Ankheg Monster D&D 5e (5th Edition)

Actions Bite: Melee Weapon Attack:  Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. Suppose the target is large or the smaller creature, it is grappled i.e, (escape DC 13).  Unless until this grapple will end then the ankheg can be …

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Gray Ooze Monster D&D 5E (5th Edition)

Traits Amorphous: This gray ooze can move via a space as narrow as 1 inch wide without squeezing. Corrode Metal: Any type of a nonmagical weapon would be made of a metal which hits the wooze corrodes. After dealing the damage also the weapon can take a permanent and cumulative -1 penalty to damage rolls. …

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Hell Hound Monster D&D 5E (5th Edition)

Traits Keen Hearing and Smell: The hound can have an advantage on the wisdom (Perception) will check that rely on hearing or smell. Pack Tactics: Here the hell hound monster can have advantage on the attack roll which is against to the creature if at least one of those hounds allies is within the 5ft., …

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Elephant Monster D&D 5E (5th Edition)

Traits Trampling Charge: Suppose, if the elephant moves at least 20ft. and should be straight towards the creature and then hits it by a gore attack on the similar turn, but that target must be succeeded on a DC12 strength saving throw or else be knocked prone. For instance, if the target is prone, then …

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Cultist Monster D&D 5e (5th Edition)

Actually, the cultist swear the allegiance to dark powers like the elemental princes demon lords, or Archdevils. The most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike the evil acolytes, cultists frequently show signs of insanity in their beliefs and also the practices. Traits Dark Devotion: Actually, the cultist …

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Hezrou Monster DnD 5E (5th Edition)

Traits Magic Resistance: Basically, the hezrou monster dnd 5e has an advantage on the saving throws against to the spells and also other magical effects. Stench: Any type of creature which starts its turn within the 10 feet of the hezrou should be succeeded on the DC 14 constitution saving throw or else be poisoned …

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Deep Gnome (Svirfneblin) Monster D&D 5e (5th Edition)

Traits Stone Camouflage: The gnome has an advantage on Dexterity (stealth) checks made to hide in the rocky terrain. Gnome Cunning: The gnome has an advantage on the Intelligence, Wisdom, and Charisma Saving Throws against the magic. Innate Spellcasting: Actually, the gnome’s innate spellcasting ability is intelligence (spell save DC 11). It can innately cast the …

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Swarm of Insects Monster DnD 5E

Traits Swarm: The Swarm monster able to occupy an another creature’s space, vice versa, and also the swarm has capability to move via any of the opening large enough for the tiny insect. Also the swarm can not be regained the hit points or it might be gains Temporary Hit Points. Actions Bites: This swarm …

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Efreeti Monster D&D 5E (5th Edition)

Traits Elemental Demise: Suppose, the Efreeti will die and then its body disintegrates in the flash of fire and also puff of smoke, leaving only behind of the equipment the dijinni was wearing or else carrying. Innate Spellcasting: This Efreeti’s innate spell casting ability is charisma (spell save DC 15, +7 to hit with spell …

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Bandit Monster D&D 5e (5th Edition)

Basically, these bandits do rove in the gangs and are sometimes will led by thugs, veterans, or spellcasters. Not all the bandits are evil. Oppression, drought, disease, or famine could be often driven otherwise the honest folk to a life of the banditry. Pirates are the bandits of the high seas. Also actually, they might …

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