Tomb of Horrors Bestiary
Tomb of Horrors Bestiary
TRAITS
Ethereal:
The
apparition
is
ethereal.
Immunities:
The
apparition
cannot
be
paralyzed,
petrified,
put
to
sleep,
stunned,
turned,
rebuked,
or
knocked
prone.
It
is
immune
to
disease
and
poison.
ACTIONS
Melee
Attack—Corrupting
Touch:
+9
to
hit
(reach
5
ft.;
one
creature).
Hit:
20
(4d8
+
2)
necrotic
damage.
Horrifying
Visage:
Each
creature
within
50
feet
of
the
apparition
that
can
see
it
must
make
a
DC
10
Wisdom
saving
throw.
Failed
Save:
The
creature
ages
4d10
years
and
is
frightened
for
1
minute.
As
an
action,
the
frightened
creature
can
make
a
DC
10
Wisdom
check
to
no
longer
be
frightened,
but
only
a
greater
restoration
spell
can
undo
the
unnatural
aging.
Successful
Save:
The
creature
is
immune
to
the
apparition’s
horrifying
visage
for
the
next
24
hours.
This
immunity
also
applies
once
the
frightened
effect
ends.
Possession
(Recharge
6):
The
apparition
chooses
a
living
creature
within
5
feet
of
it.
The
chosen
creature
must
make
a
DC
10
Charisma
saving
throw.
Failed
Save:
The
apparition
vanishes
into
the
target.
For
the
next
24
hours,
the
apparition
controls
the
target’s
actions.
Successful
Save:
The
target
is
not
possessed
and
is
immune
to
the
apparition’s
possession
for
the
next
24
hours.
The
apparition
can
leave
its
host
at
any
time
(no
action
required),
ending
the
possession.
A
turn
undead
effect
or
a
greater
restoration
spell
that
targets
the
possessed
creature
automatically
drives
out
the
apparition.
Whether
TRAITS
ACTIONS
Fiery
Demise:
When
the
efreeti
dies,
it
disappears
in
a
Multiattack:
The
gargoyle
makes
one
bite
attack,
two
flash
of
fire
and
a
puff
of
smoke,
leaving
behind
embers
claws
attacks,
and
one
gore
attack.
and
any
gear
it
was
carrying
or
wearing.
Melee
Attack—Bite:
+8
to
hit
(reach
5
ft.;
one
creature).
Immunities:
The
efreeti
is
immune
to
fire.
Hit:
12
(2d6
+
5)
piercing
damage.
Telepathy:
The
efreeti
can
communicate
telepathically
Melee
Attack—Claws:
+8
to
hit
(reach
5
ft.;
one
creature).
with
any
creature
within
100
feet
that
speaks
or
Hit:
16
(2d10
+
5)
slashing
damage.
understands
a
language.
Melee
Attack—Gore:
+8
to
hit
(reach
5
ft.;
one
creature).
ACTIONS
Hit:
10
(1d10
+
5)
piercing
damage.
Multiattack:
The
efreeti
makes
two
scimitar
attacks.
ENCOUNTER
BUILDING
Melee
Attack—Scimitar:
+9
to
hit
(reach
10
ft.;
one
Level
11
XP
5,120
creature).
Hit:
13
(2d6
+
6)
slashing
damage
and
10
(3d6)
fire
damage.
Smoke
Form
(Recharge
6):
The
efreeti
polymorphs
into
a
10-‐foot-‐diameter
cloud
of
smoke.
In
this
form,
it
cannot
take
actions
and
cannot
be
harmed,
but
it
can
pass
through
the
smallest
gaps.
The
efreeti
can
take
an
action
to
end
the
effect.
Spellcasting:
The
efreeti
casts
one
of
the
following
spells:
at
will—detect
magic,
produce
flame;
1/day—enlarge,
invisibility,
polymorph.
Once
per
month,
it
can
cast
wish,
but
never
for
its
own
gain
or
benefit.
The
efreeti
uses
Intelligence
as
its
magic
ability,
and
the
saving
throw
DC
to
resist
its
spells
is
13.
ENCOUNTER
BUILDING
Level
10
XP
3,900
ENCOUNTER
BUILDING
Level
9
XP
2,910
TRAITS
TRAITS
Despair:
Any
living
creature
hostile
to
the
mummy
that
Formless:
The
jelly
can
squeeze
through
gaps
that
are
at
starts
its
turn
within
25
feet
of
the
mummy
must
make
a
least
1
inch
wide.
DC
10
Wisdom
saving
throw.
Failed
Save:
The
target
is
frightened
for
1
minute.
While
frightened,
the
target
is
Immunities:
The
jelly
is
immune
to
lightning
and
slashing
paralyzed
but
can
use
its
action
to
make
a
DC
10
Wisdom
damage
(see
also
Reactions
below).
It
cannot
be
charmed,
check
to
end
this
effect.
Successful
Save:
The
target
is
frightened,
or
knocked
prone.
immune
to
the
mummy’s
Despair
trait
for
the
next
24
hours.
This
immunity
also
applies
once
the
effect
ends.
Resistances:
The
jelly
is
resistant
to
acid.
Immunities:
The
mummy
is
immune
to
disease
and
Spider
Climb:
The
jelly
can
climb
on
smooth
walls
and
poison.
It
cannot
be
paralyzed,
stunned,
or
put
to
sleep.
It
upside
down
on
horizontal
surfaces.
does
not
need
to
eat,
breathe,
or
sleep.
ACTIONS
Resistances:
The
mummy
is
resistant
to
bludgeoning,
Melee
Attack—Slam:
+5
to
hit
(reach
5
ft.;
one
creature).
piercing,
and
slashing
damage.
Hit:
9
(2d6
+
2)
acid
damage.
Vulnerability:
The
mummy
is
vulnerable
to
fire.
REACTIONS
Split:
When
an
ochre
jelly
with
10
hit
points
or
more
takes
ACTIONS
lightning
or
slashing
damage,
it
splits
into
two
jellies,
each
Melee
Attack—Rotting
Touch:
+5
to
hit
(reach
5
ft.;
one
with
hit
points
equal
to
half
of
the
jelly’s
current
hit
points,
creature).
Hit:
6
(1d6
+
3)
bludgeoning
damage
plus
3
rounded
down.
(1d6)
necrotic
damage,
and
the
target
must
make
a
DC
10
Constitution
saving
throw.
Failed
Save:
The
target
is
ENCOUNTER
BUILDING
cursed
with
mummy
rot.
While
cursed,
it
cannot
regain
hit
Level
4
XP
180
points,
and
its
hit
point
maximum
drops
by
10
for
every
24
hours
that
elapse.
If
its
hit
point
maximum
drops
to
0
or
lower,
the
target
dies.
A
remove
curse
spell
cast
on
the
target
ends
the
curse.
ENCOUNTER
BUILDING
Level
5
XP
300
TRAITS
TRAITS
Immunities:
The
skeleton
cannot
be
frightened
or
Immunities:
The
zombie
cannot
be
frightened.
It
is
charmed.
It
is
not
a
living
creature,
so
it
is
immune
to
immune
to
disease
and
poison,
and
it
cannot
be
put
to
disease
and
poison.
It
cannot
be
put
to
sleep
or
turned.
sleep.
Magic
Resistance:
The
skeleton
gains
advantage
on
saving
Spell
Absorption:
Any
spell
that
includes
the
zombie
as
a
throws
against
magical
effects.
target
is
absorbed
by
it
and
has
no
effect.
Once
the
zombie
has
absorbed
12
or
more
levels
of
spells,
it
loses
Resistances:
The
skeleton
is
resistant
to
piercing
and
this
trait.
slashing
damage.
Zombie
Fortitude:
When
the
zombie
takes
damage
that
Vulnerabilities:
The
skeleton
is
vulnerable
to
bludgeoning
would
reduce
it
to
0
hit
points
or
fewer,
it
must
make
a
damage.
DC
10
Constitution
saving
throw.
On
a
successful
save,
the
zombie
is
instead
reduced
to
1
hit
point.
ACTIONS
Multiattack:
The
skeleton
makes
two
scimitar
attacks.
ACTIONS
Melee
Attack—Slam:
+7
to
hit
(reach
5
ft.;
one
creature).
Melee
Attack—Scimitar:
+7
to
hit
(reach
5
ft.;
one
Hit:
15
(3d8
+
2)
bludgeoning
damage.
creature).
Hit:
11
(2d6
+
4)
slashing
damage
plus
10
(3d6)
necrotic
damage.
ENCOUNTER
BUILDING
Level
6
XP
630
ENCOUNTER
BUILDING
Level
10
XP
3,220