Bestiary (Forgotten Lands Supplement)

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Drakeling[edit]

Tiny beast, unaligned


Armor Class 12 (natural armor)
Hit Points 2 (1d4)
Speed 20 ft., fly 40 ft.


STR DEX CON INT WIS CHA
8 (-1) 13 (+1) 10 (+0) 3 (-4) 11 (+0) 6 (-2)

Senses passive Perception 10
Languages
Challenge 0 (10 XP)


ACTIONS

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.


Drakelings are small flying lizards that are distantly related to both drakes and dragons. A drakeling is the size of a crow with needle-like teeth and sharp claws. Although usually found in flocks, lone drakelings can be encountered as pets or a spellcaster's familiar.

Variant: White Drakeling

White darklings are native to arctic regions and have white scales and translucent wings. When they roost on the roofs of caves, they look similar to icicles. They also use this camouflage on the hunt to blend into the snow. A white drakeling has resistance to cold damage and the following trait.
Snow Camouflage. The drakeling has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.


Hatchling[edit]

Tiny beast, unaligned


Armor Class 10
Hit Points 1 (1d4 - 4)
Speed 5 ft., fly 20 ft.


STR DEX CON INT WIS CHA
1 (-5) 10 (+0) 2 (-4) 1 (-5) 5 (-3) 1 (-5)

Senses darkvision 60 feet, passive Perception 7
Languages
Challenge 0 (10 XP)


Luminescence. While in darkness, the hatchling sheds dim light in a 5-foot radius.

ACTIONS

Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.


Hatchlings are tiny insects that dwell in deep caverns and dark forests. Their exoskeletons are soft and orange and emit a dull glowing light that pulses slowly. Their most distinctive feature is probably the hard, bony shell that covers their heads and resembles a horned mask. Hatchlings are weak and slow, which makes them easy prey for a variety of other creatures. Hatchlings generally survive off of smaller insects, and even moss and lichen on occasion.


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Liver Leech[edit]

Tiny undead, lawful evil


Armor Class 11 (natural armor)
Hit Points 3 (1d4 + 1)
Speed 15 ft., climb 15 ft.


STR DEX CON INT WIS CHA
4 (-3) 10 (+0) 12 (+1) 4 (-3) 6 (-2) 3 (-4)

Skills Stealth +4, Perception +0
Senses passive Perception 10
Languages understands the languages of its creator but can't speak
Challenge 0 (10 XP)


Death Wail. When a liver leech dies it sends out a telepathic message to its creator, which extends for up to 3 miles in all directions. If its the creator is within range, it knows exactly where the liver leech was when it died.

Easy to Conjure. Because the magic that creates this undead is so weak, a necromantic entity may have 5 liver leeches for every 5 Hit Dice it possesses.

Spider Climb. The liver leech can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Spy Adaptation. Whenever a liver leech has spent 4 hours in the terrain it gains a natural covering similar to its environment such as sprouting grass or moss in the forest. While it remains in an environment which it has adapted to, it has advantage on Dexterity (Stealth) checks made to hide.

Telepathic Bond. Although the liver leech cannot speak a language it can create telepathic utterances that can be heard and understood by its creator as long as they are no more than 120 feet from each other.

ACTIONS

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


Liver leeches are raised from freshly deceased bodies. They are small, silent, and easily hidden so they work well as early alarm systems or spies. While they are called liver leeches, this is somewhat of a misnomer. Once the ritual is done the host's liver, stomach, lungs, and heart all become separate liver leeches, looking just like their respective organ but gaining large black bug-like eyes and many small suction cup-like feet. They also gain a small sharp mouth to defend themselves. The stats of a liver leech do not change regardless of what organ it is spawned from.


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Sockmimic[edit]

Tiny monstrosity, neutral


Armor Class 13 (natural armor)
Hit Points 10 (4d4)
Speed 10 ft., climb 10 ft.


STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 11 (+0) 14 (+2) 7 (-2) 9 (-1)

Skills Deception +1, Stealth +4
Damage Vulnerabilities fire
Damage Resistances cold
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 8
Languages Common
Challenge 0 (10 XP)


False Appearance. While the sockmimic remains motionless, it is indistinguishable from an ordinary sock.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target is grappled (escape DC 9). Until this grapple ends, the creature is restrained, and the sockmimic can't bite another target.


made by Efk arts ,Emily styers Sock puppet

These mimics never developed fancy exteriors such as chests or books or barrels they instead found safety in hiding in "shells" such as socks or thin hats due to their lack of strength they cannot move things much heavier than a sock or a thin shirt due to the abundance of these "shells" in cities and villages they flourish in great number and it is not uncommon to find one or even ten hiding in your laundry or on your clothes lines when in a swarm they will sometimes tighten themselves into balls to improve speed without the sock they look like long leeches with spider legs on their base.

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Light Orb[edit]

Small elemental, neutral


Armor Class 15
Hit Points 14 (4d6)
Speed 0 ft., fly 40 ft. (hover)


STR DEX CON INT WIS CHA
1 (-5) 20 (+5) 10 (+0) 10 (+0) 14 (+2) 12 (+1)

Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities radiant, poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12
Languages Celestial, Primordial
Challenge 1 (200 XP)


Illumination. The orb sheds bright light in a 10-foot radius and dim light in an additional 10 feet.

Innate Spellcasting (1/Day). The orb can innately cast daylight, requiring no material components. Its innate spellcasting ability is Wisdom.

ACTIONS

Slam. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (3d6) radiant damage.


A sphere of elemental power infused with celestial energy, a light orb is made from multicolored lights that dance across its surface. It can summon magical light, and occasionally, tiny motes of harmless light burst out of its body.

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Tea Dragon[edit]

Medium dragon, neutral good


Armor Class 13 (natural armor)
Hit Points 35 (4d8 +3)
Speed 30 ft., climb 30 ft., fly 60 ft.


STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 18 (+4) 19 (+4) 21 (+5) 17 (+3)

Saving Throws Dex +4, Con +6, Wis +7, Cha +5
Skills Perception +7, Medicine +7
Damage Immunities poison
Condition Immunities poisoned, charmed
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 15
Languages Draconic, Common
Challenge 1 (200 XP)


ACTIONS

Tea Speak. The tea dragon can identify other creatures weaknesses and resistances through drinking tea and meditation.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d10+2) piercing damage.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (1d10+4) piercing damage.


The tea dragons are a noble race of serpentine eastern dragons that live in seclusion for most of their lives. Within their mountain lairs, they grow many herbs and leaves for making tea, which the dragons drink at least three gallons of each day. The tea they drink is used as a calming fluid for meditation and other light activities. Usually drinking three teas at one time, tea dragons hold the hottest cups lowest, so they have time to cool properly for drinking. Tea dragons are covered in colorful feathers and hairs, the use for these colors, however, are unknown. Most believe that they attract the butterflies that are commonly seen around tea dragons, as they may help in calming for meditation as well.


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Pygmy Dragon[edit]

Small dragon, neutral


Armor Class 13 (natural armour)
Hit Points 13 (3d6 + 3)
Speed 30 ft., fly 50 ft.


STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 13 (+1) 13 (+1) 11 (+0) 12 (+1)

Skills Stealth +6
Damage Immunities acid
Senses darkvision 60 ft., passive Perception 10
Languages Draconic
Challenge 1 (200 XP)


Nimble Escape. The dragon can take the Disengage or Hide action as a bonus action on each of its turns.

ACTIONS

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.

Acid Breath (Recharge 5-6). The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.


Pygmy dragons are small brown-scaled dragons that live in secluded caves and hidden vales. They are swift and evasive, ambushing prey before devouring it. A pygmy dragon prefers to hunt on the ground, using its flight to escape larger predators, harrying them from afar with acid.


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Iron Dragon Wyrmling[edit]

Medium dragon, lawful good


Armor Class 17 (natural armour)
Hit Points 32 (5d8 + 10)
Speed 30 ft., climb 30 ft., fly 60 ft.


STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 15 (+2) 12 (+1) 11 (+0) 12 (+1)

Saving Throws Dex +3, Con +4, Wis +2, Cha +3
Skills Perception +4, Stealth +3
Damage Immunities lightning
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
Languages Draconic
Challenge 1 (200 XP)


Sure-Footed. The dragon has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:

Lightning Breath. The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one.
Charming Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw. On a failed save, the creature is charmed by the dragon for 1 minute, regarding the dragon as a trusted friend to be heeded and protected. Although it isn't under the dragon's control, it takes the dragon's requests and actions in the most favourable way it can.
Each time the dragon or the dragon's companions do anything harmful to an affected creature, it may repeat the saving throw, ending the effect on itself on a success.


See Dragons (5e Creature)

Furred Drake Wyrmling[edit]

Small dragon, chaotic neutral


Armor Class 10 (natural armor)
Hit Points 15 (4d6 + 5)
Speed 20 ft.


STR DEX CON INT WIS CHA
8 (-1) 7 (-2) 8 (-1) 5 (-3) 8 (-1) 8 (-1)

Skills Investigation +2, Nature +2, Perception +2, Survival +2
Damage Resistances Cold
Senses darkvision 30 ft., passive Perception 10
Languages Drake
Challenge 1 (200 XP)


Limited Telepathy. Furred drakes can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language.

Keen Hearing and Smell. Furred drakes have advantage on Wisdom (Perception) checks that rely on hearing or smell.

ACTIONS

Bite. Melee Weapon Attack: reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.



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Walking Limb[edit]

Small monstrosity, chaotic neutral


Armor Class 13
Hit Points 27 (5d6 + 10)
Speed 25 ft.


STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 15 (+2) 7 (-2) 10 (+0) 16 (+3)

Saving Throws Dex +5, Cha +5
Skills Athletics +5, Sleight of Hand +5, Stealth +5
Damage Vulnerabilities fire
Damage Immunities psychic
Condition Immunities charmed
Senses passive Perception 10
Languages Common, understands Infernal but can't speak it
Challenge 1 (200 XP)


ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Choke. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: The target is grappled (escape DC 11). Until this grapple ends, the limb can't make choke attacks against other creatures.


A walking limb can either be part of one's arm or leg that was infected and has a monster growing from just below the elbow or knee. The small monster has a giant vertical mouth with small, sharp teeth. Small tentacles surround it's mouth and move unpredictably. The blood inside the monster runs green, when the walking limb dies, the parasite inside can escape, if the parasite itself isn't killed it can go on to infect another limb, causing it to start walking.
These creatures were discovered when a former guard died by dismemberment. Him and his limbs were left behind, allowing the creatures to infest them, allowing it to grow into a walking limb.


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