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Catatonia | Simple Weapon
Catatonia
Weapon (greatclub), uncommon
Simple weapon, Melee weapon, 1d4 bludgeoning – light
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
On a critical hit, this weapon causes the enemy to go unconscious in addition to the damage dealt.
The club is fashioned of bright aged hardwood and the grip is worn from use. Strips of leather wrap around the head of the club and are adorned with small runes that are tough to see with the naked eye.
Adventure Hook. A group of bandits on the Msingi Road is said to be able to rob a caravan without killing anyone. Rumor has it they have a special weapon that knocks people unconscious before they steal all their valuables. The Good King Moricarn has a bounty out for any bandits or vandals captured on the road.

This work features art by Daniel F. Walthall, found at: drivethrurpg.com/product/181517, available under a CC BY 4.0 license: creativecommons.org/licenses/by/4.0/ Related Posts
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Raikata | Martial Weapon
Raikata
Weapon (greatsword), uncommon
Martial weapon, Melee weapon, 2d6 slashing – heavy, two-handed
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Once per day, when an attack meets your AC exactly you can add +1 to your AC turning it into a missed attack. Recharges on a long rest.
The original wielder of Raikata was a legendary fighter able to block incredible blows from their enemies. Each wielder has etched their name into the leather grip contributing a part of themselves to the power of the blade.
Adventure Hook. In order to claim the sword you must pass the Stone Trials of the Caomhnóir Ioka. Finding the villages of Caomhnóir requires a deep expedition into the jungles of Chéad Bhaile where many dangerous creatures call the ancient rainforest home. Among the trees lie the ruins of fallen civilizations and those that guard them.

This work features art by Daniel F. Walthall, found at: drivethrurpg.com/product/181517, available under a CC BY 4.0 license: creativecommons.org/licenses/by/4.0/ Related Posts
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Where You Can Find Me

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Good luck with your next session. I believe in you. See you in the future.
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d20 One Time Monster Abilities
Here is a list of 20 one-time-use special attacks or actions that can be used for any monster. Especially the low CR monsters. I like to make sure at least one baddie stands out in an encounter and this list is always a good start.
Roll a d20 or choose your own. Once per day or once per short/long rest.
- Multiattack. The monster makes two attacks.
- Perception Check. The monster makes a Wisdom (Perception) check.
- Misty Step. The monster can teleport up to 30 feet to an unoccupied space they can see.
- Parry. The monster can use a reaction to add 2 to its AC, turning a successful attack into a failed one.
- Cantrip. The monster casts a cantrip.
- Disengage. The monster can take the disengage action as a bonus action.
- Explode. The monster destroys itself in a fiery blast. Each creature within 10 ft. must make a DC 10 + 1/2(CR) Dexterity saving throw. A target takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
- Paralyze. On a successful attack, the target must succeed on a DC 10 + 1/2(CR) Constitution saving throw or be paralyzed until the end of its next turn.
- Charge. If the monster moves at least 10 feet in a straight line right before attacking a creature and hits with the attack, that target must succeed on a DC 10 + 1/2(CR) Strength saving throw or be knocked prone.
- Invisible. As a bonus action, the monster can magically turn invisible until the start of its next turn or until it attacks, makes a damage roll, or forces someone to make a saving throw.
- Inspiration. The monster can use a bonus action to choose one creature other than itself within 60 feet of you who can hear you. That creature gains one Inspiration die, a d6.
- One Luck Point. Whenever the monster makes an attack roll, ability check, or saving throw, you can spend one luck point to roll an additional d20.
- Help Action. The monster can aid a friendly creature in attacking a creature within 5 feet of you and the first attack roll is made with advantage.
- Apply Poison. As a bonus action, the monster licks its weapon adding poisoned saliva. On a successful attack, the target takes an extra 2d6 poison damage.
- Frighten. Any creature within 10 ft. must make a DC 10 + 1/2(CR)Wisdom saving throw or be frightened for 1 minute.
- Charm. Any creature within 10 ft. must make a DC 10 + 1/2(CR) Wisdom saving throw or be charmed for 1 minute.
- Trip. On a successful attack, the target must succeed on a DC 10 + 1/2(CR) Strength saving throw or be knocked prone.
- Grapple. On a successful unarmed strike, the target is Grappled, and the grapple’s escape DC 10 + 1/2(CR).
- Sneak Attack. Deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll or another enemy of the target is within 5 feet of it.
- Wand of Magic Missile. The creature uses the last charge of a Wand of Magic Missiles.

This work features art by Dean Spencer. Got any abilities that should be added to the list? Let me know in the comments below!
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Build-A-Goon | Monster
Need a quick mook for an encounter? Here’s one that scales easily. All you need are a few dice.
Instructions. Each goon starts with this generic stat block:
AC 13. HP 13 (3d6+3). Attack (Melee), Attack (Ranged), +4 to hit, 4 damage (1d6+1).
Use the following tables to determine some attributes and customize the goons. Roll once, or choose once, for each category. Samples are provided at the end as well as a way to scale them up per tier in D&D fifth edition.
1d4 combat role. controller, defender, lurker, skirmisher.
1d6 type. cultist, skeleton, goblins, pixies, robot, wolf.
1d8 special ability. stealth, magic resistance, disengage, pack tactics, burrowing, spider-climb, fly, damage immunity (1d6. fire, acid, cold, bludgeoning, piercing, slashing).
1d10 melee. slam, short sword, claw, bite, club, handaxe, maul, dagger, fist, scimitar.
1d12 range. dagger, bow, dark bolt, fire breath, rock, crossbow, javelin, spit acid, poison dart, mind strike.
1d20 description. scarred, dirty, rash, judgmental, clumsy, hostile, meek, eager, witty, repulsive, fiery, pious, aloof, clever, short, envious, noisy, petty, surly, attractive.

Made with Monsterizer by RPGBOT Examples.
Short Robot Controller. AC 13. HP 13 (3d6+3). Slam (M), Spit Acid (R), +4 to hit, 4 damage (1d6+1). Burrowing.
The Controller Goon is going to attempt to move enemies around the battlefield and put them on their back foot. Crowd control is the name of the game here using difficult terrain and adverse effects.
Meek Cultist Skirmisher. AC 13. HP 13 (3d6+3). Scimitar (M), Dark Bolt (R), +4 to hit, 4 damage (1d6+1). Disengage.
The Skirmisher Goon will weave its way through the melee in search of the squishy in the back. A large battlefield with lots of cover is the best terrain for a skirmisher.
Clever Wolf Lurker. AC 13. HP 13 (3d6+3). Bite (M), Poison Dart (R), +4 to hit, 4 damage (1d6+1). Stealth.
The Lurker Goon will hide in the shadows and attack their opponents when they get the chance. Ambushing targets and getting back into hiding while making them difficult to target.
Noisy Skeleton Defender. AC 13. HP 13 (3d6+3). Short Sword (M), Bow (R), +4 to hit, 4 damage (1d6+1). Damage Immunity: Piercing.
The Defender Goon is on the front lines and takes damage so others don’t have to. Defenders love narrow choke points and absorbing damage for weaker
For Higher Levels
Tier 2: AC 14. HP 27 (6d6+6). 2 attacks, Attack (Melee), Attack (Ranged), +4 to hit, 8 damage (2d6+1).
Short Robot Controller. AC 14. HP 27 (6d6+6). 2 attacks, Slam (M), Spit Acid (R), +4 to hit, 8 damage (2d6+1). Burrowing.
Tier 2 bumps up the average damage per round to 16 per goon.
Tier 3: AC 14. HP 36 (8d6+8). 3 attacks, Attack (Melee), Attack (Ranged), +5 to hit, 10 damage (2d6+3).
Meek Cultist Skirmisher. AC 14. HP 36 (8d6+8). 3 attacks, Scimitar (Melee), Dark Bolt (Ranged), +5 to hit, 10 damage (2d6+3). Disengage.
Tier 3 sees the DPR jump up to 30.
Tier 4: AC 15. HP 45 (10d6+10). 4 Attacks, Attack (Melee), Attack (Ranged), +6 to hit, 13 damage (3d6+3). 2 special abilities.
Clever Wolf Lurker. AC 15. HP 45 (10d6+10). 4 attacks, Bite (M), Poison Dart (R), +6 to hit, 13 damage (3d6+3). Stealth. Disengage.
Tier 4 goons could average up to 52 per round if they land all 4 attacks.

Extra Options.
Death Flare: explodes at 0 HP, all within 5ft dex save 13 vs 1d6 damage. Increase the distance, saving throw, and damage by 1 for each tier.
1d6 Magic Items. healing potion, alchemists fire, wand of magic missiles, brooch of flying, a ring of jumping, +1 weapon.
1d8 AOE Attack. fog cloud, frightening gaze, darkness, sickening aura, thunderwave, spirit guardians, faerie fire, fireball
Minion Rules and Cleave Thru. Minions use minimum HP as a damage threshold, 6 HP at tier 1 and 12 HP at tier 4 for example. If the attack deals damage equal to or greater than the damage threshold the minion drops to 0 HP. If the damage is less than the damage threshold the minion takes no damage. If the damage is greater than the threshold any leftover damage may be applied to a nearby minion.
Example: 5 tier 1 minions with a minimum HP of 6. A successful attack deals 16 damage, dropping two minions to 0 HP, with 4 damage leftover being absorbed by a third minion leaving 3 minions with a 6 HP threshold.
Super Horde. This is for when you want to use a ton of minions against a group of powerful PCs. Each minion has 1 HP and however much damage is dealt to the horde that’s how many minions are killed by the attack.
Files.
This zip file has Monsterizer Stat Blocks for each tier, generic, and examples. Also includes text files with the JSON for the Monsterizer Import/Export function. If you want to make your own stat block with the Monsterizer using these details just take one of the generic or example files, import it into Monsterizer, and add the details. Be sure to export the new PNG and JSON data when you are done!
https://rpgbot.net/dnd5/tools/monsterizer/
Feel free to add or change any of the options here. This is just a starting point. Other types of creatures or even weapons could be swapped out. The only limit is your imagination!
Appendix.
Battle Maps. If you are looking for a map to use with these goons I always have good luck using maps from Dyson Logos. I highly suggest the following two maps. A couple waves of goons with a big one at the end with a couple minions to help is a good start.
Definitions.
Stealth. The goon can use a bonus action to Hide.
Magic Resistance. The goon has advantage on saving throws versus spells and magical effects.
Disengage. The goon can use a bonus action to disengage.
Pack Tactics. The goon has advantage on melee attacks when attacking an enemy within 5 feet of an ally.
Burrowing. The goon can move underground at their normal speed.
Spider-Climb. The goon can climb walls and ceilings with no penalty or ability check.
Fly. The goon can fly at their normal speed.
Damage Immunity. The goon takes no damage of a selected type (1d6. fire, acid, cold, bludgeoning, piercing, slashing).
Is there anything you think should be added to the options? Leave any questions or requests in the comments below.
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d20 Pet Names
Roll a d20 and let me know what you got in the comments!
- Harvest, a brave and carefree red and white Irish setter
- Blossom, a reserved and ignorant golden-doodle
- Rosie, a wide-eyed and mischievous Labrador
- Punchy, the humorous but greedy turtle
- Chili, the friendly and vain dachshund
- Willow, the cautious but enthusiastic greyhound
- Larry, the brave and ambitious cat
- Popcorn, the shifty and greedy chicken
- Julio, the cheery but ignorant donkey
- Glissinda, the roisterous and optimistic squirrel
- Jolene, the worried and loving llama
- Truffle, the sly and suspicious pig
- Juniper, the optimistic and soft-spoken brindle horse
- Brothers Gizmo (paranoid and friendly) and Cozmo (ambitious and suspicious)
- Charles, the greedy and brazen schnauzer
- Twins Ginger (superior and ignorant) and Otis (loyal and wise), cocker spaniels
- Roberta, the brash but well-spoken turkey
- Fernando, the opportunistic and greedy houseplant
- Pumpernickel, the ignorant and reserved flying squirrel
- Lemon, the carefree and cheery duck

This work features art by Dean Spencer Drop your requests for ttrpg homebrew magic items, monsters, or random tables in the comments below.
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Fortune | Legendary Weapon
Fortune
Martial Weapon (naginata), legendary (requires attunement)
+2 naginata, martial weapon, melee weapon, 1d10 slashing – heavy, reach, two-handed
While you are attuned to the weapon and it is on your person:
- Luck. You can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can’t be used again until the next dawn.
- Martial Instinct. Your instincts are honed to that of an ancient warrior so much that you have advantage on initiative rolls.
- Ancient Memories. You gain expertise in Intelligence (History) checks you make about warfare, armed forces, or soldiering.
The shaft of the weapon was made from an old ebony tree deep in the heart of the Indicar Valley. The naginata features a two-foot-long curved blade at the end bearing the image of a fox head.
This ancient weapon has been carried by many warriors who proved themselves lucky against powerful mages. Whoever bears this weapon dreams of past wielders of the glaive giving the user untold knowledge as if they lived the events themselves. The medallion burns the flesh of the undead and blocks the user from being touched with magic.
Adventure Hook. Rumor has it a famous collector of history keeps the naginata on display in their hidden museum. Another famous personality has put out a large reward to anyone that can steal the great weapon and present it to them in person.
Adventure Hook. Over time the wielder will notice in the dreams a medallion with the same fox head tied to the base of the blade. Further dreams will show the location of where the medallion is being kept: the Museum of Antiquity in the city of Tanei, the Nama Ruda capital.
If you are asking yourself if this is based on a weapon from the Wheel of Time you would be correct. The series has been a big inspiration for me so I thought I would share my version of Mat Cauthon’s legendary weapon, the Ashandarei.
Drop your requests for ttrpg homebrew magic items, monsters, or random tables in the comments below.
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Inspired Specter | Monster
It’s that time of the year for spooky stuff. I used this one in a session a couple weeks back to great effect. Having the Specter first act invisibly will put the players on edge. I combined the design principles of LevelUp 5e’s Monstrous Menagerie, the Legendary Bestiary, and Matt Colville to create the Inspired Specter.

Made with RPGBots Monsterizer Combat.
The specter will always start combat while invisible first throwing objects or even trying to throw the PCs themselves. It will become visible when it first uses its life drain attack. The specter will use its legendary actions to move around the battlefield and focus it’s hatred on those doing the most damage to it.
Sources of Inspiration
Matt Colville’s Action-Oriented Monsters – https://www.youtube.com/watch?v=y_zl8WWaSyI
Legendary Bestiary: Legendary Actions for Low-Level Monsters – https://www.drivethrurpg.com/product/307926/Legendary-Bestiary-Legendary-Actions-for-LowLevel-Monsters
LevelUp 5e Monstrous Menagerie – https://enpublishingrpg.com/collections/level-up-advanced-5th-edition-a5e/products/level-up-monstrous-menagerie-a5e?variant=41366519775426
Drop your requests for ttrpg homebrew magic items, monsters, or random tables in the comments below.
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Inspired Ogre Zombie | Monster
Combining the design principles of LevelUp 5e’s Monstrous Menagerie, the Legendary Bestiary, and Matt Colville; I present to you the Inspired Orge Zombie.

Made with Monsterizer from RPGBOT Combat.
If combat starts in melee the ogre zombie is going to use Sweeping Strike, and if it needs to get into position it will use the Lumber About legendary action. Next, it’s going to make an attempt to grab one of the characters either with Grab or Lunging Grasp then take a Bite out of them to regain some HP. When it’s looking dire the Ogre Zombie will toss or knock back a character to make some room so it can attack with Blinding Gore.
Sources of Inspiration
Matt Colville’s Action-Oriented Monsters – https://www.youtube.com/watch?v=y_zl8WWaSyI
Legendary Bestiary: Legendary Actions for Low-Level Monsters – https://www.drivethrurpg.com/product/307926/Legendary-Bestiary-Legendary-Actions-for-LowLevel-Monsters
LevelUp 5e Monstrous Menagerie – https://enpublishingrpg.com/collections/level-up-advanced-5th-edition-a5e/products/level-up-monstrous-menagerie-a5e?variant=41366519775426
Drop your requests for ttrpg homebrew magic items, monsters, or random tables in the comments below.
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Ialie the Arcane Giant Spider | Monster
Ialie and her cluster have spent generations in an ancient abandoned Dwarven temple. The magic in the temple has seeped into the spiders and over time has caused the carapace to fuse with the ore surrounding the buried temple. Now the giant spider is able to reflect almost any magic that targets them.

Made with Monsterizer from RPGBOT Description.
Formed from the experiments of mages long past these giant spiders have been infused with a mineral known as aechronite. Being able to reflect all magic directly targeted at them has confused and defeated many that have confronted them over the centuries. Those who lived to tell the tale have been passing the false rumor that the spiders are powerful magic users hoarding an untold amount of weapons and coins.
Ialie and her cluster want to be left alone with no interference from humanoids. They will attack any who threaten harm or encroach too far into their territory.
Adventure Hook. An old rumor says there’s a giant spider in the mountain with the hardest hide known in the land. Cliste the Blacksmith has a reward of 300 gp for a full Arcane Giant Spider exoskeleton.
Combat.
Ialie will first attempt to put as many opponents to sleep with her ‘Slumber’ ability. Then she will restrain the nearest opponent so she can poison and paralyze them. If any of her brood are threatened she can use the ‘Now You See Me’ ability to quickly cross the battlefield. Their immediate goal is protecting and feeding the cluster of arcane spiders. Once bloodied she will bite as many foes as she can before escaping with her brood deeper into the nest.
History.
With a History or Nature check, characters can learn the following:
DC 10 The carapace looks similar to the unique mineral that the mountain is known for (aechronite).
DC 15 The carapace and the unique mineral are known to reflect any magic that directly targets it.
DC 20 Ialie and her cluster were the results of an experiment in ancient history that fused the aechronite with the exoskeletons of various monstrosities.
Behavior.
- Attacks on sight
- Lounging in the web
- Expanding the web area
- Demand surrender, tribute, or retreat
Signs.
- Giant spider webs growing in frequency
- Spider web cocoons of various sizes
- Sparkly obsidian ore that reflects magic called aechronite
- A loud purring or scratching sound that grows louder and then suddenly stops
Harvesting.
DC 10 – Spider Venom – The venom of this giant spider causes powerful paralysis when ingested. Use: Can be used to coat up to 10 pieces of slashing or piercing ammunition, or two slashing or piercing weapons. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Once applied, the poison retains potency for 1 hour. Value: 30 gp.
DC 15 – Spider Fangs – The large fang of the giant spider is a little too unwieldy to use as an actual weapon. They do however make fantastic ceremonial daggers and are used in dark magic rituals. Value: 16 gp.
DC 20 – Spider Carapace – The aechronite chitin of this giant spider is what gives it the anti-magic properties. When smelted it becomes an almost impenetrable barrier against both weapons and magic. Value: 300 gp. Crafting: +1 medium or heavy armor with the Reflective Carapace feature.
Sources of Inspiration
Matt Colville’s Action-Oriented Monsters – https://www.youtube.com/watch?v=y_zl8WWaSyI
Legendary Bestiary: Legendary Actions for Low-Level Monsters – https://www.drivethrurpg.com/product/307926/Legendary-Bestiary-Legendary-Actions-for-LowLevel-Monsters
LevelUp 5e Monstrous Menagerie – https://enpublishingrpg.com/collections/level-up-advanced-5th-edition-a5e/products/level-up-monstrous-menagerie-a5e?variant=41366519775426
Hamund’s Harvesting Handbook: A Complete Guide to Harvesting and Crafting in D&D 5e – https://www.dmsguild.com/product/276213/Hamunds-Harvesting-Handbook-A-Complete-Guide-to-Harvesting-and-Crafting-in-DD-5e
Drop your requests for ttrpg homebrew magic items, monsters, or random tables in the comments below.
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