Monster Manual 5E

(Nancy Kaufman) #1
SCORPION
Tiny beast, unaligned

Armor Class 11 (natural armor)
Hit Points 1 (1d4-1)
Speed 10ft.

STR
2 (-4)

DEX
11 (+0)

CON
8 (-1)

INT


1 (-5)

WIS
8 (-1)

Senses blindsight 10 ft., passive Perception 9
Languages-
Challenge 0 (10 XP)

ACTIONS


CHA


2 (-4)

Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 1 piercing damage, and the target must make a DC 9
Constitution saving throw, taking 4 (1d8) poison damage on a
failed save, or half as much damage on a successful one.

SEA HORSE
Tiny beast, unaligned

Armor Class 11
Hit Points 1 (1d4-1)
Speed 0 ft., swim 2 0ft.

STR
1 (-5)

DEX
12 (+1)

CON
8 (-1)

Senses passive Perception 10
Languages-
Challenge 0 (0 XP)

INT
1 (-5)

WIS


10 (+0)

CHA
2 (-4)

Water Breathing. The sea horse can breathe only underwater.

SPIDER
Tiny beast, unaligned

Armor Class 12
Hit Points 1 (1d4-1)
Speed 2 0ft., climb 20 ft.

STR
2 (-4)

DEX
14 (+2)

Skills Stealth +4

CON
8 (-1)

INT


1 (-5)

WIS


10 (+0)


Senses darkvision 30 ft., passive Perception 10
Languages-
Challenge 0 (10 XP)


CHA
2 (-4)

Spider Climb. The spider can climb difficult surfaces, including
upside down on ceilings, without needing to make an
ability check.
Web Sense. While in contact with a web, the spider knows
the exact location of any other creature in contact with
the same web.


Web Walker. The spider ignores movement restrictions caused
by webbing.


ACTIONS


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. , one creature.
Hit: 1 piercing damage, and the target must succeed on a DC 9
Constitution saving throw or take 2 (1d4) poison damage.

SWARM OF BATS
Medium swarm of Tiny beasts, unaligned

Armor Class 12
Hit Points 22 (Sd8)
Speed 0 ft., fly 30ft.

STR
5 (-3)

DEX
15 (+2}

CON
10 (+0)

INT
2 (-4)

WIS


12 (+1)

Damage Resistances bludgeoning, piercing, slashing
Condition Immunit ies charmed, frightened, paralyzed,
petrified, prone, restrained, stunned
Senses blindsight 60ft., passive Perception 11
Languages-
Challenge 1/4 (50 XP)

Echolocation. The swarm can't use its blindsight
while deafened.

Keen Hearing. The swarm has advantage on Wisdom
(Perception) checks that rely on hearing.

CHA
4 (-3)

Swarm. The swarm can occupy another creature's space and
vice versa, and the swarm can move through any opening large
enough for a Tiny bat. The swarm can't regain hit points or
gain temporary hit points.

ACTIO N S
Bites. Melee Weapon Attack: +4 to hit, reach 0 ft. , one creature
in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4)
piercing damage if the swarm has half of its hit points or fewer.

THE NATURE OF SWARMS
The swarms presented here aren't ordinary or benign
assemblies of little creatures. They form as a result of some
sinister or unwholesome influence. A vampire can summon
swarms of bats and rats from the darkest corners of the
night, while the very presence of a mummy lord can cause
scarab beetles to boil up from the sand-filled depths of its
tomb. A hag might have the power to turn swarms of ravens
against her enemies, while a yuan-ti abomination might have
swarms of poisonous snakes slithering in its wake. Even
druids can't charm these swarms, and their aggressiveness
is borderline unnatural.

337
Free download pdf