Delve Sample - 5E
Delve Sample - 5E
Delve Sample - 5E
Below are two sample monsters from DELVE for 5E. Small Humanoid (Kobold)
Bonus Actions
Shed Slime (1/Day). Slime oozes from the kobold’s
form. Until the end of its turn, the ground in any area
the kobold moves through becomes covered with
slime. When a creature moves into or within the area,
for each 5 feet it moves it must either expend 5 extra
feet of movement or succeed on a DC 10 Dexterity
save or fall Prone. The slime dries after 1 minute.
Skullmonger Ooze Skullmonger OOze
Skullmonger oozes are terrifying creatures that Large Ooze
haunt crypts, burial grounds, and battlefields. A near-
mindless collector of skeletal remains, this oozing Armor Class 9
horror appears as a tar-black sludge filled with skulls Hit Points 95 (10d10 + 40)
writhing and rolling in anguish. Speed 20 ft., climb 20 ft. (spider climb)
When dormant, the ooze appears as a harmless STR DEX CON INT WIS CHA
heap of grimy skulls or an ossuary wall. Once it 19 (+4) 8 (–1) 18 (+4) 3 (–4) 6 (–2) 3 (–4)
springs to life, however, it emits haunting echoes
and whispers to curse and immobilize its prey while Saving Throws Str +7, Con +7, Wis +1
it grasps with slimy pseudopods or flings its precious Skills Stealth +5
skulls to knock down foes before engulfing them. Damage Immunities Necrotic
Condition Immunities Blinded, Charmed, Deafened,
Exhausted, Prone
Senses Blindsight 60 ft., Passive Perception 8
Languages —
Challenge 5 (1,800 XP) Proficiency Bonus +3
False Appearance. While the ooze remains
motionless, it is indistinguishable from a pile of skulls.
Radiant Aversion. Whenever the ooze takes Radiant
damage, it must succeed on a DC 12 Wisdom save or
be Frightened until the end of its next turn.
Actions
Multiattack. The ooze makes two attacks.
Pseudopod. Melee Weapon Attack: +7 to hit, reach 10
ft., one target. Hit: 13 (2d8 + 4) Bludgeoning damage
plus 9 (2d8) Necrotic damage and, if the target is a
creature, it is Grappled (escape DC 15).
Skull Bola. Ranged Weapon Attack: +7 to hit, range
30/60 feet, one creature. Hit: 13 (2d8 + 4) Bludgeoning
damage and the target must succeed on a DC 15
Strength save or be knocked Prone.
Haunting Echoes (Recharge 5–6). Each other creature
within 30 feet that can hear must succeed on a DC 15
Wisdom save or take 27 (6d8) Psychic damage and be
Frightened until the end of the ooze’s next turn.
Bonus Actions
Dark Whisper. One creature within 30 feet is cursed
Skullmonger Ooze Lore until the start of the ooze’s next turn; the creature
Arcana or History (DC 10). The ooze is immune must subtract a d6 from any d20 roll it makes.
to Necrotic damage. Its favorite tactic is to grab Engulf. A Medium or smaller creature Grappled by the
creatures with its Pseudopods and Engulf them. ooze must succeed on a DC 15 Strength save or be
Arcana or History (DC 13). The ooze is Frightened engulfed. While engulfed, it can’t breathe, is Blinded
by Radiant damage. It can emit horrible Haunting and Restrained, moves with the ooze, and takes 9
Echoes that deal Psychic damage and frighten foes. (2d8) Necrotic damage at the start of the ooze’s turn.
Arcana or History (DC 15). The ooze’s remains can be As an action, a creature can make a DC 15 Strength
crafted into a Skullmonger Bola by spending an hour (Athletics) check to free itself or another creature. On
and succeeding on an Arcana (DC 10) check and a a success, it escapes to an unoccupied space within 5
Sleight of Hand (DC 10) check. feet. The ooze can engulf two creatures at a time.
Treasure Skullmonger BOla
Below are three sample items from DELVE for 5E. Weapon (Bola), Common
This magical bola consists of a grimy rope fastened
Oozing Staff to a set of ancient skulls. The bola is a simple, ranged
Staff, Very Rare (Requires Attunement by a Spellcaster) weapon that has the thrown property and a range of
30/120 feet. On a hit, the bola deals 1d4 Bludgeoning
A glob of slime is held suspended within the metal
damage and, if the target is a Large or smaller
center of this sleek staff. The staff can be wielded as
creature, it must succeed on a DC 10 Strength saving
a magic quarterstaff with the Finesse property that
throw or be knocked Prone.
grants a +1 bonus to attack and damage rolls made
with it. You have a +1 bonus to AC while holding it. Dark Whisper
When you hit a creature with the bola you can curse
Ooze Form it until the start of your next turn; the creature
As an action, you can cast Polymorph on yourself (no
subtracts a d4 from any d20 roll it makes. Once used,
concentration required), transforming into any Ooze
this property can’t be used again until the next dawn.
with CR 2 or lower, while retaining your Intelligence,
Wisdom, and Charisma scores. The transformation
lasts until you’re Incapacitated or you end it as a
Slime Sling Bullet
bonus action. Once used, this property can’t be used Ammunition, Nonmagical
again until the next dawn. This sling bullet consists of gooey slime and only
barely holds its shape. Once used to make a ranged
Oozing Magic attack it splatters and can’t be recovered. When you
The staff has 7 charges for the following properties hit a creature with a ranged attack using the sling
and regains all expended charges daily at dawn: bullet and roll a 15 or higher on the attack roll, the
► STICKY BLOW. When you hit a creature with the creature is Blinded until the end of its next turn.
staff, you can expend 1 charge to deal an extra 1d8
Acid damage to the target and it must succeed on a
DC 15 Strength save or be Restrained (Escape DC 15)
until the end of your next turn.
► SPELLS. You can expend 1 charge per level of the
spell to cast one of the following spells, using your
own spellcasting ability and requiring no material
components: Black Tentacles, Grease, Stinking Cloud,
Web (appears as sticky slime instead of webbing).
Ooz ing
Sta f f
Skul l m ong e r
Bol a
Stoneborn
Any dungeon worth delving bears at least one
sculpture to awe its visitors. Whether it’s a beautiful
rendering of a long-lost hero, the petrified form of
an unfortunate adventurer, or an ominously watchful
gargoyle, statues and dungeons go together like
pressure plates and poison darts.
In rare cases, these stone fixtures can come alive;
awakened by blundering adventurers, imbued with
ancient magic, or by some other arcane mishap. Once
granted the free will to explore their dark birthplace
– or flee from it – these sapient statues often turn to
a life of adventure.
Life-infused Constructs
Though seemingly made from solid stone, a
stoneborn is more person that construct in
most respects. Despite its appearance, its
form is lighter, more supple, and not quite
as impenetrable as ordinary stone. The
stoneborn can also be healed and harmed
in much the same ways as their flesh-and-
blood peers.
That doesn’t mean that stoneborn
adventurers are entirely like their
more fleshy counterparts. Due to their
construct nature, they don’t need to eat,
breathe, or sleep. Furthermore, they can
will their form to harden and become solid
stone, making them indistinguishable from a
mundane statue – and just as difficult to harm.
Stoneborn Personality
Like any other race, the stoneborn’s demeanor,
outlook, and values vary greatly from one individual
to another. If there is one trait that is common
among the stoneborn, it’s that they’re often imbued
with a stoic nature. Decades, or even centuries, as
an inanimate object have made them accustomed
to quiet observation. Stoneborn often listen well Playing a Stoneborn Character
and exhibit tempered reactions even to dramatic When creating a stoneborn character, regardless of
events, though their immutable memory holds onto whether you were always a statue or became one,
a promise as easily as a grudge. it’s a good idea to consider who created you and
Though stoneborn are too few in number to form why, how you were brought to life, and what your
societies, any that encounter each other are usually character wants to do with their mobility and agency.
quick to exchange anecdotes about the dungeons Note also that the stoneborn don’t have to be
or castles they used to occupy. Some stoneborn will made from stone. At the GM’s discretion, your
even bestow such pleasantries on inanimate statues stoneborn character could be made from metal,
they find – just so introductions are out of the way crystal, bone, or another material of your choosing!
should their “friend” come alive in the future!
Stoneborn Traits Remade
Your stoneborn character has the following traits. A remade stoneborn was once a creature of flesh and
blood, before it was turned into stone. Whether the
Creature Type transformation wasn’t fully completed or it has been
You are a Humanoid. partially restored by magic, a remade stoneborn
resembles a statue of its former self.
Size
You are Medium or Small. You choose the size when Flesh Made Stone
you select this race. When you select this subrace, you must choose
which race you were before you were remade as
Speed stone. You gain one trait that race has that doesn’t
Your walking speed is 30 feet. give you an additional Feat, a Fly speed, or increases
Construct Nature one or more of your ability scores.
Your constructed nature gives you the following Retained Memories
benefits: When you make an ability check that uses a skill or
• You have advantage against being Poisoned, and tool you don’t have proficiency in, you can add your
you have resistance to Poison damage. Proficiency Bonus to that check. You must choose to
• You are immune to disease. do so before you make the check.
• You don’t need to eat, drink, or breathe. You can use this trait a number of times equal to
your Proficiency Bonus and regain all expended uses
• You don’t need to sleep, and magic can’t put you to
daily at dawn.
sleep. To gain the benefit of a long rest, you must
be Petrified using your Stone Form for six hours.
Sentinel
Stone Form A sentinel was created as a stone-constructed
As a bonus action, you can choose to become fixture, such as a guardian statue or gargoyle. Newly-
Petrified until you’re reduced to 0 hit points or you sentient sentinel stoneborn can be child-like in their
choose to end the effect at the start of your turn understanding of the wider world but are often
(no action required). While Petrified in this way, you imbued with a deep, almost instinctual insight and
are indistinguishable from an inanimate statue but perception developed by centuries of observation.
remain aware of your surroundings.
Observant
Subrace You gain proficiency in your choice of the Insight or
When you select this race, choose one of the Perception skill.
following subraces: Remade or Sentinel.
Mutable Form
After spending at least 1 hour Petrified by your Stone
petrified Stoneborn Form, you can reshape yourself into any Medium
As a stoneborn, being Petrified affects you in the (4 to 8 feet tall) or Small (2 to 4 feet tall) humanoid
following ways: form. When you do, you can also choose that a non-
• You become inanimate stone along with any Shield armor you’re wearing melds with your form
nonmagical objects you’re wearing or carrying. Your until you doff it in the same way, meld with another
weight increases by a factor of ten. armor, or die. In addition, you can choose to gain one
• You are Incapacitated and can’t move or speak, but of the following benefits until you use this trait again:
remain aware of your surroundings. ► BULK. You gain temporary hit points equal to 3 ×
• Attack rolls against you have advantage. your Proficiency Bonus.
• You automatically fail Strength and Dexterity saves. ► CLAWS. You gain a Climb speed equal to your
• You have resistance to all damage. walking speed and your unarmed attacks deal 1d6 +
• You are immune to poison and disease. A poison or your Strength modifier Slashing damage.
disease already in your system is suspended. ► WINGS. As a bonus action, you can give yourself a
Fly speed of 30 feet until the end of your turn.