Tag: CR 4

D&D 5e Monster Challenge Rating 4

  • Mummy Monk

    Mummy Monk

    Zombie Monk
    Zombie Monk, AI generated image

    Mummy Monk

    Medium Undead, Lawful Evil

    Armour Class 15
    Hit Points 58 (9d8+18)
    Speed 40 ft.

    STRDEXCONINTWISCHA
    12161561112
    +1+3+2-2+0+1

    Saving Throws Wis +5

    Damage Resistances Bludgeoning, Piercing, and Slashing

    Damage Immunities Necrotic, Poisoned

    Condition Immunities CharmedExhaustionFrightenedParalyzedPetrifiedPoisoned

    Senses Passive Perception 10, Darkvision 60 ft.

    Languages Enarian

    Proficiency Bonus +3

    Challenge 4

    Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

    Spike Growth (Recharge 5-6): As a bonus action, the Animata can cast Spike Growth. The effect spreads rapidly out from where the Animata is standing and can’t be cast at range. The Animata is not affected by the spell and can move freely and without taking damage while in the affected area. If the Animata moves, the Spike Growth area remains where it was. The Animata does not need to concentrate to maintain the spell, but it only lasts 1 minute.

    Actions

    Multiattack. The mummy can use its Dreadful Glare and make one attack with its rotting fist, or make two rotting fist attacks.

    Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) bludgeoning damage plus (3d6)necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be diseased with mummy rot. The disease target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the disease reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The disease lasts until removed by the lesser restoration spell or other magic.

    Dreadful Glare. The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

    Shadow Step The mummy has the ability to step from one shadow into another. When it is in dim light or darkness, as a bonus action it can teleport up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. The mummy then has advantage on the first melee attack it makes before the end of the turn.

    Darkness As an action, the mummy can cast Darkness without providing material components. This can only be done once per day.

    Silence As an action, the mummy can cast Silence without providing material components. This can only be done once per day.

  • Kevin the Minotaur

    Kevin the Minotaur
    Kevin the Minotaur, AI-generated image

    Kevin the Minotaur

    Large Monstrosity, Chaotic Evil

    Armour Class 14 (natural armour)

    Hit Points 76 (11d10 + 33)

    Speed 40 ft.


    STRDEXCONINTWISCHA
    18 (+4)12 (+1)16 (+3)6 (-2)14 (+2)10 (+0)

    Skills Perception +7

    Damage Vulnerabilities Fire

    Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

    Damage Immunities Necrotic, Poison

    Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

    Senses blindsight 60 ft., Passive Perception 17

    Languages Abyssal

    Challenge 4 (700 XP)

    Proficiency Bonus +2

    Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone

    Labyrinthine Recall. The minotaur can perfectly recall any path it has travelled.

    Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

    Actions

    Multiattack. The minotaur mummy can make two attacks per round. It can use its Greataxe twice. Or it can make one Greataxe attack and one of either Dreadful Bellow or Gore attacks.

    Dreadful Bellow. The minotaur mummy targets one creature it can sense within 60 feet of it. If the target can hear the minotaur mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the minotaur mummy’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Bellow or Gaze of all mummies (but not mummy lords) for the next 24 hours.

    Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

    Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.