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Monsters
":"piercing"} piercing damage if used with two hands to make a melee attack.
Hooked Net. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Hooked Net"} to hit, range 10/30
ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Hooked Net","rollDamageType":"piercing"} piercing damage, and the target is restrained. A creature can use
monsters
", "rollDamageType":"bludgeoning"} bludgeoning damage.
Net Cannon (4/Day). Ranged Weapon Attack: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Net Cannon"} to hit, range 10/20 ft., one
Resistance. The clockwork watchman has advantage on saving throws against spells and other magical effects.Halberd. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction
monsters
":"bludgeoning"} bludgeoning damage.
Net Cannon (4/Day). Ranged Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Net Cannon"} to hit, range 10/20 ft., one target. Hit: If the
attack and two Longsword attacks. It can replace its Slam attack with a Net Cannon attack.
Longsword. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Longsword"} to
monsters
);{"diceNotation":"3d6+4", "rollType":"damage", "rollAction":"Psychic Bolt", "rollDamageType":"psychic"} psychic damage.
Hooked Spider Net. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to
hit", "rollAction":"Hooked Spider Net"} to hit, range 10/30 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Hooked Spider Net", "rollDamageType
monsters
;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Spear
attack.
Net. Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Net"} to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature
monsters
: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Web Net"} to hit, range 30/60 ft., one creature. Hit: The target is restrained by leathery webbing. As an action, the restrained
attacks or one tanning knife and one web whip attack.
Tanning Knife. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Tanning Knife"} to hit, reach 5 ft., one target
Monsters
determine its behavior during the turn:
1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.
5–6. The target doesn’t move, and the
years or less
Orange
6–10 years
Yellow
11–20 years
Green
21–30 years
Blue
31–40 years
Indigo
41–50 years
Violet
51 years or more
Monsters
roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Euphoria Breath"} at the start of each of its turns to determine its behavior during the turn:
1–4. The target takes no
years
Green
21–30 years
Blue
31–40 years
Indigo
41–50 years
Violet
51 years or more
Magic Items
(10 foot);Wooden ladder (24 feet long)
45-51
A riding horse with saddlebags;saddle bags
52-59
Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
60-68
Potion of healing (4)
69-75
Rowboat (12 feet long)
76-83
Spell scroll containing one spell of 1st to 3rd level
84-90
Mastiff (2)
91-96
Window (2 feet by 4 feet, up to 2
Classes
spot in its defenses.
A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own
net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some
Magic Items
discovered bottle might already contain a creature chosen by the GM or determined randomly.
d100
Contents
d100
Contents
1-50
Empty
77-78
Elemental (any)
51
Arcanaloth
79
)
87-88
Night hag
63-64
Demon (type 4)
89-90
Nycaloth
65
Demon (type 5)
91
Planetar
66
Demon (type 6)
92-93
Salamander
67
Deva
94-95
Slaad (any)
68-69
Devil
backgrounds
entertainer.
d10
Entertainer Routine
1
Actor
2
Dancer
3
Fire-eater
4
Jester
5
Juggler
6
Instrumentalist
7
Poet
8
Singer
9
pit fighting club. You can replace the musical instrument in your equipment package with an inexpensive but unusual weapon, such as a trident or net.
Suggested Characteristics
Successful
Backgrounds
art of fishing, and the promise of the eternal horizon.
Skill Proficiencies: History, Survival
Languages: One of your choice
Equipment: Fishing tackle, a net, a
. You caught a sea animal whose fins were made of pure gold, but another fisher stole it.
4
Ghost Fish. You are haunted by a ghostly fish that only you can see.
5
Nemesis Clam. A large clam
Backgrounds
routines or roll on the table below to define your expertise as an entertainer.
d10
Entertainer Routine
1
Actor
2
Dancer
3
Fire-eater
4
Jester
5
Juggler
but unusual weapon, such as a trident or net.
Suggested Characteristics
Successful entertainers have to be able to capture and hold an audience’s attention, so they tend to have
Compendium
- Sources->Ghosts of Saltmarsh
+ 2) piercing damage if used with two hands to make a melee attack.
Hooked Net. Ranged Weapon Attack: +4 to hit, range 10/30 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target is
30 ft., swim 30 ft.
STR
14 (+2)
DEX
11 (+0)
CON
12 (+1)
INT
11 (+0)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws Dex +2, Wis +2
Skills Athletics +4
Magic Items
Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.
If you dump the bag's contents out on the ground, they explode in a 10-foot radius
;shriekers sprout
51-60
1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM's choice. The monster remains for 1 minute, then
Compendium
- Sources->Tomb of Annihilation
Gargoyles Perched on a cliff are 2d4 gargoyles that swoop down to attack. Two of them carry a net between them. As an action, either gargoyle can use the net to make a melee weapon attack (+4 to hit
) against one Small or Medium creature. If the attack hits, the gargoyles hoist the character into the air and fly off with their catch. It takes both gargoyles to lift the net if it has a creature caught in it. The gargoyles flee if reduced to half their number.
Compendium
- Sources->Dragonlance: Shadow of the Dragon Queen
to the ground 30 feet from the characters. It has 4 hit points remaining and is restrained by a net. The three Dragon Army officers and their Dragon Army dragonnels (see appendix B for both stat
hue. A Dragon Army rider whips a net at their desperately fleeing quarry, and the unfortunate creature tumbles from the sky, crashing near you.
The injured wasteland dragonnel (see appendix B) crashes
compendium
- Sources->Tome of Beasts 1
, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Net Cannon (4/Day). Ranged Weapon
Attack: +4 to hit, range 10/20 ft., one target. Hit: If the target is a Large or smaller creature, it is restrained. A mechanism within the clockwork huntsman’s chest can fire a net with a 20-foot
compendium
- Sources->Tome of Beasts 1
Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Net Cannon (4/Day
Athletics +4, Perception +4
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 14
compendium
- Sources->Tome of Beasts 1
creature. Hit: 14 (3d6 + 4) psychic damage.
Hooked Spider Net. Ranged Weapon Attack: +4 to hit, range 10/30 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 10 (3d6) psychic damage, and the
+ 32)
Speed 30 ft.
STR
12 (+1)
DEX
15 (+2)
CON
18 (+4)
INT
14 (+2)
WIS
16 (+3)
CHA
19 (+4)
Saving Throws Dex +4, Wis +5
Skills Arcana +4, Deception +8, Perception +5
Compendium
- Sources->Xanathar's Guide to Everything
stoppered bottle containing an illegible note and half buried in the sand 41–43 3 sea hags 44–46 1d8 + 1 harpies 47–50 1d4 plesiosauruses 51–53 1d4 manticores 54–56 2d4 ogres 57–60 1d10 griffons 61–65 A
humanoid hand tangled in a net 81–82 1 water elemental 83–84 1 cyclops 85–86 1d4 banshees (night only) 87–88 2d4 veterans 89–90 1 young bronze dragon 91–93 1d3 cyclopes 94–95 1 young blue dragon 96 1
Compendium
- Sources->Xanathar's Guide to Everything
to activate. A successful dispel magic (DC 15) cast on the runes destroys the trap. Net Trap Simple trap (level 1–4, dangerous threat) Goblins, with their propensity to enslave their enemies, prefer
Example Simple Traps The following simple traps can be used to populate your adventures or as models for your own creations. Bear Trap Simple trap (level 1–4, dangerous threat) A bear trap resembles
Compendium
- Sources->Monster Manual
)
DEX
10 (+0)
CON
11 (+0)
INT
11 (+0)
WIS
10 (+0)
CHA
8 (−1)
Skills Perception +4
Senses darkvision 120 ft., passive Perception 14
Languages Undercommon
Challenge 1/4 (50 XP)
Amphibious. The kuo-toa can breathe air and water.
Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the
Compendium
- Sources->Locathah Rising
Water Elemental Myrmidon Water Elemental Myrmidon
Medium elemental (water), neutral
Armor Class 18 (plate)
Hit Points 127 (17d8 + 51)
Speed 40 ft., swim 40 ft.
STR
18(+4)
DEX
14
Weapons. The myrmidon’s weapon attacks are magical.
Actions
Multiattack. The myrmidon makes three trident attacks.
Trident. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4
Compendium
- Sources->Monster Manual
Large beast, unaligned
Armor Class 13 (natural armor)
Hit Points 51 (6d10 + 18)
Speed 60 ft.
STR
19 (+4)
DEX
13 (+1)
CON
17 (+3)
INT
2 (−4)
WIS
12
it as a bonus action.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Compendium
- Sources->Ghosts of Saltmarsh
Cell This cell of unfinished stone is not illuminated in any way. A rough platform carved into one wall serves as a bed.
This cell was occupied by Borgas before he was removed to be tortured. 51. Large
, unless they are invisible or otherwise cloaked from view. If the sahuagin spot intruders, the crowd erupts into chaos. The five champions rush forward to attack, while 1d6 + 4 sahuagin swim down to
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Races
two hunters viciously attack. A captured group of invaders might hang in a net while dozens of goblins pass by and pay them no heed until a group of gatherers shows up.
Lashers. The closest thing a
4
A gnome’s boot used as a hat
5
A pouch of toenail clippings from an allied ogre
6
A frog kept in a jar
7
Fragile helmets made from axebeak eggs
8
Nose rings
9
Compendium
- Sources->Fizban's Treasury of Dragons
Young Moonstone Dragon Young Moonstone Dragon
Large Dragon, Typically Neutral
Armor Class 18 (natural armor)
Hit Points 144 (17d10 + 51)
Speed 40 ft., fly 80 ft.
STR
18 (+4)
DEX
16 (+3)
CON
17 (+3)
INT
18 (+4)
WIS
17 (+3)
CHA
19 (+4)
Saving Throws Con +6, Int +7, Wis +6, Cha +7
Skills Perception +6, Persuasion +7, Stealth +6
Compendium
- Sources->Dragon of Icespire Peak
that trespasses on their territory or disturbs their feasting. Carrion Crawler
Large monstrosity, unaligned
Armor Class 13 (natural armor)
Hit Points 51 (6d10 + 18)
Speed 30 ft., climb 30 ft
. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 4 (1d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison
Compendium
- Sources->Ghosts of Saltmarsh
sergeant* The koalinth go to 49 if alerted to the presence of intruders there, eager to support their lizardfolk allies. 51 4 locathah,* 1 locathah hunter,* 5 giant sea eels* The locathah and their eels go
. For the height of the sea caves (areas 49, 50, 51, and 52), see the area descriptions. The doors in the lair are closed and not locked, except where otherwise noted. All gates and doors (except those
Compendium
- Sources->Xanathar's Guide to Everything
Underwater Encounters (Levels 1–4) d100 Encounter 01–10 3d6 quippers 11–14 2d4 steam mephits 15–18 1d4 sahuagin 19–22 2d6 merfolk 23–25 2d4 corpses of drowned sailors tangled in kelp 26–29 2d4
constrictor snakes 30–33 1d4 reef sharks 34–37 1 swarm of quippers 38–40 A bed of enormous clams 41–45 1d10 merfolk with 1d3 giant sea horses 46–50 1 giant octopus 51–55 1 merrow 56–60 1 plesiosaurus 61
Compendium
- Sources->Dungeon Master’s Guide
damage type of the DM’s choice. 51–60 While attuned to the artifact, you can use an action to cast one cantrip (chosen by the DM) from it. 61–70 While attuned to the artifact, you can use an action
speed increases by 10 feet. 51–60 While attuned to the artifact, you can use an action to cast one 4th-level spell (chosen by the DM) from it. After you cast the spell, roll a d6. On a roll of 1–5, you
Compendium
- Sources->Ghosts of Saltmarsh
pirate ship crewed by orcs). Ship Attitude d6 Attitude 1–2 Friendly 3–4 Neutral 5–6 Hostile Friendly Ship d100 Race 01–05 Dragonborn 06–10 Dwarves 11–30 Elves 31–40 Gnomes 41–50 Tieflings 51
–60 Halflings 61–00 Humans Neutral Ship d100 Race 01–05 Dragonborn 06–10 Dwarves 11–30 Lizardfolk 31–40 Hobgoblins 41–50 Orcs 51–60 Halflings 61–00 Humans Hostile Ship d100 Race 01–05 Frost
Compendium
- Sources->Monster Manual
once might have daunted them, then devouring the creatures within. Yeti
Large monstrosity, chaotic evil
Armor Class 12 (natural armor)
Hit Points 51 (6d10 + 18)
Speed 40 ft., climb 40 ft
.
STR
18 (+4)
DEX
13 (+1)
CON
16 (+3)
INT
8 (−1)
WIS
12 (+1)
CHA
7 (−2)
Skills Perception +3, Stealth +3
Damage Immunities cold
Senses darkvision