Homebrew Monsters

Gremlin

 * Small humanoid (gremlin), Lawful Evil


 * Challenge 1/4 (50 XP)

Stats

 * Armor Class 13 (Studded Leather)


 * Hit Points 15 (4d6+1)


 * Speed 30 ft.


 * STR 7 (-2)


 * DEX 15 (+2)


 * CON 7 (-2)


 * INT 15 (+2)


 * WIS 8 (-1)


 * CHA 12 (+1)

Skills & Proficiencies

 * Skills: +2 Acrobatics, +2 Intimidation


 * Damage Vulnerabilities: Necrotic, Poison


 * Damage Resistances: Fire, Ice, Lightning


 * Senses: Darkvision 60 Ft., Passive Perception 8


 * Languages: Common, Gremlin

Traits

 * Shielded: The gremlin is affixed to a large shield behind them. This shield cannot be disarmed, but it can be broken. The shield has a DC of 18.


 * Scurry: If the gremlin ever finds themselves in peril, they will attempt to flee and use a Healing Potion when out of harm's way. A gremlin has one Healing Potion on them at all times.

Reactions

 * Dodge: If a successful attack roll against the gremlin is not higher than 2 above their AC, they can use their reaction to roll a 1d20. On a 19 or higher, the gremlin dodges the attack.

Actions

 * Multiattack: The gremlin can swing twice with their wrench.


 * Wrench (Warhammer): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) bludgeoning damage.


 * Crossbow, Repeating: 2 clips, 10 shots each. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: (1d8 + 2) piercing damage.


 * Block: The gremlin can choose to turn around and defend themselves with their shield. They are resistant to Slashing, Piercing, and Bludgeoning damage, and gain +2 to their AC.


 * Dash: The gremlin dashes up to half their movement speed if they are not on difficult terrain. Dash does not provoke Opportunity attacks.

Gremlin Stalker

 * Small humanoid (gremlin), Lawful Evil


 * Challenge 1/4 (50 XP)

Stats

 * Armor Class 11 (Leather)


 * Hit Points 15 (4d6+1)


 * Speed 30 ft.


 * STR 7 (-2)


 * DEX 15 (+2)


 * CON 7 (-2)


 * INT 15 (+2)


 * WIS 8 (-1)


 * CHA 12 (+1)

Skills & Proficiencies

 * Skills: +3 Acrobatics, +4 Sneak


 * Damage Vulnerabilities: Necrotic, Poison


 * Damage Resistances: Fire, Ice, Lightning


 * Senses: Darkvision 60 Ft., Passive Perception 12


 * Languages: Common, Gremlin

Traits

 * Cloaked: While unharmed for 3 turns on more, the gremlin can vanish from sight. It takes a successful DC 15 Wisdom (Perception) check to spot a gremlin that has vanished within 30ft. A creature that is adjacent while unaware of the gremlin is surprised by the gremlin.


 * Scurry: If the gremlin ever finds themselves in peril, they will attempt to flee and use a Healing Potion when out of harm's way. A gremlin has one Healing Potion on them at all times.

Reactions

 * Dodge: If a successful attack roll against the gremlin is not higher than 2 above their AC, they can use their reaction to roll a 1d20. On a 19 or higher, the gremlin dodges the attack.

Actions

 * Multiattack: The gremlin can swing twice with their saw.
 * Saw Slash (Dagger): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) Slashing damage.
 * Saw Toss: 10 ammo. Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: (1d4 + 4) Slashing damage.
 * Poison Coat: The gremlin can use a bonus action to coat up to 3 weapon with poison. When successfully attacking, the coated weapon deals an additional 1d6 poison damage.
 * Dash: The gremlin dashes up to half their movement speed if they are not on difficult terrain. Dash does not provoke Opportunity attacks.

Construct Guardian

 * Large Construct, True Neutral
 * Challenge 1 (200 XP)

Stats

 * Armor Class 15 (natural armor)
 * Hit Points 60 (8d10 + 16)
 * Speed 30 ft.
 * STR 14 (+2)
 * DEX 4 (-3)
 * CON 14 (+2)
 * INT 6 (-2)
 * WIS 10 (+0)
 * CHA 4 (-3)

Skills & Proficiencies

 * Damage Immunities: Poison
 * Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
 * Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10
 * Languages: Understands commands given in any language but can't speak
 * Proficiency Bonus: +2

Traits

 * Bound: The guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.
 * Self-Repair: The guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.

Reactions

 * Shield: When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.

Actions

 * Multiattack: The guardian makes two sword slashing attacks.
 * Sword Slash: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Spectral Guardian

 * Large Spectre, True Neutral
 * Challenge 1 (200 XP)

Stats

 * Armor Class 17 (spectral plate armor)
 * Hit Points 50 (8d10 + 6)
 * Speed 30 ft.
 * STR 14 (+2)
 * DEX 4 (-3)
 * CON 6 (-2)
 * INT 8 (-1)
 * WIS 12 (+1)
 * CHA 14 (+2)

Skills & Proficiencies

 * Damage Resistances: Slashing, Bludgeoning, and Piercing attacks from non-magical sources
 * Damage Immunities: Poison
 * Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
 * Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10
 * Languages: Understands commands given in any language but can't speak
 * Proficiency Bonus: +2

Traits

 * Bound: The guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.
 * Spell Storing: A spellcaster who wears the guardian's amulet can cause the guardian to store up to three spells of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spells have no effect but are stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts a stored spell with any parameters set by the original caster, requiring no components. When a spell is cast is it lost, and any new spells stored will cause the first spell casted on the guardian to be lost.

Reactions

 * Shield: When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.

Actions

 * Multiattack: The guardian makes two sword slashing attacks.
 * Sword Slash: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.