Page 329 - D&D 5e - SRD
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     STR	     DEX	     CON	     INT	     WIS	     CHA	     Speed	   30	   ft.	   
             	    15	   (+2)	    13	   (+1)	    14	   (+2)	    10	   (+0)	    11	   (+0)	    10	   (+0)	     	     STR	     DEX	     CON	     INT	     WIS	     CHA	   

             Skills	   Perception	   +4,	   Stealth	   +3	         	    7	   (−2)	    15	   (+2)	    12	   (+1)	    8	   (−1)	    11	   (+0)	    10	   (+0)	   
             Damage	   Immunities	   bludgeoning,	   piercing,	   and	     Damage	   Resistances	   bludgeoning,	   piercing,	   and	   
              slashing	   from	   nonmagical	   attacks	   not	   made	   with	     slashing	   from	   nonmagical	   attacks	   
              silvered	   weapons	   
                                                                   Damage	   Immunities	   fire	   
             Senses	   passive	   Perception	   14	                Senses	   darkvision	   60	   ft.,	   passive	   Perception	   10	   
             Languages	   Common	   (can’t	   speak	   in	   wolf	   form)	   
                                                                   Languages	   Ignan	   
             Challenge	   3	   (700	   XP)	   
                                                                   Challenge	   1/2	   (100	   XP)	   
             	   	   
                                                                   	   	   
             Shapechanger.	   The	   werewolf	   can	   use	   its	   action	   to	     Death	   Burst.	   When	   the	   magmin	   dies,	   it	   explodes	   in	   a	   
             polymorph	   into	   a	   wolf-  humanoid	   hybrid	   or	   into	   a	   wolf,	     burst	   of	   fire	   and	   magma.	   Each	   creature	   within	   10	   feet	   
             or	   back	   into	   its	   true	   form,	   which	   is	   humanoid.	   Its	     of	   it	   must	   make	   a	   DC	   11	   Dexterity	   saving	   throw,	   taking	   
             statistics,	   other	   than	   its	   AC,	   are	   the	   same	   in	   each	   form.	     7	   (2d6)	   fire	   damage	   on	   a	   failed	   save,	   or	   half	   as	   much	   
             Any	   equipment	   it	   is	   wearing	   or	   carrying	   isn’t	     damage	   on	   a	   successful	   one.	   Flammable	   objects	   that	   
             transformed.	   It	   reverts	   to	   its	   true	   form	   if	   it	   dies.	   
                                                                   aren’t	   being	   worn	   or	   carried	   in	   that	   area	   are	   ignited.	   
             Keen	   Hearing	   and	   Smell.	   The	   werewolf	   has	   advantage	     Ignited	   Illumination.	   As	   a	   bonus	   action,	   the	   magmin	   
             on	   Wisdom	   (Perception)	   checks	   that	   rely	   on	   hearing	   or	     can	   set	   itself	   ablaze	   or	   extinguish	   its	   flames.	   While	   
             smell.	   
                                                                   ablaze,	   the	   magmin	   sheds	   bright	   light	   in	   a	   10-  foot	   
             Actions	                                              radius	   and	   dim	   light	   for	   an	   additional	   10	   feet.	   
             Multiattack	   (Humanoid	   or	   Hybrid	   Form	   Only).	   The	     Actions	   
             werewolf	   makes	   two	   attacks:	   one	   with	   its	   bite	   and	   one	     Touch.	   Melee	   Weapon	   Attack:	   +4	   to	   hit,	   reach	   5	   ft.,	   one	   
             with	   its	   claws	   or	   spear.	                 target.	   Hit:	   7	   (2d6)	   fire	   damage.	   If	   the	   target	   is	   a	   
             Bite	   (Wolf	   or	   Hybrid	   Form	   Only).	   Melee	   Weapon	     creature	   or	   a	   flammable	   object,	   it	   ignites.	   Until	   a	   
             Attack:	   +4	   to	   hit,	   reach	   5	   ft.,	   one	   target.	   Hit:	   6	   (1d8	   +	   2)	     creature	   takes	   an	   action	   to	   douse	   the	   fire,	   the	   target	   
             piercing	   damage.	   If	   the	   target	   is	   a	   humanoid,	   it	   must	     takes	   3	   (1d6)	   fire	   damage	   at	   the	   end	   of	   each	   of	   its	   turns.	   
             succeed	   on	   a	   DC	   12	   Constitution	   saving	   throw	   or	   be	   
             cursed	   with	   werewolf	   lycanthropy.	           	    Manticore	   
             Claws	   (Hybrid	   Form	   Only).	   Melee	   Weapon	   Attack:	   +4	   
             to	   hit,	   reach	   5	   ft.,	   one	   creature.	   Hit:	   7	   (2d4	   +	   2)	   slashing	     Large	   monstrosity,	   lawful	   evil	   
             damage.	                                              Armor	   Class	   14	   (natural	   armor)	   
             Spear	   (Humanoid	   Form	   Only).	   Melee	   or	   Ranged	     Hit	   Points	   68	   (8d10	   +	   24)	   
             Weapon	   Attack:	   +4	   to	   hit,	   reach	   5	   ft.	   or	   range	   20/60	   ft.,	     Speed	   30	   ft.,	   fly	   50	   ft.	   
             one	   creature.	   Hit:	   5	   (1d6	   +	   2)	   piercing	   damage,	   or	   6	   
             (1d8	   +	   2)	   piercing	   damage	   if	   used	   with	   two	   hands	   to	     	     STR	     DEX	     CON	     INT	     WIS	     CHA	   
             make	   a	   melee	   attack.	                        	    17	   (+3)	    16	   (+3)	    17	   (+3)	    7	   (−2)	    12	   (+1)	    8	   (−1)	   
             	   
                                                                   Senses	   darkvision	   60	   ft.,	   passive	   Perception	   11	   
             Monsters (M)                                          Languages	   Common	   
                                                                   Challenge	   3	   (700	   XP)	   
             	                                                     	   	   
             Magmin	                                               Tail	   Spike	   Regrowth.	   The	   manticore	   has	   twenty-  four	   

             Small	   elemental,	   chaotic	   neutral	            tail	   spikes.	   Used	   spikes	   regrow	   when	   the	   manticore	   
             Armor	   Class	   14	   (natural	   armor)	           finishes	   a	   long	   rest.	   
             Hit	   Points	   9	   (2d6	   +	   2)	   






             Not	   for	   resale.	   Permission	   granted	   to	   print	   or	   photocopy	   this	   document	   for	   personal	   use	   only.	   	     System	   Reference	   Document	   5.1	       329	   
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