Vous êtes sur la page 1sur 7

D&D Denizens:

Underdark Monsters

An assortment of D&D monsters updated for 5E

Introduction: With so many monsters having been created for previous editions of the game,
only a portion could be included in the new fifth edition Monster Manual. This document up-
dates several of those older monsters absent from the new edition, specifically ones tied in
some way to the theme of madness or that might be found in the Underdark. These creatures
include the allip (CR 3), the crypt thing (CR 2), the ophidian (CR 1), the phantom fungus (CR
1), the shocker lizard (CR 1/2), and the thoqqua (CR 2).

A multitude of monsters for any Underdark campaign

by Scott Holden

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are prop-
erty of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained
herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Madness in the Allip
Medium undead, chaotic evil

Underdark Armor Class 12


Hit Points 39 (6d8 + 12)
Whoever fights monsters should see to it that in the pro-
cess he does not become a monster. And if you gaze long Speed 0 ft., fly 30 ft. (hover)
enough into an abyss, the abyss will gaze back into you.
—Friedrich Nietzsche STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 15 (+2) 8 (-1) 10 (+0) 16 (+3)

Revised Monsters Skills Stealth +4


Damage Resistances acid, cold, fire, lightning, thunder; blud-
The following monsters, from various earlier editions
geoning, piercing, and slashing from nonmagical weapons
of Dungeons & Dragons, have been updated here for
the fifth edition rules. Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
Allip grappled, paralyzed, petrified, poisoned, prone, re-
An allip is a nightmarish phantom, the spectral remains strained, unconscious
of a tortured soul who, driven to madness, took his or Senses darkvision 60 ft.; passive Perception 10
her own life. Inconsolable, hostile, and utterly mad, the Languages understands all languages it knew in life but
allip now exists solely to torment and haunt the living, can’t speak intelligibly
particularly those who might have mistreated it in life. Challenge 3 (700 xp)
In appearance, the allip is a ghostly shape, only
barely humanoid, like the twisted imagining of a luna- Incoherent Babble. Any creature other than another allip
tic. Its lower body trails away into nothingness, and it that starts its turn within 30 feet of the allip must succeed
leaves behind a momentary wisp of fog or inky dark- on a DC 13 Wisdom saving throw or be charmed. While
ness as it moves about. charmed by this effect, the creature is incapacitated and
Gibbering Madness. The allip alternately babbles, has a speed of 0. Each round, at the end of its turn, the
mutters, shrieks, laughs, moans, sobs, and mur- creature may make a new saving throw. On a successful
murs constantly, without any rhyme or reason. At saving throw, the creature is immune to the incoherent
most times it can easily be heard from talking dis- babble of all allips for 1 hour. Deafened creatures are im-
tance, although its screeching occasionally rises to mune to this effect.
ear-piercing cre- Incorporeal Movement. The allip can move through other
scendos, only to creatures and objects as if they were difficult terrain. It takes
subside to the 5 (1d10) force damage if it ends its turn inside an object.
faintest murmur-
Inscrutable Madness. The allip is immune to any effect
ing moments
that would sense its emotions or read its thoughts. Wis-
later. When the
dom (Insight) checks made to ascertain the allip’s inten-
allip senses liv-
tions or sincerity have disadvantage. Any creature that
ing creatures,
targets the allip with a telepathic or mind-reading spell
it has enough
or effect, such as detect thoughts, dominate monster, or
presence of
Rary’s telepathic bond, takes 11 (2d10) psychic damage.
mind to cease
(If you are using Madness rules, such as those from Out
muttering so
of the Abyss, then the creature using the telepathic or
that it can
mind-reading spell or effect also gains 1 madness level,
sneak up on
with no saving throw.)
its prey.
Turn Resistance. The allip has advantage on saving
throws against effects that turn undead.

Actions
Wisdom Drain. Melee Weapon Attack. +4 to hit, reach
5 ft., one target. Hit: 9 (2d6 + 2) psychic damage, and
the target’s Wisdom is reduced by 1d4. The target dies
if this reduces its Wisdom to 0. Otherwise, the reduc-
tion lasts until the target finishes a short or long rest.

2 D&D Denizens: Not for resale. Permision granted to print or photocopy this document for personal use only.
Underdark Monsters
Crypt Thing
Crypt Thing
Medium undead, neutral A crypt thing is a pale, skeletal being easily mistaken
for a lich or some other type of intelligent undead. It
always wears a deeply cowled robe, usually of plain
Armor Class 13 (natural armor)
manufacture. The crypt thing is almost invariably en-
Hit Points 84 (13d8 + 26) countered in its lair, and it is unlikely to attack if it is
Speed 30 ft. left undisturbed. When it is angered or irritated, the
creature’s eyes glow with a red light.
STR DEX CON INT WIS CHA Eternal Guardian. A crypt thing exists only to guard
10 (+0) 13 (+1) 14 (+2) 12 (+1) 15 (+2) 12 (+1) some object or location, typically watching over a reli-
gious treasure, tomb, or holy site. It normally rests in a
crypt or upon a seat or throne, often provided for it by
Saving Throws Wis +4, Cha +3 the being or group that imposed its charge. Most crypt
Skills Insight +4, Intimidation +5, Perception +4, things are willing to engage in civil conversation as long
Persuasion +5 as their interlocutors are not hostile or overbearing.
Damage Resistances cold, lightning, necrotic Solitary Warden. Most crypt things consider it a sa-
Damage Immunities poison cred duty to protect a particular site or treasure. However,
Condition Immunities charmed, exhaustion, fright- they are not eager to face armed foes, and they usually try
ened, paralyzed, poison, unconscious to deal with intruders in a brusque, non-confrontational
manner. The crypt thing relies on its scatter defilers power
Senses darkvision 60 ft.; passive Perception 14 to deal with aggressive, greedy, or boorish interlopers.
Languages Common, plus two other languages
Challenge 2 (450 xp)

Turn Resistance. The crypt thing has advantage on


saving throws against effects that turn undead.

Actions
Claws. Melee Weapon Attack. +3 to hit, reach 5 ft., one
creature. Hit: 8 (2d6 + 1) slashing damage.
Scatter Defilers (Recharge 6). The crypt thing tele-
ports any number of creatures it can see within 30
feet, sending each target 1d10x10 feet in a random di-
rection (determined individually). A target that suc-
ceeds on a DC 12 Wisdom saving throw is unaffect-
ed. A target that would be teleported into
a place already occupied by an object
or a creature instead arrives safely
in the nearest open square. This
ability otherwise functions as
the spell dimension door.

Reactions
Intuitive Dodge. The crypt
thing adds 2 to its AC
against one attack that
would hit it. To do so, the
crypt thing must be able
to see the attacker.

Not for resale. Permision granted to print or photocopy this document for personal use only. D&D Denizens: 3
Underdark Monsters
Ophidian
Ophidian
A degenerate race of snake-like humanoids, the ophid-
ians first appeared in the Forest of Wyrms millennia Medium monstrosity (ophidian), neutral evil
ago. The descendants of a human clan of snake-wor-
shiping cultists, they uncovered an ancient artifact or Armor Class 15 (natural armor, shield)
site dedicated to some lost reptile god, who blessed Hit Points 22 (5d8)
them with their current form. Speed 25 ft., climb 20 ft., swim 20 ft.
Most ophidians today dwell in the Serpent Hills and
serve the yuan-ti, although a few scattered tribes and STR DEX CON INT WIS CHA
sects live deep underground and serve other draconic
13 (+1) 14 (+2) 11 (+0) 7 (-2) 11 (+0) 10 (+0)
or diabolical beings.
An ophidian is an inelegant blend of humanoid and
Skills Perception +2, Stealth +4
serpent or lizard, with a wide, almost bloated body and
short, rather stubby limbs. Their tails are similarly Senses darkvision 60 ft.; passive Perception 12
short and thick, unlike the long, graceful tails of their Languages Common, Draconic
yuan-ti or naga masters. Their scales, when not shift- Challenge 1 (200 xp)
ing like a chameleon to match their background, range
from a sickly yellow-orange to rich cyan or pine green. Chameleon Skin. The ophidian has advantage on
Malicious Servants. Ophidians are not bright, and Dexterity (Stealth) checks made to hide.
they are generally servile. However, their meager intel-
ligence is tempered with a cruel cunning, and they en- Actions
joy making other creatures suffer. When dealing with Multiattack. The ophidian makes one cursed bite at-
other creatures, their masters must be very careful to tack and one scimitar attack.
give the ophidians specific orders, let the capricious
Cursed Bite. Melee Weapon Attack. +4 to hit, reach 5
snake-folk subvert their masters’ wishes or simply
ft., one target. Hit: 4 (1d4 + 2) piercing damage, and
botch their tasks as a result of needless spite.
the target’s Dexterity is reduced by 1d4. If a target’s
Vicious Warriors. Ophidi- Dexterity is reduced to 0 this way, then the target
ans typically disdain ranged is paralyzed and suffers from a terrible curse, trans-
weapons, favoring weap- forming rapidly into an ophidian over the course of
ons that allow them to the next 1d4+1 hours. A greater restoration, heal, re-
fight up close. They have move curse, or wish spell can halt and reverse this
an unhealthy lust for effect; once the transformation is complete, only a
fighting, perhaps be- wish spell can reverse it.
cause they truly enjoy
Scimitar. Melee Weapon Attack. +4 to hit, reach 5 ft.,
watching other crea-
one target. Hit: 5 (1d6 + 2) slashing damage.
tures die. In fact, the only
thing that gives an ophid-
ian greater pleasure than
seeing an enemy collapse
and bleed out is to watch
other humanoids
transform — pain-
fully and slowly
— into ophidians
like themselves.

4 D&D Denizens: Not for resale. Permision granted to print or photocopy this document for personal use only.
Underdark Monsters
Phantom Fungus Phantom Fungus
The phantom fungus is a strange carnivorous plant
Medium plant, unaligned
creature of the Underdark. The fungus exudes a strange
chemical that effectively renders it invisible. Only upon
death, after the enzyme on its skin begins to break down, Armor Class 14 (natural armor)
does the creature become visible to the naked eye. Hit Points 30 (4d8 + 12)
When seen in its natural form, either with magic Speed 20 ft., climb 20 ft.
such as true seeing or after the thing has been slain,
the phantom fungus is truly bizarre. Its brownish- STR DEX CON INT WIS CHA
green body is composed of a tough, fibrous material, 14 (+2) 10 (+0) 16 (+3) 3 (-4) 11 (+0) 6 (-2)
similar to the inner bark of a rubber tree. Its four
stout legs are only minimally flexible, giving the crea-
Skills Perception +2, Stealth +4
ture an odd, galloping gait.
Senses blindsight 30 ft., darkvision 120 ft.; passive
Atop the creature sit a series of sensory organs, thick
Perception 12
bundles of tubes, each tube having its own long, serrat-
ed tongue appendage. These tubes and tongues func- Languages —
tion as both sight and smell organs, while the creature Challenge 1 (200 xp)
hears via holes located on its sides, just under the larger
tubelike organs. Amid the bundles, in the roughly oval Invisible. The phantom fungus is invisible.
body mass, is a large mouth filled with rows of sharp
teeth similar to those of some predatory fish. Actions
Lone Ambusher. The phantom fungus prefers to Bite. Melee Weapon Attack. +4 to hit, reach 5 ft., one
hunt alone and to ambush its prey. Once it senses an target. Hit: 6 (1d8 + 2) piercing damage.
edible creature nearby, it moves to attack from behind
or above. It is cunning enough to avoid large
groups of creatures, but otherwise it seeks
to attack food sources almost as soon as
it senses them. Phantom fungi have been
known to hunt in small, loose packs,
but this behavior is highly unusual.
Tireless Hunter. A phantom fungus
pursues prey indefatigably, without
need for rest or sleep. If it encounters
a group of prey creatures that seem
capable of defending themselves
through large numbers, a phantom
fungus will shadow them for many
hours, waiting patiently to pick off
one or more creatures that deviate
from the group.

Not for resale. Permision granted to print or photocopy this document for personal use only. D&D Denizens: 5
Underdark Monsters
Shocker Lizard Shocker Lizard
A shocker lizard is a sleek, blue-tinged lizard about
Small monstrosity, unaligned
the size of a small dog or large cat. They normally live
in pairs, perhaps with clutches of young about, or in
some cases amid colonies of as many as a dozen adults Armor Class 13 (natural armor)
plus their young. Hit Points 16 (3d6 + 6)
Shocker lizards are fierce predators, but they normally Speed 30 ft., climb 20 ft., swim 20 ft.
subsist on fish, insects, rats and mice, or other small
subterranean creatures. However, they are very territori- STR DEX CON INT WIS CHA
al, and when larger creatures encroach or stumble upon
8 (-1) 15 (+2) 14 (+2) 2 (-4) 12 (+1) 8 (-1)
them, the lizards stand their ground and warn interlop-
ers off with loud, staccato bursts of electricity.
Skills Perception +3, Stealth +4
Creatures foolish enough to aggravate or attack the
lizards often find themselves swarmed by two or more Damage Immunities lightning
of the creatures, whose bizarre bioelectric organs can Senses darkvision 60 ft., lightning sense; passive
produce deadly shocks, particularly when the crea- Perception 13
tures work together. Languages —
Fierce Bravado. A shocker lizard is unlikely to square Challenge 1/2 (100 xp)
off against a creature much larger than itself unless it is
protecting its mate or its young or it is starving. However, Lightning Sense. The shocker lizard automatically
when they are encountered in numbers or if they are detects any electrical discharge within 120 feet, in-
protecting their lair, these creatures are notoriously fear- cluding the distance and direction of its source.
less. In most cases, they warn creatures off by producing
Pack Tactics. The shocker lizard has advantage on
rapid, loud clicking noises, actually created by a series of
attack rolls against a creature if at least one of the
tiny electrical discharges.
lizard’s allies is within 5 feet of the creature and
Lightning Defense. The shocker lizard always pre- the ally isn’t incapacitated.
fers its shock attack if it is forced to fight, biting only
when a shock is not available. Against larger creatures Actions
in particular, they greatly prefer to attack in numbers,
Bite. Melee Weapon Attack. +4 to hit, reach 5 ft., one
relying on their deadly lethal shocks to defend them-
target. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4)
selves and their territory. If an enemy seems unhurt
lightning damage.
by their shocks, the creatures attempt to flee, seek-
ing out tiny cracks and crevasses that larger creatures Shock (Recharge 4-6). Melee Weapon Attack. +4 to hit,
cannot reach. reach 5 ft., one target. Hit: 5 (2d4) lightning damage.

Reactions
Lethal Shock. When an ally within 10 feet
of the shocker lizard hits a target with
a shock attack and the shocker lizard’s
own shock is currently available (i.e.,
it has not yet been used or it has re-
charged), the lizard may use its reaction
to release a burst of electricity dealing 5
(2d4) lightning damage to all creatures
within 10 feet. Each creature may make
a DC 12 Dexterity saving throw to reduce
this damage by half. For every other
shocker lizard within the 10-foot radius
whose shock attack is also available, the
lethal shock damage increases by 1d4.
All shocker lizards that contribute to le-
thal shock damage in this way effectively
discharge their own shock attack.

6 D&D Denizens: Not for resale. Permision granted to print or photocopy this document for personal use only.
Underdark Monsters
Thoqqua Thoqqua
Thoqqua are a species of worm hailing from the El- Medium elemental, unaligned
emental Plane of Fire. They often cross back and forth
from that plane to the Material Plane or the Elemen-
Armor Class 14 (natural armor)
tal Plane of Earth through portals found deep in the
earth, within floes of magma. Hit Points 68 (8d8 + 32)
A thoqqua is a foul-tempered, hostile creature, prone Speed 30 ft., burrow 20 ft.
to aggressive behavior, although it does not attack out
of hunger. The thoqqua actually feeds on rare, pre- STR DEX CON INT WIS CHA
cious minerals found deep within the earth, and those 15 (+2) 13 (+1) 18 (+4) 6 (-2) 12 (+1) 9 (-1)
who offer a thoqqua a sizable enough portion of min-
erals such as gold, rare crystals, or gems to eat might
Skills Perception +3, Survival +3
soothe its demeanor, at least for a while.
Damage Immunities fire
A typical adult thoqqua is 1 to 2 feet in diameter
and about 6 feet long. Much larger specimens have Senses darkvision 60 ft., tremorsense 60 ft.; passive
been reported, however. Segmented like an enormous Perception 13
earthworm, the reddish-brown creature glows with an Languages understands Primordial but can’t speak
unearthly heat; in particular, its head, shaped vaguely Challenge 2 (450 xp)
like a dull arrow or spear tip, smolders with a heat like
a forge, making the air shimmer around it. Heated Body. A creature that touches the thoqqua
Surly Aggressor. In most cases, a thoqqua is much or hits it with a melee attack while within 5 feet of it
more likely to attack than ignore creatures it encoun- takes 7 (2d6) fire damage.
ters. Its first instinct is generally to crush and burn Illumination. The thoqqua sheds bright light in a 10-
anything that moves. It is an unimaginative combat- foot radius and dim light for an additional 10 feet.
ant, simply lurching toward foes and smashing them
Tunneler. The thoqqua can burrow through solid rock
until they stop moving.
at half its burrow speed and leaves a 2-foot-diameter
Wandering Devourer. Thoqqua do not normally lair, tunnel in its wake.
and their lives are spent tunneling through the earth,
always seeking minerals to consume. Some areas of Actions
the Underdark, once rich with minerals and gems, are
now little more than a crisscrossing network of tho- Slam. Melee Weapon Attack. +4 to hit, reach 5 ft., one
qqua tunnels. target. Hit: 4 (1d6 + 2) bludgeoning damage plus 7
(2d6) fire damage. If the target is a creature or a flam-
mable object, it ignites. Until a target takes an action
to douse the fire, the target takes 3 (1d6) fire damage
at the end of each of its turns.

Not for resale. Permision granted to print or photocopy this document for personal use only. D&D Denizens: 7
Underdark Monsters

Vous aimerez peut-être aussi