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Special Traits for Monsters

Special Traits for Monsters

Every monster in Dungeons and Dragons has unique traits that make it what it is. These traits include spellcasting, attacks, Legendary Actions, senses, languages, saves, and skill proficiencies. However, what about those sort of – listed traits that don’t fall into those categories? Well, that’s called a ‘Special Trait’, and they’re on most stat blocks for monsters. 

Special Traits normally encompass passive abilities, such as auras, particularly special senses, additional damage under certain conditions, certain resistances, and basically any other ability that doesn’t fall under the other categories of the stat block. 

When homebrewing monsters, I tend to add abilities that are thematic to the creature, but don’t necessarily fit as an Action or otherwise. Passive abilities and traits can transform a monster into something dynamic! But – what if you can’t think of anything! I’m here to help with that. 

Instead of just throwing up a bunch of random traits in one big list, I decided to categorize them by the type of monster. Chances are, the monster you’re cooking up fits into one of D&D’s 14 categories: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiend, giants, humanoids, monstrosities, oozes, plants, and undead. As a note, I did not include dragon traits below, since most dragons’ stats do not involve passive abilities and instead have special actions and breaths. While this list is mostly a compilation of existing Special Traits, I’ve included some of my homebrew ones, which are marked with a *. 

Also – feel free to grab things outside of your monster’s category, if you like being spicy. In fact, with a lot of the official traits, while I found them on one creature type, I categorized them under a different creature type that I thought fit the vibe. If you want to learn more about monster stat blocks in general, check out this article where I break them down

Flexible Traits 

These traits can really be added to any creature that it would make sense for! They don’t allude to any particular nature or aesthetic, and can instead be added for balancing purposes – or because it sounds neat. 

  1. Magic Resistance. The [monster] had advantage on saving throws against spells and other magical effects

  2. Limited Magic Immunity. The [monster] is unaffected by spells of [#] level or lower. (Note: this is normally no higher than 6th level)

  3. Antimagic Cone. The [monster]’s gaze creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, it decides which way the cone faces. The cone doesn’t function while the eye is closed or while the [monster] is blinded.

  4. Regeneration. The [monster] regains [#] hit points at the start of its turn. If it takes [damage type] damage, this trait doesn’t function at the start of its next turn. The [monster] dies only if he starts its turn with 0 hit points and doesn’t regenerate. (Note: this trait is normally interrupted by Radiant damage)

  5. Sunlight Sensitivity. While in sunlight, the [monster] has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight

  6. Sunlight Hypersensitivity. The [monster] takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

  7. Rejuvenation. When [a condition is met], a destroyed [monster] gains a new body in 1d10 hours, with all its hit points. The new body appears within 1 mile of (location related to condition). (Note: Monsters with the rejuvenation trait are usually bound to something or someone, so their rejuvenation relies on that person or thing still being intact/alive.)

  8. Standing Leap. The [monster]’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

  9. Sure-Footed. The [monster] has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

  10. Powerful Build. The [monster] is considered to be one size larger for the purpose of determining its carrying capacity.

  11. Spider Climb. The [monster] can climb difficult surfaces, like walls and upside down on ceilings, without needing to make an ability check.

  12. Fey Ancestry. The [monster] has advantage on saving throws against being charmed, and magic can’t put the [monster] to sleep.

  13. Flyby. The [monster] doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

  14. Avoidance. If the [monster] is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

  15. Reactive. The [monster] can take one reaction on every turn in a combat.

  16. Shapechanger. The [monster] can use its action to polymorph into [specific creature or hybrid] or back into its true form. Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

  17. Amphibious. The [monster] can breathe air and water

Aberration Special Traits

Aberrations are strange, alien-like creatures that often originate from the Astral Sea or the Abyss. They usually sport multiple eyes, tentacles, psychic abilities, and just have that eldritch vibe. Here’s some traits to draw madness from your players!

  1. Telepathy. The [monster] can telepathically communicate with a creature it can see within [range] ft. When it does so, the targeted creature may respond, even if it doesn’t see the [monster].

  2. Probing Telepathy. When [monster] communicates with a creature via telepathy, it learns that creature’s greatest desires as long as the [monster] can see them.

  3. Telepathic Hub. The [monster] can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The [monster] can let those creatures telepathically hear each other while connected in this way.

  4. Creature Sense. The [monster] is aware of the presence of any creatures within [range] ft of it if they have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.

  5. Stunning Gaze. When a creature that can see the [monster]’s eyes starts its turn within 30 feet of the [monster], the [monster] can force it to make a DC [#] Wisdom saving throw if the [monster] isn’t incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn.

    Unless surprised, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can’t see the [monster] until the start of its next turn, when it can avert its eyes again. If the creature looks at the [monster] in the meantime, it must immediately make the save.

  6. Death Throes. When the [monster] dies, all the magical energy within it explodes. Creatures within 10 ft of the [monster] must make a DC [#] Dexterity saving throw, taking 13 (3d8) force damage on a failed save, half as much on a successful one. 

  7. Mimicry. The [monster] imitates small sounds and words it has heard, in any language. A creature who hears it can make a DC [#] Wisdom (Insight) check to discern the sounds are imitations.

  8. Dimensional Lock. Other creatures can’t teleport to or from a space within 60 feet of the [monster]. Any attempt to do so is wasted.

  9. Aberrant Quickness. Can be used once before a short or long rest. The [monster] can take an extra action on its turn.

  10. Shielded Mind. The [monster] is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.

  11. Ethereal Awareness. The [monster] can see ethereal creatures and objects.

  12. Psychic Leech. At the start of each of the [monster]’s turns, each creature within 5 feet of it must succeed on a DC [#] Wisdom saving throw or take 10 (3d6) psychic damage.

  13. Aura of Shrieks. Creatures within 20 feet of the [monster] that aren’t [creature type] have disadvantage on saving throws, as well as on attack rolls against creatures other than the [monster].

  14. Sense Magic. The [monster] senses magic within [#] feet of it at will. This trait otherwise works like the detect magic spell but isn’t itself magical.

Beast Special Traits

Beasts are, typically, normal animals, such as wolves, deer, bears, birds, dinosaurs, vaguely fantasy-like boars, etc. They tend not to have any excessive magical qualities, but instead have physical attributes that are typical to their build.

  1. Web Sense. While in contact with a web, the [monster] knows the exact location of any other creature in contact with the same web.

  2. Web Walker. The [monster] ignores movement restrictions caused by webbing.

  3. Pounce. If the [monster] moves at least 20 feet straight toward a creature and then hits it with an attack on the same turn, that target must succeed on a DC [#] Strength saving throw or be knocked prone. If the target is prone, the [monster] can make one attack against it as a bonus action.

  4. Pack Tactics. The [monster] has advantage on an attack roll against a creature if at least one of the [monster]’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

  5. Poisonous Skin. Any creature that grapples the [monster] or otherwise comes into direct contact with the [monster]’s skin must succeed on a DC [#] Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the [monster] can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  6. Parent’s Rage*. If the [monster] sees their offspring take any damage, at the beginning of their next turn, they have advantage on their Attack rolls against the creature who dealt the damage.

  7. Water Dependency. If the [monster] isn’t immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The [monster] can recover from this exhaustion only through magic or by immersing itself in water for at least 1 hour.

  8. Unconditional Bond*. The [monster] is emboldened when serving as a companion to a Humanoid. When bonded, the [monster] gains advantage on Attack rolls it makes when within 5 ft of their bonded Humanoid, and can take the Help action as a Bonus Action, provided the task they’re helping with is something they’re capable of.

  9. Extraordinary Leap. The distance of the [monster] long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to move 3 feet.

  10. Swarm. The [monster] can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can’t regain hit points or gain temporary hit points.

  11. Dive Attack. If the [monster] is flying and dives at least 30 feet straight toward a target and then hits it with a melee attack, the attack deals an extra 3 (1d6) damage to the target.

  12. Keen Senses. The [monster] has advantage on Wisdom (Perception) checks that rely on smell. (NOTE: The monster’s superior sense could be sight, hearing, smell, or all, or only a couple.)

  13. Slippery. The [monster] has advantage on ability checks and saving throws made to escape a grapple.

Celestials Special Traits

Celestials are holy creatures deriving from the Upper Planes. The most ubiquitous examples are Angels, but they can also include cherubs, holy beasts, and otherwise divine creatures of the Heavens. As such, their traits often reflect their deeply good nature. 

  1. Weight of Ages. Any [creature type] (except an [monster’s type]) that starts its turn within 5 feet of the [monster] has its speed reduced by 20 feet until the start of that creature’s next turn.

  2. Angelic Weapons. The [monster]’s weapon attacks are magical. When the [monster] hits with any weapon, the weapon deals an extra 4d8 radiant damage.

  3. Holy Aura*. Evil-aligned creatures who start their turn within 30 ft of the [monster] take 11 (4d6) Radiant damage.

  4. Second Chances*. When the [monster] fails a saving throw, they can choose to reroll that save with advantage. This can only be done once before finishing a long rest.

  5. Heaven’s Fury*. When the [monster] drops below half its hit points, all of its Attacks deal an additional 2d6 Radiant damage until it heals back to full hit points, or it dies.

  6. Divine Awareness. The [monster] knows if it hears a lie.

Construct Special Traits 

Constructs are creatures created with inorganic material, such as metal or stone, or a combination of organic and inorganic material. They include robots, statues, and clockwork automatons. Because of their unusual nature, they often have strong defenses against enchantment magic, and aren’t affected by certain abilities. Constructs can also include animated objects, such as flying swords and moving armor. 

  1. Immutable Form. The [monster] is immune to any effect that would alter its form.

  2. Faultless Tracker. The [monster] is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature or object the master has seen before. The [monster] knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The [monster] can have only one such quarry at a time. The [monster] also always knows the location of its master.

  3. Antimagic Susceptibility. The [monster] is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.

  4. Acid Absorption. Whenever the [monster] is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt. (NOTE: You can replace the damage that causes this effect with another damage type.)

  5. Berserk. Whenever the [monster] starts its turn with 60 hit points or fewer, roll a d6. On a 6, the [monster] goes berserk. On each of its turns while berserk, the [monster] attacks the nearest creature it can see. If no creature is near enough to move to and attack, the [monster] attacks an object, with preference for an object smaller than itself. Once the [monster] goes berserk, it continues to do so until it is destroyed or regains all its hit points.

  6. Axiomatic Mind. The [monster] can’t be compelled to act in a manner contrary to its nature or its instructions.

  7. Selective Thoughts*. The [monster] is immune to psychic damage, and is immune to the Charmed and Frightened conditions. Additionally, if an effect requires a minimum Intelligence score to work against a creature, even if the [monster]’s Intelligence meets the threshold, they are unaffected as if it did not meet the threshold.

Elemental Special Traits

Elementals are beings who embody one of the four major elements: earth, air, fire, and water. While they may look like beasts or aberrations, they always have some manifestation of their element. 

  1. Air Form. The [monster] can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

  2. Watery Advantage. While submerged in liquid, the [monster] has advantage on attack rolls.

  3. Stone Camouflage. The [monster] has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

  4. In Their Element*. When the [monster] is within 30 ft of [water, fire, wind, earth] at the start of combat, they gain 3d6 Temporary hit points.

  5. Tunneler. The [monster] can burrow through solid rock at half its burrowing speed and leaves a 2½-foot-diameter tunnel in its wake.

  6. Freeze. If the [monster] takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

  7. Partial Freeze. If the [monster] takes [#] cold damage or more during a single turn, the [monster] partially freezes; until the end of its next turn, its speed(s) are reduced to 20 feet, and it makes attack rolls with disadvantage.

  8. Water Form. The [monster] can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

  9. Fire Form. The [monster] can move through a space as narrow as 1 inch wide without squeezing.
    Any creature that touches the [monster] or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the [monster] can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage.
    With a touch, the [monster] can also ignite flammable objects that aren’t being worn or carried (no action required).

  10. Illumination. The [monster] sheds bright light in a [#] foot radius and dim light for an additional [#] feet.

  11. Misty Form. The [monster] can occupy another creature’s space and vice versa. In addition, if air can pass through a space, the mist can pass through it without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The [monster] can’t manipulate objects in any way that requires fingers or manual dexterity.

  12. Earth Glide. The [monster] can burrow through nonmagical, unworked earth and stone. While doing so, the [monster] doesn’t disturb the material it moves through.

  13. Elemental Demise. If the [monster] dies, its body disintegrates into a warm breeze, leaving behind only equipment the [monster] was wearing or carrying. (NOTE: What the body disintegrates into depends on the element they represent i.e. a puff of smoke for fire, water vapor for water, etc.)

  14. Invisible in Water. The [monster] is invisible while fully immersed in water.

  15. Water Bound. The [monster] dies if it leaves the water to which it is bound or if that water is destroyed. (NOTE: You can also have an elemental be bound to another home element, like a boulder, torch, or container.)

  16. Treasure Sense. The [monster] can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it.

Fey Special Traits

The Fey are creatures who originate from the Feywild, the positive reflection of the Material Plane. However, that doesn’t necessarily mean all Fey are fairies and pixies. Some Fey creatures are much more sinister, like hags and death caps. No matter if they’re of the Summer or Winter courts, Seelie or Unseelie, nearly all Fey are tricksters, and delight in mischief (even if it’s immoral, in some cases.) 

  1. Staff of Flying. The [monster] has a flying speed if astride a magic staff or broom that it has attuned to. If this attuned staff or broom is destroyed or lost, they must craft another, which takes a year and a day. Only the [monster] can use the staff/broom in this way.

  2. Enchanting Presence. Any non-Fey creature that starts its turn within 60 feet of the [monster] must make a DC [#] Wisdom saving throw. On a failed save, the creature becomes charmed by the [monster] for 1 minute. On a successful save, the creature becomes immune to any [monster]’s Enchanting Presence for 24 hours.

    Whenever the [monster] deals damage to the charmed creature, the charmed creature can repeat the saving throw, ending the effect on itself on a success. (NOTE: You can adjust this Trait so it inflicts the frightened condition instead)

  3. Friend of the Forest*. When the [monster] rolls Initiative, any Beasts within 30 ft of them must roll a DC [#] Wisdom saving throw. On a failure, they are Charmed by the [monster] and roll Initiative as well, regarding the [monster] as a loyal ally. If they succeed, they are not Charmed. If a Charmed Beast takes damage, they reroll the saving throw, the Charm ending on a success. Otherwise, it lasts until combat ends, or the [monster] dies.

  4. Mischievous Movement*. When the [monster] is hit with a melee attack, if they choose to, they teleport up to 30 ft. to a place they can see, nullifying the damage of the attack. This can only be done once per turn.

  5. Blurred Movement. Attack rolls against the [monster] have disadvantage unless it is incapacitated or its speed is 0.

  6. Outsize Strength. While grappling, the [monster] is considered to be Medium. Also, wielding a heavy weapon doesn’t impose disadvantage on its attack rolls.

  7. Speak with Beasts and Plants. The [monster] can communicate with beasts and plants as if they shared a language.

Fiend Special Traits

Fiends are devils, demons, and yugoloths – creatures who derive from the Lower Planes and are generally evil-aligned. They’re very flame-and-poison-centric most of the time, but they also can have some variety from sinister charming abilities to formidable damage capabilities. 

  1. Devil’s Sight. Magical darkness does not impede the [monster]’s darkvision.

  2. Dread. Any creature, other than a devil/demon/yugoloth, that starts its turn within 10 feet of [monster] must succeed on a DC [#] Wisdom saving throw or be frightened of the [monster] until the start of its next turn. A creature succeeds on this saving throw automatically if the [monster] wishes it or if they’re incapacitated.

  3. Fire Banishment. When the [monster] starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC [#] Charisma saving throw or be instantly banished to [home Plane of Existence].

  1. Soul Feeding. The [monster] can feed on the corpse of a Fey or Humanoid it killed within the past 10 minutes. This feeding takes at least 1 minute, and it destroys the corpse. The victim’s soul is trapped in the [monster] for 24 hours, after which time it is digested and the person is incapable of being revived. If the [monster] dies before the soul is digested, the soul is released. While a soul is trapped in the [monster], any magic that tries to restore the soul to life has a 50 percent chance of failing and being wasted.

  2. Rotting Presence. When any creature that isn’t a fiend starts its turn within 30 feet of the [monster], that creature must succeed on a DC [#] Constitution saving throw or take 3 (1d6) necrotic damage.

  3. Aura of Bloodthirst. If the [monster] isn’t incapacitated, any allied creature can make a melee attack as a bonus action while within 10 feet of the [monster].

  4. Infernal Despair. Each creature within 30 feet of [monster] that isn’t a devil/demon/yugoloth makes saving throws with disadvantage.

  5. Assume Form. The [monster] can assume the appearance of any Medium Humanoid it eats. It remains in this form for 1d6 days, during which time the form gradually decays until, when the effect ends, the form sloughs from the [monster]’s body.

  6. Demonic Shadows. The [monster] darkens the area around its body in a 10-foot radius. Nonmagical light can’t illuminate this area of dim light.

  7. Devour Soul. A [monster] can eat the soul of a creature it has killed within the last hour, provided that creature is neither a Construct nor an Undead. The devouring requires the [monster] to be within 5 feet of the corpse for at least 10 minutes, after which it gains a number of Hit Dice (d8s) equal to half the creature’s number of Hit Dice. Roll those dice, and increase the [monster]’s hit points by the numbers rolled. For every 4 Hit Dice the [monster] gains in this way, its attacks deal an extra 3 (1d6) damage on a hit. The [monster] retains these benefits for 6 days. A creature devoured by a [monster] can be restored to life only by a wish spell.

  8. Contamination. The [monster] emits an aura of corruption 30 feet in every direction. Vegetation withers in the aura, and the ground in the aura is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC [#] Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this [monster]’s Contamination for 24 hours.

  9. Fire Aura. At the start of each of the [monster]’s turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the [monster] or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

  10. Shadow Stealth. While in dim light or darkness, the demon can take the Hide action as a bonus action.

  11. Hellish Weapons. The [monster]’s weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit.

Giant Special Traits

Giants are – well, they’re giant! They often take on the appearance of bipedal humanoids, embodying elements like cold, storms, and fire, and use their massive builds and weapons to their advantage. They tend to have strong defensive capabilities that shield them from harm as well. 

  1. Fire Absorption. Whenever the [monster] is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt.

  2. Dual Shields. The [monster] carries two shields, which together give the giant +3 to its AC.

  3. Siege Monster. The [monster] deals double damage to objects and structures.

Humanoid Special Traits

Humanoids are basically mortal creatures, including most of the playable races. Naturally, that means they can have a ton of unique traits, depending on their dispositions and talents, whether they’re mages or martials, etc. Personally, I prefer to build humanoid NPCs as monsters, rather than with PC sheets, because it allows a lot more flexibility with their abilities. While you could get away with some of the traits in the other categories, here’s some that work for humanoids in particular!

  1. Indomitable. Can be use (#) times a day. The [monster] rerolls a saving throw.

  2. Cavalry Training. When the [monster] hits a target with a melee attack while mounted, the mount can use its reaction to make one melee attack against the same target.

  3. Discern Lie. The [monster] discerns when a creature in earshot speaks a lie in a language the [monster] knows.

  4. Army Arcana. When the [monster] casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.

  5. Unarmored Defense. While the [monster] is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

  6. Evasion. If the [monster] is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the [monster] instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided the thief isn’t incapacitated.

  7. Soul Thirst. When it reduces a creature to 0 hit points, the [monster] can gain temporary hit points equal to half the creature’s hit point maximum. While the [monster] has temporary hit points from this trait, it has advantage on attack rolls.

  8. Ambusher. The [monster] has advantage on initiative rolls.

  9. Cunning Opportunist. The [monster] has advantage on the attack rolls of opportunity attacks.

  10. Suave Defense. While the [monster] is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.

  11. Survivor. The [monster] regains 10 hit points at the start of its turn if it has fewer than half its hit points but at least 1 hit point.

  12. Reckless. At the start of its turn, the [monster] 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.

  13. Brute. A melee weapon deals one extra die of its damage when the [monster] hits with it (included in the attack).

  14. Surprise Attack. If the [monster] surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

  15. Steadfast. The [monster] can’t be frightened while it can see an allied creature within 30 feet of it.

  16. Nimble Escape. The [monster] can take the Disengage or Hide action as a bonus action on each of its turns.

  17. Martial Advantage. Once per turn, the [monster] can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the [monster] that isn’t incapacitated.

Monstrosity Special Traits

Monstrosities are creatures who are beast-like, but possess physical traits that make it far more monstrous than your typical wolf or bear. This can include mutant combinations of creatures, such as an owlbear, or beasts of unusual size and number of heads, like a hydra. 

  1. Resonant Connection. If the [monster] has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of the [monster].

  2. Uncanny Senses. The [monster] can’t be surprised unless it’s incapacitated.

  3. Stench. Any creature other than a [monster] that starts its turn within 10 feet of the [monster] must succeed on a DC [#] Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the Stench of any [monster] for 1 hour.

  4. Flammable Blood. If the [monster]  drops to half its hit points or fewer, it gains vulnerability to fire damage.

  5. Lightning Blood. A creature within 5 feet of the [monster] takes 5 (1d10) lightning damage whenever it hits the death kiss with a melee attack that deals piercing or slashing damage.

  6. Multiple Heads. The [monster] has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious as long as it has more than one of its heads.
     

  7. Shock Susceptibility. If the [monster] takes lightning damage, it suffers two effects until the end of its next turn: its speed is halved, and it has disadvantage on Dexterity saving throws.

  8. Trackless. The [monster] leaves no tracks to indicate where it has been or where it’s headed.

  9. Life Hunger. If a creature within 60 feet of the [monster] regains hit points, the [monster] gains two benefits until the end of its next turn: it has advantage on attack rolls, and its attack deals an extra 22 (4d10) necrotic damage on a hit.

  10. Thrives on Company. The [monster] has advantage on attack rolls while it is within 30 feet of at least two other creatures. It otherwise has disadvantage on attack rolls.

  11. Displacement. The [monster] projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the [monster] is incapacitated or has a speed of 0.

  12. Blood Frenzy. The [monster] has advantage on melee attack rolls against any creature that doesn’t have all its hit points

  13. Reflective Carapace. Any time the [monster] is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the [monster] is unaffected. On a 6, the [monster] is unaffected, and the effect is reflected back at the caster as though it originated from the[monster], turning the caster into the target.

Ooze Special Traits

Oozes are sentient slime piles, often of the cubed variety, but also taking on different, but usually amorphous, forms. Their methods of attack are usually acidic, consuming, and suffocating, and while they’re often slow, they can be difficult to escape once they’re stuck to you. 

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

  2. Amorphous. The [monster] can move through a space as narrow as 1 inch wide without squeezing.

  3. Shock Absorption*. The [monster] does not take fall damage.

  4. False Appearance. If the [monster] r is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the [monster] move or act, that creature must succeed on a DC [#] Intelligence (Investigation) check to discern that the [monster] isn’t a puddle.

  5. Poison Splash. When the [monster] takes damage of any type but psychic, each creature within 5 feet of the [monster] takes 9 (2d8) poison damage.

  6. Corrosive Form. A creature that touches the [monster] or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the [monster] corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the [monster] is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

  7. Transparent. Even when the [monster] is in plain sight, it takes a successful DC [#] Wisdom (Perception) check to spot a [monster]that has neither moved nor attacked. A creature that tries to enter the [monster]’s space while unaware of the [monster] is surprised by the [monster].

Plant Special Traits

Plant monsters tend to be awakened or otherwise vaguely sentient plantlife, including trees, vines, flowers, and vegetation. They tend to be no more intelligent than your typical beast, but can often possess more magical properties by virtue of their awakened nature. 

  1. False Appearance. When the [monster] is motionless, it is indistinguishable from a typical plant it takes the appearance of.

  2. Plant Camouflage. The [monster] has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.

  3. Thorny Body. At the start of its turn, the [monster] deals 2 (1d4) piercing damage to any creature grappling it.

  4. Tree Stride. Once on each of its turns, the [monster] can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

  5. Sun Sickness. While in sunlight, the [monster] has disadvantage on ability checks, attack rolls, and saving throws. The [monster] dies if it spends more than 1 hour in direct sunlight.

  6. Photoynthesis*. If the [monster] is in direct sunlight, at the start of each of its turns, it regains 5 hit points. This regeneration is interrupted if it is removed from sunlight. The [monster] only dies if it falls to 0 hit points and does not regenerate.

  7. Water Absorption*. If the monster is struck with an attack or spell that includes water (such as Tidal Wave), it takes only half damage.

Undead Special Traits

The undead are creatures who have returned to – a form of light after death. They can be anything from barely shambling corpses to powerful vampiric creatures. The benefits of undeath often come in the form of having no need for the usual things necessary to sustain life. 

  1. Unusual Nature. The [monster] does not need to eat, drink, breathe, or sleep.

  2. Turn Resistance. The [monster] has advantage on saving throws that would Turn Undead.

  3. Turn Immunity. The [monster] is immune to effects that would Turn Undead.

  4. Incorporeal Movement. The [monster] can move through objects and other creatures as if they were difficult terrain. If the [monster] ends its turn inside an object or another creature’s space, it takes 5 [1d10] Force damage.

  5. Death Gaze. When a creature that can see the [monster]’s eyes starts its turn within 30 feet of the [monster], the [monster] can force it to make a DC [#] Constitution saving throw if the [monster] isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save.

    Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the [monster] until the start of its next turn. If the creature looks at the [monster] in the meantime, that creature must immediately make the saving throw.

  6. Annihilating Aura. Any creature that starts its turn within 30 feet of the [monster] must succeed on a DC [#] Constitution saving throw or take 21 (6d6) necrotic damage. Undead are immune to this aura.

  7. Life Eater. A creature dies if reduced to 0 hit points by the [monster] and can’t be revived except by a wish spell.

  8. Venomous Healing*. When the [monster] takes Poison damage or Necrotic damage, it instead heals the damage dealt. Conversely, magic that would normally heal instead damages the [monster].

  9. Master of the Grave. While within 30 feet of the [monster], any Undead ally of the [monster] makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.

  10. Life Sense. The [monster] can sense the location of any creature within 60 feet of it, unless that creature’s type is Construct or Undead.

  11. Living Shadow. While in dim light or darkness, the [monster] has resistance to damage that isn’t force, psychic, or radiant.

  12. Undead Fortitude. If damage reduces the [monster] to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the [monster] drops to 1 hit point instead.

Dealing with Problem Players in D&D

Dealing with Problem Players in D&D

More Supernatural Charms for D&D 5e

More Supernatural Charms for D&D 5e