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Nothic                                             Spider Climb. The jelly can climb difficult surfaces, including

             Medium aberration, neutral evil                    upside down on ceilings, without needing to make an
                                                                ability check.
             Armor Class 15 (natural armor)                     Actions
             Hit Points 45 (6d8 + 18)
             Speed 30 ft.                                       Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one
                                                                target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6)
                STR   DEX    CON      INT    WIS    CHA         acid damage.
               14 (+2)   16 (+3)   16 (+3)   13 (+1)   10 (+0)   8 (−1)
                                                                Reactions
             Skills Arcana +3, Insight +4, Perception +2, Stealth +5  Split. When a jelly that is Medium or larger is subjected to
             Senses truesight 120 ft., passive Perception 12    lightning or slashing damage, it splits into two new jellies if it
             Languages Undercommon                              has at least 10 hit points. Each new jelly has hit points equal
             Challenge 2 (450 XP)                               to half the original jelly’s, rounded down. New jellies are one
                                                                size smaller than the original jelly.
             Keen Sight. The nothic has advantage on Wisdom
             (Perception) checks that rely on sight.           An ochre jelly is a yellowish ooze that can slide under

             Actions                                           doors and through narrow cracks in pursuit of creatures
                                                               to devour.
             Multiattack. The nothic makes two claw attacks.
             Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.   Octopus
             Hit: 6 (1d6 + 3) slashing damage.
                                                                Small beast, unaligned
             Rotting Gaze. The nothic targets one creature it can see
             within 30 feet of it. The target must succeed on a DC 12   Armor Class 12
             Constitution saving throw against this magic or take 10 (3d6)   Hit Points 3 (1d6)
             necrotic damage.                                   Speed 5 ft., swim 30 ft.
             Weird Insight. The nothic targets one creature it can see      STR  DEX  CON  INT  WIS    CHA
             within 30 feet of it. The target must contest its Charisma     4 (−3)   15 (+2)   11 (+0)   3 (−4)   10 (+0)   4 (−3)
             (Deception) check against the nothic’s Wisdom (Insight)
             check. If the nothic wins, it magically learns one fact or secret   Skills Perception +2, Stealth +4
             about the target. The target automatically wins if it is immune   Senses darkvision 30 ft., passive Perception 12
             to being charmed.                                  Languages —
                                                                Challenge 0 (10 XP)
            A nothic is a monstrous creature with terrible talons and
            a single great eye. When driven to violence, it uses its   Hold Breath. While out of water, the octopus can hold its
            horrific gaze to rot the flesh from its enemies’ bones.  breath for 30 minutes.
                                                                Underwater Camouflage. The octopus has advantage on
             Ochre Jelly                                        Dexterity (Stealth) checks made while underwater.
             Large ooze, unaligned                              Water Breathing. The octopus can breathe only underwater.

             Armor Class 8                                      Actions
             Hit Points 45 (6d10 + 12)                          Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one
             Speed 10 ft., climb 10 ft.
                                                                target. Hit: 1 bludgeoning damage, and the target is grappled
                                                                (escape DC 10). Until this grapple ends, the octopus can’t
                STR   DEX    CON      INT    WIS    CHA         use its tentacles on another target.
               15 (+2)   6 (−2)   14 (+2)   2 (−4)   6 (−2)   1 (−5)
                                                                Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-
             Damage Resistances acid                            radius cloud of ink extends all around the octopus if it is
             Damage Immunities lightning, slashing              underwater. The area is heavily obscured for 1 minute,
             Condition Immunities blinded, charmed, deafened,   although a significant current can disperse the ink. After
              exhaustion, frightened, prone                     releasing the ink, the octopus can use the Dash action as a
             Senses blindsight 60 ft. (blind beyond this radius),   bonus action.
              passive Perception 8
             Languages —
             Challenge 2 (450 XP)

             Amorphous. The jelly can move through a space as narrow as
             1 inch wide without squeezing.





                                                                                           Chapter 12: Monsters
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                           D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.
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