Ketgrinn are catlike Fey spirits who delight in puzzles, riddles, and bargains. They have large, bright eyes and too-wide grins that gleam starkly even in shadows. Ketgrinn are tricksters and spies, often sent by those they serve to steal the voices of a rival’s minions to sow chaos and confusion. Secret. Ketgrinn can’t resist a puzzle or riddle, and a difficult one can send a ketgrinn’s mind…
Armor (ring mail), legendary You have a +3 bonus to AC while wearing this armor. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
Make a Deal with the Lower Planes Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord such as Demogorgon or Orcus; an archdevil such as Asmodeus; or a pit fiend, balor, yugoloth, or night hag that is especially mighty. That patron’s aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by…
The youngest Limukin are omnivorous and possess natural hunting skills. This makes them remarkably crafty and formidable compared to other humanoids of a similar age. Their innate predatory tendencies inspire them to construct traps and snares, as well as craft simple weapons such as slingshots. With these tools, they hunt small prey, but can easily use them to defend their kinlin’s territory.…
Small Elemental, Neutral AC 15 Initiative +5 (15) HP 45 (6d10 +12) Speed 10 ft., Fly 90 ft. (hover)
The undead creature has pale skin and sharp fangs. Its eyes glow with delerium light, and its extended limbs end in over-sized clawed hands and feet. Its veins glow through its skin with a purple hue and you see the abnormalities protruding from its flesh. Tentacles, extra eyes, and mouths emerge across its body. Vampires have an innate ability to both gain and purge delerium contamination from…
Medium Humanoid (Elf), Chaotic Evil AC 13 Initiative +3 (13) HP 52 (8d8+16) Speed 40 ft.
Groundling stalkers enjoy ambushing and murdering foes from afar with their crossbows. Stalkers rarely maintain the element of surprise for long, as they roar in bloodthirsty delight when they strike.
Large Dragon, Typically Neutral AC 13 Initiative +2 HP 58 (9d10 + 9) Speed 30 ft., Fly 60 ft.
Groundling stalkers enjoy ambushing and murdering foes from afar with their crossbows. Stalkers rarely maintain the element of surprise for long, as they roar in bloodthirsty delight when they strike.
Armor (ring mail), very rare You have a +2 bonus to AC while wearing this armor. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
After dealing with the consequences of failed checks, move to the next challenge.
Manyhorn Guild Elders are the political and spiritual leaders of their guild. Usually composed of older Manyhorn who have shown a talent for magic, they focus on the long-term philosophical health of the guild, and are far more concerned with spiritual guidance than trade. The magic practiced by Manyhorn Guild Elders tends to be subtle and focused on guiding their peoples, rather than the…
Small Beast (Pterosaur), Unaligned AC 12 (Downy Skin) Initiative +3 (13) HP 6 (1d6 + 3) Speed 5 ft., fly 30 ft.
Small Humanoid (Goblinoid), Neutral Evil AC 15 Initiative +2 (12) HP 7 (2d6) Speed 30 ft.
Manipulate Time with Help from the Future Your patron is you in a decades-distant future. Perhaps your future self found an artifact of great power connecting them to the past, which they must now lead you to discover, or perhaps they were taught the mystic arts by their future self long ago, a cycle you will have to continue someday. Your future self has forgotten the fine details of some things…
Lifestyle expenses summarize the cost of living in a fantasy world. They cover lodging, food, equipment maintenance, and other necessities. At the start of each week or month (DM’s choice), choose a lifestyle below—Wretched, Squalid, Poor, Modest, Comfortable, Wealthy, or Aristocratic—and pay the price to sustain that lifestyle. Lifestyles have no inherent consequences, but the DM might take them…
Abominations are flesh constructs made from the reanimated body parts of mutilated corpses. Held together by loose stitching and pieces of metal and bone, they reek of death and disease, dangling entrails and dripping fluids from open wounds as they bound relentlessly forward, cleavers in hand. Though their lolling heads and gaping mouths appear almost joyful, they are driven by little more than…
Festergut is one of two abominations created by Professor Putricide. Festergut has a childlike mind, calls Putricide “Daddy,” and seems to cherish its pet plague-dog, Stinky, but it shares Putricide’s loathing of all living things.
Rotface is one of two abominations created by Professor Putricide. Rotface has a childlike mind and voice and calls Putricide “Daddy.” It is devoted to its pet plague-dog, Precious, and erupts in fury if any harm comes to the creature. It also despises the living and seeks to spread Putricide’s mutated slimes to wipe them out.
In the golden age of the Empire of Dhakaan, bugbear cavalry would lead assaults mounted on worgs or dire tigers. Dolguuls are a brutal mockery of these champions. Formed from a blend of stone and bone, the dolguul has the upper torso of a mouthless bugbear merging into a hunched, eyeless quadrupedal shape with a vicious maw. One of the Dolguul’s limbs ends in a massive blade. The other terminates…
Most howlers live on the outskirts of society, inhabiting wildlands that only travelers pass through. In Yatamon, however, there are groups of howlers known as skulkers that have taken up residence in the city’s subway and forested parks. Rather than hunting and raiding in the overt and flashy shows of power most howlers are known for, the skulkers prefer to stay hidden, using sneaky tactics and…
Medium Beast, Neutral AC 13 plus your Wisdom modifier HP 5 plus five times your Ranger level (the beast has a number of Hit Dice [d8s] equal to your Ranger level) Speed 40 ft., Climb 40 ft.
Medium Beast, Neutral AC 13 plus your Wisdom modifier HP 5 plus five times your Ranger level (the beast has a number of Hit Dice [d8s] equal to your Ranger level) Speed 5 ft., Swim 60 ft.
Small Beast (Theropod), Unaligned AC 14 (Feathers) Initiative +5 (15) HP 13 (3d6 + 4) Speed 25 ft.
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change…
This content is part of the Monster Manual. You can unlock it by purchasing the book in our marketplace.