Wisdom (Perception) checks that rely on smell.
Magic Weapons. The bearhound's weapon attacks are magical.
Trackless Step. The bearhound can't be tracked except by magical means.
Hunter's Savagery (3/Day). As a bonus action, the bearhound can add 1d10 to its next attack or damage roll with a melee weapon attack.
Actions
Multiattack. The bearhound makes three attacks: one with its bite, and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) slashing damage.

Bearhounds are elusive loners, such that they are considered a myth by many. They live alone, hunting and keeping to themselves, only rarely finding a cause worthy of their attention. In these cases, they make for powerful allies. These creatures stand 6-½ feet tall and weigh around 2000 pounds.

Originally from the Monster Manual III.

Braxat  Large monstrosity, neutral evil  Armor Class 17 (natural armor)  Hit Points 126 (12d10 + 60)  Speed 30 ft.  Saving Throws Dex +5, Con +9, Wis +5  Senses darkvision 60 ft. passive Perception 11  Languages Giant, telepathy 120 ft.  Challenge 9 (5000...

Braxat
Large monstrosity, neutral evil
Armor Class 17 (natural armor)
Hit Points 126 (12d10 + 60)
Speed 30 ft.
Saving Throws Dex +5, Con +9, Wis +5
Senses darkvision 60 ft. passive Perception 11
Languages Giant, telepathy 120 ft.
Challenge 9 (5000 XP)
Innate Spellcasting.
The braxat's spellcasting ability is Intelligence (spell save DC 14). The braxat can innately cast the following spells, requiring no material components:
At will: dimension door
1/day each: confusion, feeblemind
Actions
Multiattack.
The braxat makes three attacks: two with its greatclub and one with its gore.
Greatclub. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.
Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) piercing damage.
Cone Of Cold (Recharge 5-6). The braxat exhales a blast of cold in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 27 (6d8) cold damage on a failed save, or half as much damage on a successful one.
Mind Blast (Recharge 6). The braxat magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 14 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

These vicious creatures hunt in the mountains and deserts of the world, savoring the joy of stalking intelligent beings. Unless truly desperate, a braxat will not subsist on animals; instead, it seeks humanoid flesh and craves the taste of it. They raid humanoid settlements, alone or in small bands of up to six individuals. Despite their brutish appearance, they are quite cunning and difficult to trap. The truly formidable (or truly insane) will hunt braxats for sport, hoping to take one of their valuable horns as a trophy. Looking something like a cross between a rhinoceros and a lizard, a braxat stands around 15 feet tall. Most speak only the giant tongue, but a few learn Common as well.

Originally from the Monster Manual II

ginger-warfare asked:

Can we have the Epic Level Atropal instead of the cheap 5E one?

Anonymous asked:

Not a request, just wanted you to know that I effin love you for doing what you do, you're fantastic!

Blackwing  Large undead, neutral evil  Armor Class 15 (natural armor)  Hit Points 114 (12d10 + 48)  Speed 30 ft., fly 50 ft.  Damage Immunities cold, poison  Damage Resistances necrotic, piercing, slashing  Senses darkvision 60 ft. passive Perception...

Blackwing
Large undead, neutral evil
Armor Class 15 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft., fly 50 ft.
Damage Immunities cold, poison
Damage Resistances necrotic, piercing, slashing
Senses darkvision 60 ft. passive Perception 12
Languages Auran, Common
Challenge 8 (3900 XP)
Taste For Terror. The blackwing has advantage on attack rolls against frightened creatures.
Actions
Multiattack. The blackwing makes three attacks: two with its claws and one with its beak.
Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage plus 4 (1d8) slashing damage if the target is frightened.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus 4 (1d8) slashing damage if the target is frightened.
Frightful Dive. The blackwing, while flying, moves up to its speed straight toward a creature. When it does, that creature must succeed on a DC 13 Wisdom saving throw or become frightened of the blackwing until the end of the blackwing's next turn.
Wail Of Despair (Recharge 6). The blackwing lets out a horrifying wail. When it does, each creature within 120 feet of the blackwing that can hear it must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the blackwing's Wail of Despair for the next 24 hours.

Once raised from giant eagles by orc necromancers, blackwings now serve as guardians of tombs high in the hills and mountains. If its lair is destroyed, the creature sets off to wreak as much havoc as possible, with no other purpose in unlife. On rare occasions, these terrifying creatures will form flocks of up to six, making them a truly dangerous force to contend with. They assault travelers on narrow mountain paths, their supernatural terror leaving their victims cowering, and vulnerable to twisting snaps of beak and vicious rakes of talon. A blackwing is around 10 feet long, with a 20 foot wingspan.

Originally from the Monster Manual V

Susurrus  Large aberration, true neutral  Armor Class 17 (natural armor)  Hit Points 144 (17d10 + 51)  Speed 40 ft., climb 20 ft.  Senses blindsight 60 ft. passive Perception 10  Languages Susurrus  Challenge 7 (2900 XP)  Barbed Defense. Whenever a creature...

Susurrus
Large aberration, true neutral
Armor Class 17 (natural armor)
Hit Points 144 (17d10 + 51)
Speed 40 ft., climb 20 ft.
Senses blindsight 60 ft. passive Perception 10
Languages Susurrus
Challenge 7 (2900 XP)
Barbed Defense. Whenever a creature hits the susurrus with a melee attack while within 5 feet of it, that creature takes 4 (1d8) piercing damage.
Detect Undead. The susurrus is aware of the presence and location of each undead creature within 60 feet of it.
Dronesong. As a bonus action, the susurrus can begin a droning song that mesmerizes undead. When it begins the song, and at the start of each of its turns, each undead that can hear the susurrus' dronesong that is within 120 feet of it must succeed on a DC 14 Wisdom saving throw or become paralyzed for 1 minute. A paralyzed undead can repeat the saving throw at the end of each of its turns. On a success, the effect ends for it. The susurrus can end its song at any time.
Magic Weapons. The susurrus's weapon attacks are magical.
Actions
Multiattack. The susurrus makes two claw attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.

These peculiar creatures roam the subterranean realms, beholden to no morality but its quest to purge undead from the world.  It's droning song lulls them into a stupor, making them easy prey for the creature. A susurrus thus often finds itself the target of intelligent undead who know how dangerous it is to them. Susurrus are also known to attack anyone bearing a torch, or creating any kind of open flame, as it saps the precious air they need to survive. They draw in air through holes in their honey-combed exoskeleton, producing a strange breathing noises that is amplified by their dronesong, which can be heard up to a quarter-mile away. A susurrus stands around 7 feet tall and weighs about 500 pounds.

Originally from the Monster Manual III.

Anonymous asked:

Could I ask you to do the Bearhound?

Gadacro  Small fiend (demon), chaotic evil  Armor Class 14  Hit Points 22 (4d6 + 8)  Speed 20 ft., fly 40 ft.  Skills Deception +3, Stealth +6  Damage Immunities poison  Damage Resistances cold, fire, lightning  Condition Immunities poisoned  Senses...

Gadacro
Small fiend (demon), chaotic evil
Armor Class 14
Hit Points 22 (4d6 + 8)
Speed 20 ft., fly 40 ft.
Skills Deception +3, Stealth +6
Damage Immunities poison
Damage Resistances cold, fire, lightning
Condition Immunities poisoned
Senses darkvision 60 ft. passive Perception 10
Languages Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)
Challenge 1 (200 XP)
Pack Tactics. The gadacro has advantage on an attack roll against a creature if at least one of the gadacro's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) slashing damage. If the gadacro had advantage on the attack roll, the target is also blinded for 1 minute. A blinded creature can make a DC 12 Constitution saving throw at the end of each of its turns, ending the effect on a success.
Reactions
Sudden Escape. When the gadacro takes damage from a melee attack, it can use its reaction to magically teleport up to 20 feet to an unoccupied space it can see.

These tiny, sadistic demons enjoy flying about while blinding their victims. They follow demonic hordes to torment the survivors left in their wake. Some evil spellcasters seek them as companions or minions. They enjoy the taste of humanoid eyeballs, and often squabble over who gets the tastiest "morsels." They stand around 4 feet tall and weigh around 35 pounds.

Originally from the Monster Manual V

Anonymous asked:

The might Sussurus from Monster Manual III of 3.5 would be loveable. Love your work.

Skum  Medium aberration, lawful evil  Armor Class 13 (natural armor)  Hit Points 27 (5d8 + 5)  Speed 25 ft., swim 40 ft.  Senses darkvision 60 ft. passive Perception 10  Languages Aquan  Challenge 2 (450 XP)  Amphibious. The skum can breathe air and...

Skum
Medium aberration, lawful evil
Armor Class 13 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 25 ft., swim 40 ft.
Senses darkvision 60 ft. passive Perception 10
Languages Aquan
Challenge 2 (450 XP)
Amphibious. The skum can breathe air and water
Actions
Multiattack. The skum makes two attacks: one with its bite and one with its claws.
Bite. 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.

These servants of aboleths are created from normal humanoids who the aboleth transforms magically. They are adept at underwater combat, and sometimes the aboleth with equip his skum with longspears, nets, and similar weapons. Skum are around the same height and weight as a human.

Originally from the D&D 3.5 Monster Manual.

Runehound  Medium aberration, neutral evil  Armor Class 14 (natural armor)  Hit Points 52 (7d8 + 21)  Speed 50 ft.  Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons  Condition Immunities...

Runehound
Medium aberration, neutral evil
Armor Class 14 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 50 ft.
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Condition Immunities blinded
Senses blindsight 120 ft. passive Perception 11
Languages understands Undercommon, but can't speak
Challenge 3 (700 XP)
Psychic Scent. A runehound can unerringly follow the path of a creature with an Intelligence score of 3 or higher that passed by an area within the past 24 hours.
Actions
Bite.
Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6+3) piercing damage plus 7 (2d6) acid damage.
Vile Spew (Recharge 5-6). Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: 7 (2d6) acid damage. If the target is a Large or smaller creature, it is restrained, and takes 7 (2d6) acid damage at the start of each of its turns. A restrained creature can use an action on its turn to make a DC 13 Strength saving throw. On a successful save, the effect ends for that creature.

The mottled pattern on this creature's hide immediately single it out as something unnatural, though it is often tattooed by its keeper if domesticated. Runehounds are relentless trackers, clicking and squealing in their own makeshift language. Snapping their slavering jaws, the blind runehound is still able to locate targets to fire its sticky spittle at, or gnaw on with its caustic bite.  Eerily fast, these creatures dart in and out of melee combat, swiftly retreating when outmatched before returning to nip at its prey's heels. Usually alone, runehounds sometimes gather as a mated hunting pair, or a small pack of around half a dozen individuals. Some creatures of the Underdark tame them to use for hunting… usually sentient creatures. A runehound stands around 3-½ feet tall, is around 6 feet long, and weighs up to 360 pounds.

Originally from the Monster Manual III

skylark913 asked:

Do you have a current pastern link for all the ones you've created?

Klurichir  Huge fiend (demon), chaotic evil  Armor Class 20 (natural armor)  Hit Points 312 (25d12 + 150)  Speed 40 ft., fly 80 ft.  Saving Throws Dex +9, Con +13, Wis +10, Cha +13  Damage Immunities fire, poison  Damage Resistances cold, lightning;...

Klurichir
Huge fiend (demon), chaotic evil
Armor Class 20 (natural armor)
Hit Points 312 (25d12 + 150)
Speed 40 ft., fly 80 ft.
Saving Throws Dex +9, Con +13, Wis +10, Cha +13
Damage Immunities fire, poison
Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities poisoned
Senses truesight 120 ft. passive Perception 13
Languages Abyssal, telepathy 120 ft.
Challenge 22 (41000 XP)
Magic Resistance. The klurichir has advantage on saving throws against spells and other magical effects.
Magic Weapons. The klurichir's weapon attacks are magical.
Innate Spellcasting. The klurichir's spellcasting ability is Charisma (spell save DC 21). The klurichir can innately cast the following spells, requiring no material components:
At will: darkness, dispel magic
1/day each: finger of death, fire storm
3/day each: mass suggestion, wall of fire

Actions
Multiattack. The klurichir can use its Frightful Presence. It then makes either four attacks with its battleaxe, or four attacks with its claws and one attack with its pincers.
Battleaxe. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 25 (4d8+7) slashing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 20 (3d8+7) slashing damage.
Pincers. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 33 (4d12+7) piercing damage and the target is grappled (escape DC 22). Until this grapple ends, the target is restrained, and the klurichir can't use its pincers to attack another target. If the klurichir scores a critical hit, it rolls damage dice three times, instead of twice.
Spines. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 12 (4d4+2) piercing damage and the target must succeed on a DC 21 Constitution saving throw or take 24 (7d6) poison damage.
Frightful Presence. Each creature of the klurichir's choice that is within 120 feet of the klurichir and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the klurichir's Frightful Presence for the next 24 hours.

Perhaps the only thing balors fear, klurichir demons are four-armed demons whose flesh looks frostbitten, and has a massive toothy mouth in its abdomen, flanked by two scythe-like pincers. They are lieutenants of the greatest Abyssal lords, commanding entire armies in the blood lord. They are employed only at the direct request of the most powerful entities of the Abyss, and do not hestitate to command even mariliths or balors, slashing those too slow to obey their orders. Klurichirs stand around 30 feet tall and weigh many tons.

Originally from the Fiend Folio.

Rampager  Large monstrosity, chaotic evil  Armor Class 16 (natural armor)  Hit Points 178 (17d10 + 85)  Speed 50 ft.  Str 20, Dex 15, Con 21, Int 2, Wis 15, Cha 10  Skills Perception +6  Senses darkvision 60 ft., passive Perception 16  Languages -  Challenge...

Rampager
Large monstrosity, chaotic evil
Armor Class 16 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 50 ft.
Str 20, Dex 15, Con 21, Int 2, Wis 15, Cha 10
Skills Perception +6
Senses darkvision 60 ft., passive Perception 16
Languages -
Challenge 12 (8400 XP)
Fear Aura. Any creature hostile to the rampager that comes within 60 feet of it must succeed on a DC 12 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the rampager's Fear Aura for the next 24 hours.
Keen Smell. The rampager has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The rampager makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8+5) piercing damage and the target must make a DC 17 Constitution saving throw. On a failed save, the target takes 22 (5d8) poison damage, and the target deals only half damage with weapon attacks that use Strength 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.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage plus 9 (2d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

The nocturnal rampager is a vicious predator. Also known by "so-ut" among the goblinoids, the mere sight of metal is enough to send this creature into a killing rampage, driving it to attack any creatures wearing metal armor or possessing metal weapons, kill them, then rip apart their armor. Any metallic structures will also be relentlessly demolished by the creature. It will kill as long as there is prey to kill in sight, not stopping to feed until there is nothing left. It has four thick elephant-like legs that belie its surprising agility, and two blank bone-white eyes. It stands around 10 feet tall and weighs at least 800 lbs.

Originally from the Monster Manual II

Dread Guard  Medium construct, unaligned  Armor Class 17 (half plate, shield)  Hit Points 37 (5d8 + 15)  Speed 25 ft.  Str 17, Dex 11, Con 16, Int 6, Wis 13, Cha 2  Damage Immunities poison, psychic  Damage Resistances cold, fire  Condition Immunities...

Dread Guard
Medium construct, unaligned
Armor Class 17 (half plate, shield)
Hit Points 37 (5d8 + 15)
Speed 25 ft.
Str 17, Dex 11, Con 16, Int 6, Wis 13, Cha 2
Damage Immunities poison, psychic
Damage Resistances cold, fire
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft. passive Perception 11
Languages understands the languages of its creator but can't speak
Challenge 2 (450 XP)
Magic Resistance. The dread guard has advantage on saving throws against spells and other magical effects.
Ponderous. The dread guard can't take the Dash or Disengage actions.
Actions
Multiattack. The dread guard makes two longsword attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.

These animated suits of armor mindlessly attack with their swords, clanking slowly but relentlessly. Often used as bodyguards or soldiers by mages unable to find living minions, these creatures have little brainpower but are quite tough and skilled at fighting. The secret of creating them has been mostly lost to time, but some mages seem to have uncovered it once more. They can be found as minions of wizards, guarding ancient ruins, vaults, or tombs, or in the military of a kingdom with a strong affinity for constructs. Dread guards stand around 6 feet tall and weigh around 300 pounds.

Originally from the Monster Manual II

Is There a Monster Manual 3 for D&d 5th Edition

Source: https://thirdtofifth.tumblr.com/