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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

