CRYPT THING

Medium undead, neutral


Armor Class 15 (natural armor)
Hit Points 39 (6d8 + 12)
Speed 30 ft.


STR 17 (+3) DEX 12 (+1) CON 14 (+2) INT 14 (+2) WIS 13 (+1) CHA 14 (+2)


Skills Perception +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 2 (450 XP)


Teleport Defilers. Once per day, a crypt thing can teleport all creatures within 50 feet of it to randomly determined locations. An affected creature must make a DC 13 Wisdom saving throw or be teleported in a random direction (roll 1d8, with 1 indicating north and the other numbers indicating compass going clockwise) and a random distance (1d10 × 100 feet) away from the crypt thing; determine each creature’s direction randomly.

A teleported creature arrives in the closest open space to the determined destination. A teleported creature can arrive mid-air rather than on a solid surface, if the crypt thing wishes. A creature that arrives mid-air takes 1d6 bludgeoning damage per 10 feet fallen.
Turn Resistance. The crypt thing has advantage on saving throws against any effect that turns undead.

ACTIONS

Multiattack. The crypt thing makes two claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

GRONK

Large giant, chaotic neutral


Armor Class 14 (natural armor)
Hit Points 59 (7d10 + 21)
Speed 40 ft.


STR 19 (+4) DEX 10 (+0) CON 16 (+3) INT 8 (-1) WIS 11 (+0) CHA 8 (-1)


Skills Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Giant
Challenge 2 (450 XP)


ACTIONS

Multiattack. The gronk makes two attacks: one with its slam and one with its gore, or two slam attacks.
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

DESCRIPTION

Gronks are the typical big, dumb brutes; a male gronk is on average approximately 9 feet tall, with females only slightly smaller. A gronk has mottled gray skin and shaggy brown hair that is thickest at its head and shoulders and gradually thins out around its waist. The arms and legs of a gronk are massive, like tree limbs attached to its thick barrel-like torso. The face of a gronk seems almost lost amid the long hair hanging from its head. The most notable feature of a gronk’s face is the long, rhinoceros-like horn between its eyes.

Gronks dwell in small family bands or nomadic packs. They are huntergatherers, wandering the cold plains they call home. Gronk packs never remain in one place for more than a month before moving on to greener pastures and better hunting grounds. They have been known to engage in barter with traders who cross their territories. Of particular interest to gronks are frost giants, with whom they have some sort of kinship or bond (though the extent of such a bond is unknown).

Gronks are fiercely territorial, but will not attack strangers who are simply passing through. They know how long it should take to cross their lands, and anyone remaining there for longer than that is subject to a raid. During such raids, gronks often subdue rather than kill their opponents. Subdued opponents are left to fend for themselves in the wild while the gronks carry off their gear and supplies. The only creatures that are immediately attacked when they enter gronk lands are orcs. There is some ancient enmity between the two races that forces a gronk to attack any orc or half-orc on sight. Such creatures are never shown quarter in combat and all battles between a gronk and orc or half-orc ends when one or the other dies.

Gronks enjoy combat and enter into melee with unashamed glee. They can fight either armed or unarmed, and actually prefer the latter. Among weapons, gronks tend to use simple weapons such as clubs. They rarely use missile weapons of any kind.

WINTER BASILISK

Medium monstrosity, unaligned


Armor Class 14 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 20 ft., burrow 10 ft.


STR 15 (+2) DEX 10 (+0) CON 16 (+3) INT 2 (-4) WIS 8 (-1) CHA 7 (-2)


Damage Resistances cold
Senses darkvision 60 ft., passive Perception 9
Languages
Challenge 3 (700 XP)


Freezing Gaze. If a creature starts its turn within 20 feet of the winter basilisk and the two of them can see each other, the winter basilisk can force the creature to make a DC 13 Constitution saving throw if the winter basilisk isn’t incapacitated. On a failed save, the creature magically begins to turn to ice and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn’t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can’t see the winter basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the winter basilisk in the meantime, it must immediately make the save. The winter basilisk is immune to its own gaze, but not the gaze of other winter basilisks.
Snow Camouflage. The winter basilisk has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Snow Walk. The winter basilisk can move across and climb snowy surfaces without needing to make an ability check. Additionally, difficult terrain composed of snow doesn’t cost it extra movement.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage plus 7 (2d6) cold damage.

MUDMAN

Medium elemental, neutral


Armor Class 11 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 30 ft.


STR 13 (+1) DEX 8 (-1) CON 14 (+2) INT 2 (-4) WIS 10 (+0) CHA 7 (-2)


Damage Immunities poison
Condition Immunities charmed, grappled, poisoned, restrained
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 1/4 (50 XP)


False Appearance. While the mudman remains motionless, it is indistinguishable from ordinary mud.
Mud. A target hit by a mudman’s slam attack or mud bomb attack must succeed on a DC 10 Strength saving throw or be caked in mud. An affected target’s speed is reduced by 10 feet. Multiple hits are cumulative. At speed 0, the target is restrained. A restrained target takes 7 (2d6) bludgeoning damage at the start of each of the mudman’s turns. On its turn, as an action, a restrained creature can attempt a DC 15 Strength check to break free, ending the damage and restrained effect on a success.

ACTIONS

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is affected by the mudman’s mud trait.
Mud Bomb. Ranged Weapon Attack: +3 to hit, range 30 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is affected by the mudman’s mud trait.

DRAKE, FIRE

Large dragon, chaotic evil


Armor Class 15 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 30 ft., fly 60 ft.


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


Saving Throws Con +5, Wis +3
Skills Perception +3
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 13
Languages Draconic
Challenge 2 (450 XP)


ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6) fire damage.
Fireball Breath (Recharge 5-6). The fire drake exhales a ball of fire to a range of 100 feet that that explodes like a fireball. Each creature in a 20-foot area when it explodes must make a DC 13 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

witchdollgolem

GOLEM, WITCH-DOLL

Large construct, unaligned


Armor Class 15 (natural armor)
Hit Points 142 (15d10 + 60)
Speed 30 ft.


STR 19 (+4) DEX 10 (+0) CON 18 (+4) INT 3 (-4) WIS 10 (+0) CHA 1 (-5)


Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator, but can’t speak
Challenge 10 (5,900 XP)


Damage Transfer. When linked to a target, the witch-doll golem takes only half damage from attacks and its linked target takes the other half. The linked target can affect the witch-doll golem normally (that is, it does not take half damage from its own attacks).
Immutable Form. The witch-doll golem is immune to any spell or effect that would alter its form.
Magic Resistance. The witch-doll golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The witch-doll golem’s weapon attacks are magical.
Vengeful Tracker. The witch-doll golem knows the distance to and direction of any creature its creator programs as its selected target, even if the golem and target are on different planes of existence. If the creature being tracked by the witch-doll golem dies, the witch-doll golem returns to its place of creation and waits for a new target.

ACTIONS

Multiattack. The witch-doll golem makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage, or 20 (3d10 + 4) bludgeoning damage against a target magically linked to the witch-doll golem by one of its needles.
Needle. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30 ft./120 ft., one target. Hit: 14 (3d6 + 4) piercing damage. If the target is a creature, the dagger-sized needle remains and magically links the target with the witch-doll golem. A creature can take an action to make a DC 14 Strength check to remove the needle. A target can only be affected by one needle (from any witch-doll golem) at a time and the witch-doll golem can only be linked to a single target at one time. While magically linked to the witch-doll golem, the target is affected by its Damage Transfer trait. If the witch-doll golem is destroyed, or if it uses a needle to link another target, the original target is no longer linked to the golem.

DESCRIPTION

This bizarre construct appears to be crafted from stuffed human skin, with large button like platters in place of eye holes and crude stitching forming a pinched mouth. Knots of humanoid hair top its head and it is dressed in a patchwork of ill fitting clothes. Large needles and pins pierce the creature where a humanoid’s vital organs would be.

The witch-doll golem is a horrific hunter/assassin usually crafted in the likeness of a spellcaster’s chosen foe. Witch-doll golems are designed to enact some vengeance on behalf of its creator and are thus made from some of the foe’s personal effects (hair, blood, bit of skin, fingernail clippings, etc.). It may be reprogrammed should the witch-doll golem’s master find a new enemy. The master merely adds new personal effects to the golem and fills it with new commands. The witch-doll golem then follows these commands mindlessly until it or its target is destroyed.

A witch-doll golem stands twice the height of a human and weighs about 600 pounds.

When facing a target, the witch-doll immediately attempts to establish a link by stabbing it with one of the needles. It relentlessly attacks its foe with a ferocity unseen in most mindless automatons. Against other foes, the golem employs its fists and needles while attempting to keep its programmed target within range.

A witch-doll golem is made from a patchwork of cloth, leather, rags, and other miscellaneous materials totaling 1,000 gp, all haphazardly stitched together. If programmed for a specific target, the creator must have a physical part of the target and use it in the construction of the witch-doll golem. This physical part can be a piece of hair, fingernail clippings, a few drops of blood, a piece of skin, and so on.

flagstonegolem

GOLEM, FLAGSTONE

Large construct, unaligned


Armor Class 14 (natural armor)
Hit Points 85 (9d10 + 36)
Speed 30 ft.


STR 19 (+4) DEX 10 (+0) CON 18 (+4) INT 4 (-3) WIS 10 (+0) CHA 5 (-3)


Damage Immunities acid, cold, lightning, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 6 (2,300 XP)


Energy Absorption. Whenever the flagstone golem is subjected to acid, cold, or lightning damage, it takes no damage and instead regains a number of hit points equal to the damage dealt. Instead of regaining hit points, the flagstone golem can release the absorbed energy as a blast. (See its Energy Blast below.)
False Appearance. While the flagstone golem remains motionless, it is indistinguishable from an inanimate stone floor.
Immutable Form. The flagstone golem is immune to any spell or effect that would alter its form.
Magic Resistance. The flagstone golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The flagstone golem’s weapon attacks are magical.

ACTIONS

Multiattack. The flagstone golem makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is a creature, and it is hit by both of the flagstone golem’s slam attacks in the same turn, it must succeed on a DC 14 Constitution saving throw or be stunned until the end of the flagstone golem’s next turn.

REACTIONS

Energy Blast. In lieu of regaining lost hit points, whenever the flagstone golem is subjected to acid, cold, or lightning damage, it takes no damage and instead releases the energy in a 30-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw, taking 27 (5d10) damage (of whatever energy type it absorbed) on a failed save, or half as much damage on a successful save.

DESCRIPTION

What you thought was a section of ordinary stone floor unfurls itself before your eyes, assuming a humanoid form about 10 feet tall. The words “You shall not pass” echo throughout the area as the creature advances.

A flagstone golem is composed of large flat stones and bricks jointed and fitted together so as to allow the creature to fold itself flat. It is created to serve as guardians or servants by powerful spellcasters and has been the death of many an unsuspecting rogue.
A flagstone golem stands 10 feet tall and weighs 1,200 pounds. Its humanoid form is composed of flattened stones and bricks. Two darkened sockets on its head function as eyes. Its arms are thick and powerful and end in stony clenched fists.

Though a flagstone golem cannot speak, when constructed, its creator can program up to 4 simple words or phrases (no more than 4 words in length) into it that are released when certain conditions are met. These conditions are programmed into the golem when it is constructed. Conditions can be as general or specific as necessary, but must be fairly simple, such as “if anyone enters this room” or “if anyone touches this chest”.

A flagstone golem tasked with guarding or securing a location usually flattens itself so as to go unnoticed to would-be-trespassers. When an interloper treads upon the golem, it unfurls itself into its humanoid form and attacks, crushing and pounding its unsuspecting victim with powerful blows from its fists.

vilstrak

VILSTRAK (TUNNEL THUG)

Medium aberration, neutral evil


Armor Class 12 (natural armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.


STR 14 (+2) DEX 11 (+0) CON 13 (+1) INT 6 (-2) WIS 10 (+0) CHA 6 (-2)


Senses darkvision 60 ft., passive Perception 10
Languages Vilstrak
Challenge 1/2 (100 XP)


Ambusher. The vilstrak has advantage on attack rolls against any creature it has surprised.
Stone Camouflage. The vilstrak has advantage on Dexterity (Stealth) checks made to hide in stony terrain.

ACTIONS

Multiattack. The vilstrak makes two slam attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Merge with Stone. The vilstrak steps into a stone object or surface large enough to contain its form, melding itself and any equipment carried with the stone. Using its movement, it steps into the stone. Nothing of the vilstrak remains visible or detectable by nonmagical means. While merged, the vilstrak is aware of its surroundings. It can see and hear normally. The vilstrak can use its movement to leave the stone where it entered.

Minor damage to the stone doesn’t harm the vilstrak, but its partial destruction or change in shape expels the vilstrak and deals 6d6 bludgeoning damage to it. The stone’s complete destruction or change into another substance destroys the vilstrak.

DESCRIPTION

This creature is a bipedal man-sized semi-humanoid seemingly carved of stone. It has an insect-like head, long, large arms, and thick, trunk-like legs that end in hoof-like feet.

Vilstraks (or tunnel thugs) dwell underground, away from the surface world. Though they have no allergy or reaction to sunlight, they disdain its existence, preferring the cold, damp blackness of their underground world. A vilstrak’s lair is a “pocket” formed deep inside the earth. These pockets have no exits or entrances and are only reachable by those who can pass through stone or earth.
A typical vilstrak stands six feet tall and weighs about 200 pounds. Its arms have an extra joint between the elbow and wrist, and its arms end in large, powerful fists of stone. Vilstraks are gray or brown.
Vilstraks are peaceful creatures that avoid combat if possible. They do take great joy and pride in robbing those that invade their territory. A favored tactic of the vilstrak is to hide inside the wall of a dungeon corridor and spring out when prey passes nearby.

grimm

GRIMM

Large fey, neutral evil


Armor Class 15 (natural armor)
Hit Points 104 (11d10 + 44)
Speed 30 ft.


STR 20 (+5) DEX 16 (+3) CON 18 (+4) INT 11 (+0) WIS 14 (+2) CHA 14 (+2)


Saving Throws Con +8, Wis +6, Cha +6
Skills Stealth +11
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 60 ft., passive Perception 12
Languages Common, Grimm
Challenge 10 (5,900 XP)


Aura of Evil. At the start of each of the grimm’s turns, each good-aligned creature within 5 feet of it takes 7 (2d6) necrotic damage.
Blur (Recharge after a Short or Long Rest). The grimm can cause its form to become blurred (as the spell) for up to 1 minute. While blurred, any creature attacking the grimm has disadvantage on attack rolls. An attacker is immune to this effect if it doesn’t rely on sight or if it can see through illusions.
Magic Resistance. The grimm has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The grimm makes three attacks: two with its claws and one with its bite.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the grimm regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

DESCRIPTION

This monstrous beast stands well over 9 feet tall and has glistening black flesh. Its head is oval with deep sunken black eyes. Its mouth is wide and large and sports double rows of razor-sharp fangs. A purplish-black tongue flicks in and out of its mouth. The monster’s powerful arms and legs end in filthy wicked claws that sport broken, black fingernails.

A grimm is perhaps one of the most evil of all fey. Conceived and created by members of the Unseelie Court, the monster’s only purpose seems to be the destruction of life and that which is beautiful. Legends among the fairy folk say powerful members of the Unseelie Court (specific legends say a circle of powerful quicklings sorcerers are the grimm’s creators) created this fell beast to avenge the death of their own who were slain in battle when the Unseelie Court and Seelie Court did battle.

Grimms dwell in the deepest and darkest mountains making their lairs in deep recesses or hard to access caves and caverns, venturing forth only to kill and to eat. Grimms prefer a diet of meat, particularly good-aligned fey creatures, but they are not particularly picky and will gladly eat anything (or anyone) that crosses their path. Slain prey that is not immediately eaten is stored in the grimm’s lair for later consumption. These creatures are highly territorial and do not associate with other creatures, not even their own kind.

A grimm stands 9 feet tall and weighs in excess of 1,200 pounds. Stout and powerfully built, its body teems with muscle and is always covered in a glossy sheen.

A grimm opens combat slashing with its claws and gnashing with its terrible bite.