Fantasy High - Bestiary: Small Humanoid, Neutral Evil

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Fantasy High - Bestiary

Corn Goblin Armor Class 8


Hit Points 45 (6d10 + 12)
Small Humanoid, neutral evil Speed 10 ft., climb 10 ft. Languages Common
Challenge 1 (200 XP)
STR DEX CON INT WIS CHA
Armor Class 15 (leather armor, natural) ACTIONS
Hit Points 7 (2d6) 15 (+2) 6 (-2) 14 (+2) 2 (-4) 6 (-2) 1 (-5)
Speed 30 ft. Ladle. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 5 (1d4 + 1) bludgeoning
damage
Damage Resistances acid
STR DEX CON INT WIS CHA
Damage Immunities lightning, slashing Ladle. Ranged Weapon Attack: +5 to hit, reach
8 (-1) 14 (+2) 10 (0) 10 (0) 8 (-1) 8 (-1) Condition Immunities blinded, charmed, 30 ft., one target. Hit: 7 (1d4 + 3) bludgeoning
deafened, exhaustion, frightened, prone damage plus (1d3) acid damage
Senses blindsight 60 ft. (blind beyond this
radius), passive Perception 8
Languages —
Senses darkvision 60ft., passive perception 9
Challenge 2 (450 XP)
Languages Common, Corn Husk
Challenge 1/4 (50 XP)
Amorphous. The jelly can move through a
space as narrow as 1 inch wide without
squeezing.
Nimble Escape. The Corn Goblin can take the
Disengage or Hide action as a bonus action on Spider Climb. The jelly can climb difficult
each of its turns surfaces, including upside down on ceilings,
without needing to make an ability check.
ACTIONS
ACTIONS
Razor Leaf. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing Pseudopod. Melee Weapon Attack: +4 to hit,
damage. reach 5 ft., one target. Hit: 9 (2d6 + 2)
bludgeoning damage plus 3 (1d6) acid damage.

REACTIONS

Create Corn Goblin. At the end of each round


of combat, the Creamed Corn Ooze creates
1d4 worth of Corn Goblins as long as it has half
or more of hits HP remaining.

Johnny Spells
Male Tiefling Warlock, Chaotic
Neutral

Armor Class 13 (Leather Armor)


Hit Points 24 (3d8 + 6)
Lunch Lady Doreen Speed 30 ft.
Proficiency: +2
Female Human, Neutral Evil
STR DEX CON INT WIS CHA
Armor Class 14 (Hide)
Hit Points 9 (1d8 + 1) 8 (-1) 14 (+3) 14 (+2) 11 (+0) 10 (0) 17 (+3)
Speed 30 ft.
Proficiency: +2
Creamed Corn Ooze
Large ooze, unaligned STR DEX CON INT WIS CHA
Languages Common, Infernal
Challenge 3 (700 XP)
9 (-1) 16 (+3) 13 (+1) 15 (+2) 11 (0) 14 (+2)
Save DC – CHA (13)
Fantasy High - Bestiary
ACTIONS ACTIONS Save DC – CHA (13)

Unarmed Strike. Unarmed Attack: +1 to hit, Various (Chain, Beer Bottle, Baseball Bat,
reach 5 ft., one target. Hit: 1 (1d3 + 1) Crowbar, Switchblade, Brass Knuckles): +4 to
ACTIONS
bludgeoning damage hit, reach 5 ft., one target. Hit: 4 (1d4+2)
bludgeoning damage. Slam. Melee Weapon Attack: +3 to hit, reach 5
Molatov Cocktail: +4 to hit, 20 ft range, splash
ft., one target. Hit: 4 (1d6+1) bludgeoning
damage. Hit: 4 (1d6) fire damage (Dex Save DC Arquebus: +4 to hit, 30 ft range, one target. Hit:
damage.
15) 4 (1d6+2) piercing damage + infernal sickening
(CON Save DC 12) SPECIAL ATTRIBUTES:
SPELLS
Molatov Cocktail: +4 to hit, 20 ft range, splash Undead Fortitude: If damage reduces the
Cantrips: damage. Hit: 4 (1d6) fire damage (Dex Save DC zombie to 0 hit points, it must make a
Greenflame Blade 15) Constitution saving throw with a DC of 5 + the
Eldritch Blast
damage taken, unless the damage is radiant or
SPECIAL ATTRIBUTES:
from a critical hit. On a success, the zombie
1st Level:
drops to 1 hit point instead.
Charm Person Inferanal Sickening: Target suffers disadvantage
Bardic Inspiration: Grant Creature within 60ft
Hex on Attack and Ability Checks (DC 12 CON to
an additional d8 on one ability check, attack
Command save)
roll, or saving throw.
2nd Level:
SPELLS
Hold Person
1st Level:
Charm Person
Thunderwave
Earth Tremor
Dissonant Whispers

2nd Level:
Hold Person
Pyrotechnics
Warding Wind

3rd Level:
Glyph of Warding
Hypnotic Pattern

DJ Brainzz Zayn Darkshadow


Johnny Spells Grunt Male Zombie Bard, Neutral Evil Male Human Wizard (3) Warlock
Male Tiefling, Chaotic Neutral (2), Chaotic Neutral
Armor Class 15 (Padded Armor)
Armor Class 13 (Leather Armor) Hit Points 43 (5d8 + 15)
Armor Class 14 (Studded Leather Armor)
Hit Points 9 (1d8 + 1) Speed 20 ft.
Hit Points 34 (3d6, 2d8 + 10)
Speed 30 ft. Proficiency: +3
Speed 30 ft.
Proficiency: +2 Proficiency: +3

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (0) 12 (+1) 15 (+2) 6 (-2) 14 (+2) 15 (+2)
12 (+1) 14 (+2) 13 (+1) 11 (+0) 8 (-1) 17 (+3) 9 (-1) 14 (+2) 15 (+1) 13 (+1) 11 (0) 16 (+3)

Damage Immunities Poison


Languages Common, Infernal Condition Immunities Poisoned
Languages Common, Infernal
Challenge 1 (200 XP) Languages Understands the language(s) of its
Challenge 4 (1100 XP)
creator but can’t speak
Challenge 4 (1100 XP)
Fantasy High - Bestiary
ACTIONS Bite: Melee Weapon Attack: +6 to hit, reach 5 Challenge 3 (700 XP)
ft., one willing creature, or a creature that is
SPELLS grappled by the vampire, incapacitated, or
restrained. Hit: 6 (2d6 + 3) piercing damage ACTIONS
Cantrips: plus 7 (2d6) necrotic damage. The target's hit
Light point maximum is reduced by an amount equal Claws. Melee Weapon Attack: +6 to hit, reach 5
Eldritch Blast to the necrotic damage taken, and the vampire ft., one creature. Hit: 8 (2d4 + 3) slashing
Sword Burst regains hit points equal to that amount. The damage. Instead of dealing damage, can
Booming Blade reduction lasts until the target finishes a long grapple the target (escape DC 13).
Ray of Frost rest. The target dies if this effect reduces its hit
point maximum to 0. Bite. Melee Weapon Attack: +6 to hit, reach 5
1st Level:
ft., one willing creature, or a creature that is
Hex Claw: +6 to hit, reach 5 ft., one target. Hit: 6 grappled by the vampire, incapacitated, or
Armor of Agathys (1d6+5) slashing damage. Instead of dealing restrained. Hit: 6 (1d6 + 3) piercing damage
Witch Bolt damage, can grapple the target (escape DC 13). plus 7 (2d6) necrotic damage. The target's hit
Arms of Hadar
point maximum is reduced by an amount equal
SPECIAL ATTRIBUTES: to the necrotic damage taken, and the vampire
2nd Level:
regains hit points equal to that amount. The
Invisibility Vampire Weakness: The vampire has the reduction lasts until the target finishes a long
Crown of Madness following flaws: Forbiddance. The vampire can't rest. The target dies if this effect reduces its hit
enter a residence without an invitation from point maximum to 0.
one of the occupants. Harmed by Running
Water. The vampire takes 20 acid damage SPECIAL ATTRIBUTES:
when it ends its turn in running water. Stake to
the Heart. The vampire is destroyed if a Same as Sasha the Lord of Whispers.
piercing weapon made of wood is driven into
its heart while it is incapacitated in its resting
place. Sunlight Hypersensitivity. The vampire
takes 20 radiant damage when it starts its turn
in sunlight. While in sunlight, it has
disadvantage on attack rolls and ability checks.

Spider Climb: The vampire can climb difficult


surfaces, including upside down on ceilings,
without needing to make an ability check.

Sasha, Lord of Whispers Vampire Zombie


Male Vampire, Chaotic Neutral Medium undead, Neutral Evil Medium Undead, Neutral Evil

Armor Class 15 (Natural Armor) Armor Class 8


Armor Class 15 (Studded Leather, Natural)
Hit Points 54 (9d8 + 12) Hit Points 22 (3d8 + 9)
Hit Points 44 (5d10 + 10)
Speed 30 ft. Speed 20 ft.
Speed 30 ft.
Proficiency: +3

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 16 (+3) 11 (0) 10 (0) 12 (+1) 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-1) 5 (-3)

16 (+3) 11 (0) 15 (+2) 10 (0) 10 (0) 13 (+1)

Saving Throws DEX +6, WIS +3 Saving Throws WIS+0


Skills Perception +3, Stealth +6 Damage Immunities Poison
Multiattack – Can attack twice, but only 1 bite
Damage Resistances Necrotic; Bludgeoning, Condition Immunities Poisoned
per round
Piercing, and Slashing from Nonmagical Attacks Senses darkvision 60 ft., passive Perception 8
Languages Common
Senses Darkvision 60 ft., Passive Perception 13 Languages Understands the language(s) of its
Challenge 4 (1100 XP)
Languages the languages it knew in life creator but can’t speak
Multiattack. The vampire makes two attacks, Challenge 1/4 (50 XP)
only one of which can be a bite attack.
ACTIONS
Fantasy High - Bestiary
ACTIONS Bite: +4 to hit, reach 5 ft., one target. Hit: 6 Cantrips:
(1d8 + 2) piercing damage. If the target is a Guidance
Slam. Melee Weapon Attack: +3 to hit, reach 5 humanoid, it must succeed on a DC 12 Sacred Flame
ft., one target. Hit: 4 (1d6+1) bludgeoning Constitution saving throw or be cursed with Mending
damage. werewolf lycanthropy. Spare the Dying

SPECIAL ATTRIBUTES: Claw: +4 to hit, reach 5 ft., one creature. Hit: 7 1st Level:
(2d4 + 2) slashing damage. Bless
Undead Fortitude: If damage reduces the Shied of Faith
zombie to 0 hit points, it must make a Cure Wounds
Constitution saving throw with a DC of 5 + the Command
damage taken, unless the damage is radiant or Identify
from a critical hit. On a success, the zombie
drops to 1 hit point instead. 2nd Level:
Prayer of Healing
Suggestion
Hold Person
Enhance Ability

3rd Level:
Dispel Magic
Magic Circle
Protection from Energy
Nondetection
Speak with Dead

SPECIAL ATTRIBUTES:

Chanel Divinity – Turn/Destroy Undead; Read


Thoughts

Torek Railgrinder Dwarven Skater


Werewolf Female Dwarf Cleric, Chaotic Male Dwarf Fighter, Chaotic
Medium Humanoid, Chaotic Evil Neutral Neutral

Armor Class 12 Armor Class 13 (Chain Shirt)


Armor Class 15 (Chain Shirt)
Hit Points 58 (9d8 + 18) Hit Points 46 (6d8 + 18)
Hit Points 47 (6d10 + 12)
Speed 40 ft. Speed 25 ft., 60 ft on Skateboard
Speed 25 ft., 60 on Skateboard
Proficiency: +3
Proficiency: +3

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 10 (0) 11 (0) 10 (0)
14 (+2) 10 (+0) 16 (+3) 8 (-1) 15 (+2) 12 (+1)
16 (+3) 14 (+2) 15 (+2) 10 (+0) 13 (+1) 8 (-1)

Damage Immunities Bludgeoning, Piercing, and


Slashing from Nonmagical Attacks that aren't Languages Common, Dwarven, Giant
Languages Common, Dwarven
Silvered Challenge 4 (1100 XP)
Challenge 4 (1100 XP)
Senses Passive Perception 14 Spell Save DC – 13 (WIS)
Languages Common (can't speak in wolf form)
Multiattack can make two attacks, one bite and
ACTIONS
claws ACTIONS
Challenge 3 (700 XP)
Warhammer: +6 to hit, reach 5 ft., one target.
Warhammer: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d8+3) bludgeoning damage.
Hit: 5 (1d8+2) bludgeoning damage.
ACTIONS SPECIAL ATTRIBUTES:
SPELLS
Fantasy High - Bestiary
Second Wind: Regain 1d10+6 hp (Bonus Action) ACTIONS
once per day.
Slam. Melee Weapon Attack: +8 to hit, reach 5
Action Surge: Take one additional Action once ft., one target. Hit: 11 (1d12 + 5) bludgeoning
per day. damage.

Polearm Strike. Melee Weapon Attack: +8 to


hit, reach 10 ft., one target. Hit: 11 (1d12+5)

SPECIAL ATTRIBUTES:

Magic Resistance. The golem has advantage on


saving throws against spells and other magical
effects.

Magic Weapons. The golem's weapon attacks


are magical.

Immutable Form. The golem is immune to any


spell or effect that would alter its form.

Crush the Pavement Golem Owlbear


Large Construct, Unaligned Skeleton Bloodrush Player Large Monstrosity, Unaligned
Medium Undead, Lawful Evil

Armor Class 15 (Natural Armor) Armor Class 13 (Natural Armor)


Hit Points 136 (16d10 + 48) Armor Class 13 (Armor Scraps) Hit Points 59 (7d10 + 21)
Speed 30 ft. Hit Points 13 (2d8 + 4) Speed 40 ft.
Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 10 (0) 10 (0) 2 (-4) 20 (+5) 12 (+1) 17 (+3) 3 (-4) 12 (+1) 7 (-2)
10 (0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

Damage Immunities Poison, Psychic; Languages --


Bludgeoning, Piercing, and Slashing from Languages Understands all languages it knew in Challenge 3 (700 XP)
Nonmagical Attacks that aren't Adamantine life but can’t speak
Condition Immunities Charmed, Exhaustion, Damage Vulnerabilities bludgeoning
Frightened, Paralyzed, Petrified, Poisoned Damage Immunities poison
ACTIONS
Senses Darkvision 600 ft., Passive Perception 10 Challenge 1/4 (50 XP)
Languages Understands the languages of its
Multiattack. The owlbear makes two attacks:
creator but can't speak
one with its beak and one with its claws.
Multiattack. The elemental makes two slam
ACTIONS
attacks.
Beak. Melee Weapon Attack: +7 to hit, reach 5
Challenge 7 (5,900 XP)
Slam: +4 to hit, reach 5 ft., one target. Hit: 5 ft., one creature. Hit: 10 (1d10 + 5) piercing
(1d6+2) bludgeoning damage. damage.
Fantasy High - Bestiary
Claws. Melee Weapon Attack: +7 to hit, reach 5 Action Surge: Take one additional Action once Frenzy: Can attack 1 additional time as a bonus
ft., one target. Hit: 14 (2d8 + 5) slashing per day. action each turn. When Rage ends, suffer 1
damage. level of exhaustion.
Superiority Dice: Pool – 2 x d6
Tavern Brawler: When you hit a creature with
Martial Feature: Add +2 to any Strength, an unarmed strike, you can bonus action to
Dexterity, or Constitution check that doesn’t grapple.
have proficiency bonus. Increase Jump by 3ft.

Charger: Using a dash action, make 1 melee


weapon attack or shove a creature as a bonus
action. If you move at least 10ft in a straight
line immediately before taking this bonus
action, either; Gain +5 bonus on attack’s
damage roll; Push Target 10ft away from you.

Lunging Attack: Expend 1 superiority die to


increase reach by 5ft, if you hit, add superiority
die roll.

Riposte: When a creature misses you with a


melee attack, you can use reaction and expend
one superiority die to make a melee weapon
attack. If you hit, add the superiority die to
damage roll.

Aelwyn
Female Elf Wizard, Chaotic
Ragh Barkrock Neutral
Coach Daybreak Male Orc Barbarian, Lawful
Male Human Fighter, Lawful Neutral
Neutral Armor Class 12 (15 with Mage Armor)
Hit Points 44 (7d6 + 14)
Speed 30 ft.
Armor Class 13
Proficiency: +3
Armor Class 13 (Leather Armor) Hit Points 50 (5d12 + 10)
Hit Points 60 (7d10 + 14) Speed 40 ft.
Speed 30 ft. Proficiency: +2
Proficiency: +2 STR DEX CON INT WIS CHA

8 (-1) 14 (+2) 14 (+2) 16 (+3) 13 (+1) 10 (0)


STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 8 (-1) 10 (0) 12 (+1)
16 (+3) 13 (+1) 14 (+2) 11 (+0) 9 (-1) 15 (+2)
Languages Common, Elven
Challenge 7 (5900 XP)
Senses Darkvision 60 ft.
Languages Common
Spell Save DC – 14 (INT)
Languages Common Challenge 5 (1800 XP)
Challenge 5 (1800 XP) Tavern Brawler Feat
Rage (3 x day)
ACTIONS

ACTIONS (2) SPELLS


ACTIONS
Halberd: +6 to hit, reach 5 ft., one target. Hit: 5 Cantrips:
(1d10+3) slashing damage. Unarmed: +7 to hit, reach 5 ft., one target. Hit:
Minor Illusion
7 (1d4+4) bludgeoning damage.
Prestidigitation
SPECIAL ATTRIBUTES: Fire Bolt
SPECIAL ATTRIBUTES:
Mage Hand
Second Wind: Regain 1d10+7 hp (Bonus Action)
Reckless Attack: Gain advantage on attacks, but Ray of Frost
once per day.
attacks against you have advantage. Shocking Grasp
Fantasy High - Bestiary
1st Level: ignites. Until a creature takes an action to SPECIAL ATTRIBUTES:
Color Spray douse the fire, the target takes 5 (1d10) fire
Mage Armor damage at the start of each of its turns. Whelm (Recharge 4-6): Each creature in the
Shield elemental’s space must make a DC 15 Strength
SPECIAL ATTRIBUTES: saving throw. On a failure, a target takes 13
2nd Level: (2d8 + 4) bludgeoning damage. If it is Large or
Crown of Madness Fire From: The elemental can move through a smaller, it is also grappled (escape DC 14). Until
Scorching Ray space as narrow as 1 inch wide without this grapple ends, the target is restrained and
squeezing. A creature that touches the unable to breathe unless it can breathe water.
3rd Level: elemental or hits it with a melee attack while If the saving throw is successful, the target is
Blink within 5 feet of it takes 5 (1d10) fire damage. In pushed out of the elemental’s space. The
Fireball addition, the elemental can enter a hostile elemental can grapple one large creature or up
Tidal Wave creature’s space and stop there. The first time to two Medium or smaller creatures at one
Lightning Bolt it enters a creature’s space on a turn, that time. At the start of each of the elemental’s
creature takes 5 (1d10) fire damage and turns, each target grappled by it takes 13 (2d8 +
4th Level: catches fire; until someone takes an action to 4) bludgeoning damage. A creature within 5
Evard’s Black Tentacles douse the fire, the creature takes 5 (1d10) fire feet of the elemental can pull out a creature or
damage at the start of each of its turns.Water object out of it by taking an action to make a
SPECIAL ATTRIBUTES: Susceptibility: For every 5 feet that elemental DC 14 Strength and succeeding.
moves in water, or for every gallon of water
War Caster – Advantage on CON saves to splashed on it, it takes 1 cold damage. Water From: The elemental can enter a hostile
maintain concentration. When a hostile creature’s space and stop there. It can move
creature’s movement provokes opportunity Water Susceptibility: For every 5 feet that through a space as narrow as 1 inch wide
attack, you can cast a spell with reaction as an elemental moves in water, or for every gallon without squeezing.
attack. of water splashed on it, it takes 1 cold damage.
Earth Elemental
Fire Elemental Water Elemental Large Elemental, Neutral
Large Elemental, Neutral Large Elemental, Neutral

Armor Class 17
Armor Class 13 Armor Class 14 Hit Points 126 (12d10 + 60)
Hit Points 102 (12d10 + 36) Hit Points 114 (12d10 + 48) Speed 30 ft.; burrow 30 ft
Speed 50 ft. Speed 30 ft.; Swim 90ft

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 20 (+5) 5 (-3) 10 (0) 5 (-3)
10 (0) 17 (+3) 16 (+3) 6 (-2) 10 (0) 7 (-2) 18 (+4) 14 (+2) 18 (+4) 5 (-3) 10 (0) 8 (-1)

Languages Common, Terran


Languages Common, Ignan Languages Common, Aquan Damage Vulnerabilities thunder
Resistance bludgeoning, piercing, and slashing Resistance acid; bludgeoning, piercing, and Resistance bludgeoning, piercing, and slashing
from nonmagical attacks slashing from nonmagical attacks from nonmagical attacks
Damage Immunities fire, poison Damage Immunities poison Damage Immunities poison
Condition Immunities exhaustion, grappled, Condition Immunities exhaustion, grappled, Condition Immunities exhaustion, grappled,
paralyzed, petrified, poisoned, prone, paralyzed, petrified, poisoned, prone, paralyzed, petrified, poisoned, prone,
restrained, unconscious restrained, unconscious restrained, unconscious
Senses darkvision 60 ft, passive Perception 10 Senses darkvision 60 ft, passive Perception 10 Senses darkvision 60 ft, tremorsense 60 ft;
Multiattack. The elemental makes two slam Multiattack. The elemental makes two slam passive Perception 10
attacks. attacks. Multiattack. The elemental makes two slam
Challenge 5 (1800 XP) Challenge 5 (1800 XP) attacks.
Challenge 5 (1800 XP)

ACTIONS ACTIONS
ACTIONS
Touch. Melee Weapon Attack: +6 to hit, reach 5 Slam. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 10 (2d6 + 3) fire damage. If ft., one target. Hit: 13 (2d8 + 4) bludgeoning
the target is a creature or a flammable object, it damage.
Fantasy High - Bestiary
Slam. Melee Weapon Attack: +8 to hit, reach 5 Whirlwind (Recharge 4–6). Each creature in the Douse Light (Recharge 4–6). A shadow
ft., one target. Hit: 14 (2d8 + 5) bludgeoning elemental’s space must make a DC 13 Strength elemental’s touch puts out nonmagical light
damage. saving throw. On a failure, a target takes 15 sources (such as flames) of Large size or smaller
(3d8 + 2) bludgeoning damage and is flung up and magical light sources of 3rd level or lower.
SPECIAL ATTRIBUTES: 20 feet away form the elemental in a random The elemental can dispel magical light sources
direction and is knocked prone. If a thrown of 4th level or higher it touches with a Wisdom
Earth Glide: The elemental can burrow through target strikes an object, such as a wall or floor, ability check against a DC of 10 = the spell’s
nonmagical, unworked earth and stone. While the target takes 3 (1d6) bludgeoning damage level; a successful check dispels the light (as
doing so, the elemental doesn’t disturb the for every 10 feet it was thrown. If the target is dispel magic).
material it moves through. thrown at another creature, that creature must
succeed on a DC 13 Dexterity saving throw or SPECIAL ATTRIBUTES:
takes the same damage and be knocked prone.
If the saving throw is successful, the target Shadow Form. The shadow elemental can enter
takes half the bludgeoning damage and isn’t a hostile creature’s space and stop there. It can
flung away or knocked prone. move through a space as narrow as 1 inch wide
without squeezing.
SPECIAL ATTRIBUTES:

Air Form: The elemental can enter a hostile


creature’s space and stop there. It can move
through a space as narrow as 1 inch wide
without squeezing.

Shadow Elemental Nerd Ghost


Large Elemental, Neutral Medium Undead, Unaligned
Air Elemental
Large Elemental, Neutral
Armor Class 15 Armor Class 11
Hit Points 90 (12d10 + 24) Hit Points 45 (10d8)
Armor Class 15 Speed 0 ft., fly 40 ft (hover)
Speed 0 ft., fly 90 ft (hover)
Hit Points 90 (12d10 + 24)
Speed 0 ft., fly 90 ft (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 14 (+2) 6 (-2) 10 (0) 6 (-2) 7 (-2) 13 (+1) 10 (0) 10 (0) 12 (+1) 17 (+3)

14 (+2) 20 (+5) 14 (+2) 6 (-2) 10 (0) 6 (-2)

Languages Common, Shadowspeak Languages Any language it knew in life


Damage Vulnerabilities Radiant Damage Damage Resistance acid, fire, thunder;
Languages Common, Auran bludgeoning, piercing, and slashing from
Resistance bludgeoning, piercing, and slashing
Resistance lightning, thunder; bludgeoning, nonmagical attacks
from nonmagical weapons
piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison, cold
Damage Immunities necrotic, poison
Damage Immunities poison Condition Immunities charmed, exhaustion,
Condition Immunities exhaustion, grappled,
Condition Immunities exhaustion, grappled, frightened, grappled, paralyzed, petrified,
paralyzed, petrified, poisoned, prone,
paralyzed, petrified, poisoned, prone, poisoned, prone, restrained
restrained, unconscious
restrained, unconscious Senses darkvision 60ft, passive Perception 11
Senses see in darkness, passive Perception 10
Senses darkvision 60 ft, passive Perception 10 Challenge 4 (1100 XP)
Multiattack. The elemental makes two slam
Multiattack. The elemental makes two slam
attacks.
attacks.
Challenge 5 (1800 XP)
Challenge 5 (1800 XP)
ACTIONS

Withering Touch. Melee Weapon Attack: +5 to


ACTIONS
ACTIONS hit, reach 5 ft., one target. Hit: 17 (4d6 + 3)
Slam. Melee Weapon Attack: +8 to hit, reach 5 necrotic damage.
Slam. Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 14 (2d8 + 5) bludgeoning
ft., one target. Hit: 14 (2d8 + 5) bludgeoning SPECIAL ATTRIBUTES:
damage. The target must succeed a DC 15
damage.
saving throw or be blinded by shadows until the
Etherealness. The ghost enters the Ethereal
start of the shadow elemental’s next turn.
Plane from the Material Plane, or vice versa. It
Fantasy High - Bestiary
is visible on the Material Plane while it is in the 2nd Level:
Border Ethereal, and vice versa, yet it can't Invisibility
affect or be affected by anything on the other Detect Thoughts
plane. Mirror Image
Scorching Ray
Horrifying Visage. Each non-undead creature
within 60 feet of the ghost that can see it must 3rd Level:
succeed on a DC 13 Wisdom saving throw or be Blink
frightened for 1 minute. If the save fails by 5 or Dispel Magic
more, the target also ages 1d4 × 10 years. A
frightened target can repeat the saving throw 4th Level:
at the end of each of its turns, ending the Hallucinatory Terrain
frightened condition on itself on a success. If a Dimension Door
target's saving throw is successful or the effect
ends for it, the target is immune to this ghost's SPECIAL ATTRIBUTES:
Horrifying Visage for the next 24 hours. The
aging effect can be reversed with a greater Fey Ancestry – Advantage on saving throws
restoration spell, but only within 24 hours of it against charm
occurring. Hypnotic Gaze – As an action, choose one
creature you can see within 5ft. If they
see/hear you, it must succeed in a Wisdom
Saving throw (DC14) or be charmed. (Speed 0,
Possession (Recharge 6). One humanoid that dazed). Ends if you move 5ft away.
the ghost can see within 5 feet of it must Biz Glitterdew
succeed on a DC 13 Charisma saving throw or
be possessed by the ghost; the ghost then Small Pixie Wizard, Neutral
disappears, and the target is incapacitated and
loses control of its body. The ghost now
controls the body but doesn't deprive the Armor Class 11
target of awareness. The ghost can't be Hit Points 42 (8d6 + 8)
targeted by any attack, spell, or other effect, Speed 15 ft., fly 30 ft (hover)
except ones that turn undead, and it retains its Proficiency +3
alignment, Intelligence, Wisdom, Charisma, and
immunity to being charmed and frightened. It
otherwise uses the possessed target's statistics,
STR DEX CON INT WIS CHA
but doesn't gain access to the target's
knowledge, class features, or proficiencies. The 8 (-1) 12 (+1) 13 (+1) 16 (+3) 14 (+2) 13 (+1)
possession lasts until the body drops to 0 hit
points, the ghost ends it as a bonus action, or
the ghost is turned or forced out by an effect
like the dispel evil and good spell. When the
Languages Common, Aquan
possession ends, the ghost reappears in an
Condition Immunities Can’t be put to sleep
unoccupied space within 5 feet of the body.
through magic.
The target is immune to this ghost's Possession
Senses darkvision 60ft
for 24 hours after succeeding on the saving
Challenge 8 (3900 XP)
throw or after the possession ends.
Spell Save DC – 14 (INT)

Ghostly Manifestations. Sensations of profound


sadness, loneliness, and unfulfilled yearning
emanate from places where ghostly hauntings ACTIONS
occur. Strange sounds or unnatural silences
create an unsettling atmosphere. Cold spots SPELLS
settle in rooms that have roaring fires. A
choking stench might seep into the area, Cantrips:
inanimate objects might move of their own Dancing Lights
accord, and corpses might rise from the grave.
1st Level:
The ghost has no control over these
Color Spray
manifestations; they simply occur.
Mage Armor
Magic Missile

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