TEXT:    MONSTERS 2
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  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ART: JORDAN RICHER
  CR
  ART: ANDREA BRUCE & RICARDO EVANGELHO
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  Mephit, Steam
  SMALL ELEMENTAL, NEUTRAL EVIL
  1/4
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  Mephit, Ice
  SMALL ELEMENTAL, NEUTRAL EVIL
  1/2
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  Mephit, Magma
  SMALL ELEMENTAL, NEUTRAL EVIL
  1/2
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  ART: ANDREA BRUCE & RICARDO EVANGELHO
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  Mephit, Dust
  SMALL ELEMENTAL, NEUTRAL EVIL
  1/2
  *
  *
  *
  *
  
  ARMOR CLASS
  HIT POINTS
  21 (6d6)
  SPEED
  mephit, ice 100XP
  Death Burst. When the mephit dies, it explodes in a burst of 
  jagged ice. Each creature within 5 feet of it must make a DC 10 
  Dexterity saving throw, taking 4 (1d8) slashing damage on a failed 
  save, or half as much damage on a successful one.
  False Appearance. While the mephit remains motionless, it is 
  indistinguishable from an ordinary shard of ice.
  Innate Spellcasting (1/Day). The mephit can innately cast  
  fog cloud, requiring no material components. Its innate 
  spellcasting ability is Charisma.
  SPECIAL TRAITS
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 
  Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.
  Frost Breath (Recharge 6). The mephit exhales a 15-foot cone 
  of cold air. Each creature in that area must succeed on a DC 10 
  Dexterity saving throw, taking 5 (2d4) cold damage on a failed 
  save, or half as much damage on a successful one.
  ACTIONS
  SENSES
  Darkvision 60 ft.,
  Passive Perception 12
  LANGUAGES
  Aquan, Auran
  SKILLS
  Perception +2, Stealth +3
  STR
  7 (-2)
  DEX
  13 (+1)
  CON
  10 (+0)
  INT
  9 (-1)
  WIS
  11 (+0)
  CHA
  12 (+1)
  DAMAGE IMMUNITIES
  Cold, Poison
  CONDITION IMMUNITIES
  Poisoned
  DAMAGE VULNERABILITIES
  Bludgeoning, Fire
  11
  30 ft., fly 30 ft.
  ARMOR CLASS
  HIT POINTS
  21 (6D6)
  SPEED
  mephit, Steam 50XP
  Death Burst. When the mephit dies, it explodes in a 
  cloud of steam. Each creature within 5 feet of the mephit 
  must succeed on a DC 10 Dexterity saving throw or take 
  4 (1d8) fire damage.
  Innate Spellcasting (1/Day). The mephit can innately 
  cast blur, requiring no material components. Its innate 
  spellcasting ability is Charisma.
  SPECIAL TRAITS
  Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire 
  damage.
  Steam Breath (Recharge 6). The mephit exhales a  
  15-foot cone of scalding steam. Each creature in that area 
  must succeed on a DC 10 Dexterity saving throw, taking 
  4 (1d8) fire damage on a failed save, or half as much 
  damage on a successful one.
  ACTIONS
  SENSES
  Darkvision 60 ft.,
  Passive Perception 10
  LANGUAGES
  Aquan, Ignan
  STR
  5 (-3)
  DEX
  11 (+0)
  CON
  10 (+0)
  INT
  11 (+0)
  WIS
  10 (+0)
  CHA
  12 (+1)
  DAMAGE IMMUNITIES
  Fire, Poison
  CONDITION IMMUNITIES
  Poisoned
  10
  30 ft., fly 30 ft.
  ARMOR CLASS
  HIT POINTS
  17 (5d6)
  SPEED
  mephit, dust 100XP
  Death Burst. When the mephit dies, it explodes in a burst of dust. 
  Each creature within 5 feet of it must then succeed on a DC 10 
  Constitution saving throw or be blinded for 1 minute. A blinded 
  creature can repeat the saving throw on each of its turns, ending 
  the effect on itself on a success.
  Innate Spellcasting (1/Day). The mephit can innately cast sleep, 
  requiring no material components. Its innate spellcasting ability 
  is Charisma.
  SPECIAL TRAITS
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 4 (1d4 + 2) slashing damage.
  Blinding Breath (Recharge 6). The mephit exhales a 15-foot cone 
  of blinding dust. Each creature in that area must succeed on a DC 
  10 Dexterity saving throw or be blinded for 1 minute. A creature 
  can repeat the saving throw at the end of each of its turns, ending 
  the effect on itself on a success.
  ACTIONS
  SENSES
  Darkvision 60 ft.,
  Passive Perception 12
  LANGUAGES
  Auran, Terran
  STR
  5 (-3)
  DEX
  14 (+2)
  CON
  10 (+0)
  INT
  9 (-1)
  WIS
  11 (+0)
  CHA
  10 (+0)
  DAMAGE IMMUNITIES
  Poison
  CONDITION IMMUNITIES
  Poisoned
  12
  30 ft., fly 30 ft.
  SKILLS
  Perception +2, Stealth +4
  DAMAGE VULNERABILITIES
  Fire
  ARMOR CLASS
  HIT POINTS
  22 (5d6 +5)
  SPEED
  mephit, Magma 100XP
  Death Burst. When the mephit dies, it explodes in a burst of lava. 
  Each creature within 5 feet of it must make a DC 11 Dexterity 
  saving throw, taking 7 (2d6) fire damage on a failed save, or half 
  as much damage on a successful one.
  False Appearance. While the mephit remains motionless, it is 
  indistinguishable from an ordinary mound of magma.
  Innate Spellcasting (1/Day). The mephit can innately cast  
  heat metal (spell save DC 10), requiring no material components. 
  Its innate spellcasting ability is Charisma.
  SPECIAL TRAITS
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 
  Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.
  Fire Breath (Recharge 6). The mephit exhales a 15-foot cone 
  of fire. Each creature in that area must make a DC 11 Dexterity 
  saving throw, taking 7 (2d6) fire damage on a failed save, or half 
  as much damage on a successful one.
  ACTIONS
  SENSES
  Darkvision 60 ft.,
  Passive Perception 10
  LANGUAGES
  Ignan, Terran
  STR
  8 (-1)
  DEX
  12 (+1)
  CON
  12 (+1)
  INT
  7 (-2)
  WIS
  10 (+0)
  CHA
  10 (+0)
  DAMAGE IMMUNITIES
  Fire, Poison
  CONDITION IMMUNITIES
  Poisoned
  11
  30 ft., fly 30 ft.
  SKILLS
  Stealth +3
  DAMAGE VULNERABILITIES
  Cold
  
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  ART: ANDREA BRUCE & RICARDO EVANGELHO
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  Elemental, air
  LARGE ELEMENTAL, NEUTRAL
  5
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  Elemental, water
  LARGE ELEMENTAL, NEUTRAL
  5
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  ART: ANDREA BRUCE & RICARDO EVANGELHO
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  Elemental, fire
  LARGE ELEMENTAL, NEUTRAL
  5
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  Elemental, earth
  LARGE ELEMENTAL, NEUTRAL
  5
  *
  *
  *
  *
  
  ARMOR CLASS
  HIT POINTS
  126 (12D10 + 60)
  SPEED
  elemental, earth 1,800XP
  Earth Glide. 
  The elemental can burrow through nonmagical, unworked 
  earth and stone. While doing so, the elemental doesn’t 
  disturb the material it moves through.
  Siege Monster. 
  The elemental deals double damage to objects and 
  structures.
  SPECIAL TRAITS
  Multiattack. 
  The elemental makes two slam attacks.
  Slam. 
  Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 14 (2d8 + 5) bludgeoning damage.
  ACTIONS
  SENSES
  Darkvision 60 ft., 
  Tremorsense 60 ft., 
  Passive Perception 10
  LANGUAGES
  Terran
  STR
  20 (+5)
  DEX
  8 (-1)
  CON
  20 (+5)
  INT
  5 (-3)
  WIS
  10 (+0)
  CHA
  5 (-3)
  DAMAGE IMMUNITIES
  Poison
  CONDITION IMMUNITIES
  Exhaustion, Paralyzed, Petrified, 
  Poisoned, Unconscious
  DAMAGE VULNERABILITIES
  Thunder
  DAMAGE RESISTANCES
  Bludgeoning, Piercing, and Slashing 
  from nonmagical attacks
  30 ft., burrow 30 ft.
  natural armor
  17
  ARMOR CLASS
  HIT POINTS
  102 (12D10 + 36)
  SPEED
  elemental, fire 1,800XP
  Fire Form. The elemental can move through a space as narrow as 1 inch wide 
  without squeezing. A creature that touches the elemental or hits it with a 
  melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, 
  the elemental 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 
  and catches fire; until someone takes an action to douse the fire, the creature 
  takes 5 (1d10) fire damage at the start of each of its turns.
  Illumination. The elemental sheds bright light in a 30-foot radius and dim 
  light in an additional 30 feet.
  Water Susceptibility. For every 5 feet that elemental moves in water, or for 
  every gallon of water splashed on it, it takes 1 cold damage.
  SPECIAL TRAITS
  Multiattack. The elemental makes two touch attacks.
  Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable 
  object, it ignites. Until a creature takes an action to douse the fire, the target 
  takes 5 (1d10) fire damage at the start of each of its turns.
  ACTIONS
  SENSES
  Darkvision 60 ft.,
  Passive Perception 10
  LANGUAGES
  Ignan
  STR
  10 (+0)
  DEX
  17 (+3)
  CON
  16 (+3)
  INT
  6 (-2)
  WIS
  10 (+0)
  CHA
  7 (-2)
  DAMAGE IMMUNITIES
  Fire, Poison
  CONDITION IMMUNITIES
  Exhaustion, Grappled, Paralyzed, 
  Petrified, Poisoned, Prone, 
  Restrained,Unconscious
  DAMAGE RESISTANCES
  Bludgeoning, Piercing, and Slashing 
  from nonmagical attacks
  13
  50 ft.
  ARMOR CLASS
  HIT POINTS
  114 (12D10 + 48)
  SPEED
  elemental, water 1,800XP
  Water Form. The elemental can enter a hostile creature’s space and stop there. 
  It can move through a space as narrow as 1 inch wide without squeezing.
  Freeze. If the elemental takes cold damage, it partially freezes; its speed is 
  reduced by 20 feet until the end of its next turn.
  SPECIAL TRAITS
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13  
  (2d8 + 4) bludgeoning damage.
  Whelm (Recharge 4-6). Each creature in the elemental’s space must make 
  a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) 
  bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 
  14). Until this grapple ends, the target is restrained and unable to breathe 
  unless it can breathe water. If the saving throw is successful, the target is 
  pushed out of the elemental’s space. The elemental can grapple one large 
  creature or up to two Medium or smaller creatures at one time. At the start 
  of each of the elemental’s turns, each target grappled by it takes 13 (2d8 + 4) 
  bludgeoning damage. A creature within 5 feet of the elemental can pull out 
  a creature or object out of it by taking an action to make a DC 14 Strength 
  and succeeding.
  ACTIONS
  SENSES
  Darkvision 60 ft.,
  Passive Perception 10
  LANGUAGES
  Aquan
  STR
  18 (+4)
  DEX
  14 (+2)
  CON
  18 (+4)
  INT
  5 (-3)
  WIS
  10 (+0)
  CHA
  8 (-1)
  DAMAGE IMMUNITIES
  Poison
  CONDITION IMMUNITIES
  Exhaustion, Grappled, Paralyzed, 
  Petrified, Poisoned, Prone, 
  Restrained,Unconscious
  DAMAGE RESISTANCES
  Acid; Bludgeoning, Piercing, and 
  Slashing from nonmagical attacks
  30 ft., swim 90 ft.
  natural armor
  14
  ARMOR CLASS
  HIT POINTS
  90 (12D10 + 24)
  SPEED
  elemental, air 1,800XP
  Air Form. The elemental can enter a hostile creature’s space and 
  stop there. It can move through a space as narrow as 1 inch wide 
  without squeezing.
  SPECIAL TRAITS
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 5) bludgeoning damage.
  Whirlwind (Recharge 4-6). Each creature in the elemental’s space 
  must make a DC 13 Strength saving throw. On a failure, a target 
  takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet 
  away form the elemental in a random direction and is knocked 
  prone. If a thrown target strikes an object, such as a wall or floor, 
  the target takes 3 (1d6) bludgeoning damage for every 10 feet 
  it was thrown. If the target is thrown at another creature, that 
  creature must succeed on a DC 13 Dexterity saving throw or takes 
  the same damage and be knocked prone. If the saving throw is 
  successful, the target takes half the bludgeoning damage and isn’t 
  flung away or knocked prone.
  ACTIONS
  SENSES
  Darkvision 60 ft.,
  Passive Perception 10
  LANGUAGES
  Auran
  STR
  14 (+2)
  DEX
  20 (+5)
  CON
  14 (+2)
  INT
  6 (-2)
  WIS
  10 (+0)
  CHA
  6 (-2)
  DAMAGE IMMUNITIES
  Poison
  CONDITION IMMUNITIES
  Exhaustion, Grappled, Paralyzed, 
  Petrified, Poisoned, Prone, 
  Restrained,Unconscious
  DAMAGE RESISTANCES
  Lightning, Thunder; Bludgeoning, 
  Piercing, and Slashing from 
  nonmagical attacks
  15
  0 ft., fly 90 ft. (hover)
  
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  ART: JORDAN RICHER
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  ettercap
  MEDIUM MONSTROSITY, NEUTRAL EVIL
  2
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  ART: JORDAN RICHER
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  Minotaur Skeleton
  LARGE UNDEAD, LAWFUL EVIL
  2
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  ART: JORDAN RICHER
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  Mummy
  MEDIUM UNDEAD, LAWFUL EVIL
  3
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  ART: JORDAN RICHER
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  Ghast
  MEDIUM UNDEAD, CHAOTIC EVIL
  2
  *
  *
  *
  *
  
  ARMOR CLASS
  HIT POINTS
  67 (9d10 + 18)
  SPEED
  minotaur skeleton 450XP
  Charge. 
  If the skeleton 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.
  SPECIAL TRAITS
  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.
  ACTIONS
  SENSES
  Darkvision 60 ft.,
  Passive Perception 9
  LANGUAGES
  Understands Abyssal but 
  can’t speak
  STR
  18 (+4)
  DEX
  11 (+0)
  CON
  15 (+2)
  INT
  6 (-2)
  WIS
  8 (-1)
  CHA
  5 (-3)
  DAMAGE IMMUNITIES
  Poison
  CONDITION IMMUNITIES
  Exhaustion, Poisoned
  DAMAGE VULNERABILITIES
  Bludgeoning
  40 ft.
  natural armor
  12
  ARMOR CLASS
  HIT POINTS
  44 (8d8 + 8)
  SPEED
  ettercap 450XP
  Spider Climb. The ettercap can climb difficult surfaces, including upside 
  down on ceilings, without needing to make an ability check.
  Web Sense. While in contact with a web, the ettercap knows the exact 
  location of any other creature in contact with the same web.
  Web Walker. The ettercap ignores movement restrictions caused by webbing.
  SPECIAL TRAITS
  Multiattack. The ettercap makes two attacks: one with its bite and one with 
  its claws.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 
  (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must 
  succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. 
  The creature can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 7 (2d4 + 2) slashing damage.
  Web (Recharge 5-6). Ranged Weapon Attack: +4 to hit, range 30/60 ft., one 
  Large or smaller creature. Hit: The creature is restrained by webbing. As an 
  action, the restrained creature can make a DC 11 Strength check, escaping 
  from the webbing on a success. The effect also ends if the webbing is 
  destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, 
  and immunity to bludgeoning, poison, and psychic damage.
  ACTIONS
  STR
  14 (+2)
  DEX
  15 (+2)
  CON
  13 (+1)
  INT
  7 (-2)
  WIS
  12 (+1)
  CHA
  8 (-1)
  SENSES
  Darkvision 60 ft.,
  Passive Perception 13
  SKILLS
  Perception +3, Stealth +4,  
  Survival +3
  30 ft., climb 30 ft.
  natural armor
  13
  ARMOR CLASS
  HIT POINTS
  36 (8d8)
  SPEED
  ghast 450XP
  Stench. Any creature that starts its turn within 5 feet of the 
  ghast must succeed on a DC 10 Constitution saving throw or be 
  poisoned until the start of its next turn. On a successful saving 
  throw, the creature is immune to the ghast’s Stench for 24 hours.
  Turning Defiance. The ghast and any ghouls within 30 feet of it 
  have advantage on saving throws against effects that turn undead.
  SPECIAL TRAITS
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 
  Hit: 12 (2d8 + 3) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other 
  than an undead, it must succeed on a DC 10 Constitution saving 
  throw or be paralyzed for 1 minute. The target can repeat the 
  saving throw at the end of each of its turns, ending the effect on 
  itself on a success.
  ACTIONS
  SENSES
  Darkvision 60 ft.,
  Passive Perception 10
  LANGUAGES
  Common
  STR
  16 (+3)
  DEX
  17 (+3)
  CON
  10 (+0)
  INT
  11 (+0)
  WIS
  10 (+0)
  CHA
  8 (-1)
  DAMAGE IMMUNITIES
  Poison
  CONDITION IMMUNITIES
  Charmed, Exhaustion, 
  Poisoned
  DAMAGE RESISTANCES
  Necrotic
  13
  30 ft.
  ARMOR CLASS
  HIT POINTS
  58 (9d8 +18)
  SPEED
  mummy 700XP
  Multiattack. The mummy can use its Dreadful Glare and makes one attack 
  with its rotting fist.
  Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 
  (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target 
  is a creature, it must succeed on a DC 12 Constitution saving throw or be 
  cursed with mummy rot. The cursed target can’t regain hit points, and its 
  hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If 
  the curse reduces the target’s hit point maximum to 0, the target dies, and its 
  body turns to dust. The curse lasts until removed by the remove curse spell 
  or other magic.
  Dreadful Glare. The mummy targets one creature it can see within 60 feet 
  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.
  ACTIONS
  SENSES
  Darkvision 60 ft.,
  Passive Perception 10
  LANGUAGES
  The languages it 
  knew in life
  SAVING THROWS
  Wis +2
  STR
  16 (+3)
  DEX
  8 (-1)
  CON
  15 (+2)
  INT
  6 (-2)
  WIS
  10 (+0)
  CHA
  12 (+1)
  DAMAGE IMMUNITIES
  Necrotic, Poison
  CONDITION IMMUNITIES
  Charmed, Exhaustion, 
  Frightened, Paralyzed, 
  Poisoned
  DAMAGE VULNERABILITIES
  Fire
  DAMAGE RESISTANCES
  Bludgeoning, Piercing, 
  and Slashing from 
  nonmagical attacks
  20 ft.
  natural armor
  11
  
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  ART: JORDAN RICHER
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  Ghoul
  MEDIUM UNDEAD, CHAOTIC EVIL
  1
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  ART: JORDAN RICHER
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  Ogre Zombie
  LARGE UNDEAD, NEUTRAL EVIL
  2
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  CR
  ART: JORDAN RICHER
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  Shadow
  MEDIUM UNDEAD, CHAOTIC EVIL
  1/2
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  Specter
  MEDIUM UNDEAD, CHAOTIC EVIL
  1
  *
  *
  *
  *
  
  ARMOR CLASS
  HIT POINTS
  85 (9d10 +36)
  SPEED
  ogre zombie 450XP
  Undead Fortitude. 
  If damage reduces the zombie 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 zombie drops to 1 hit 
  point instead.
  SPECIAL TRAITS
  Morningstar. 
  Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) bludgeoning damage.
  ACTIONS
  SENSES
  Darkvision 60 ft.,
  Passive Perception 8
  LANGUAGES
  Understands Common 
  and Giant but can’t speak
  SAVING THROWS
  Wis +0
  STR
  19 (+4)
  DEX
  6 (-2)
  CON
  18 (+4)
  INT
  3 (-4)
  WIS
  6 (-2)
  CHA
  5 (-3)
  DAMAGE IMMUNITIES
  Poison
  CONDITION IMMUNITIES
  Poisoned
  8
  30 ft.
  *unintelligible aggressive moaning*
  ARMOR CLASS
  HIT POINTS
  22 (5d8)
  SPEED
  ghoul 200XP
  Bite. 
  Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. 
  Hit: 9 (2d6 + 2) piercing damage.
  Claws. 
  Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (2d4 + 2) slashing damage. If the target is a 
  creature other than an elf or undead, it must succeed on 
  a DC 10 Constitution saving throw or be paralyzed for 1 
  minute. The target can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a success.
  ACTIONS
  SENSES
  Darkvision 60 ft.,
  Passive Perception 10
  LANGUAGES
  Common
  STR
  13 (+1)
  DEX
  15 (+2)
  CON
  10 (+0)
  INT
  7 (-2)
  WIS
  10 (+0)
  CHA
  6 (-2)
  DAMAGE IMMUNITIES
  Poison
  CONDITION IMMUNITIES
  Charmed, Exhaustion, 
  Poisoned
  12
  30 ft.
  “Ghouuuuul, no you didn’t”
  “Ghoul I like, so totally did.”
  ARMOR CLASS
  HIT POINTS
  22 (5d8)
  SPEED
  specter 200XP
  Incorporeal Movement. The specter can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn inside an object.
  Sunlight Sensitivity. While in sunlight, the specter has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  SPECIAL TRAITS
  Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 
  10 Constitution saving throw or its hit point maximum is reduced 
  by an amount equal to the damage taken. This reduction lasts 
  until the creature finishes a long rest. The target dies if this effect 
  reduces its hit point maximum to 0.
  ACTIONS
  SENSES
  Darkvision 60 ft.,
  Passive Perception 10
  LANGUAGES
  Understands all languages it 
  knew in life but can’t speak
  STR
  1 (-5)
  DEX
  14 (+2)
  CON
  11 (+0)
  INT
  10 (+0)
  WIS
  10 (+0)
  CHA
  11 (+0)
  DAMAGE IMMUNITIES
  Necrotic, Poison
  CONDITION IMMUNITIES
  Charmed, Exhaustion, 
  Grappled, Paralyzed, 
  Petrified, Poisoned, Prone, 
  Restrained, Unconscious
  DAMAGE RESISTANCES
  Acid, Cold, Fire, Lightning, 
  Thunder; Bludgeoning, 
  Piercing, and Slashing 
  from nonmagical attacks
  12
  0 ft., fly 50 ft. (hover)
  ARMOR CLASS
  HIT POINTS
  16 (3d8 +3)
  SPEED
  shadow 100XP
  Amorphous. The shadow can move through a space as narrow as 1 inch wide 
  without squeezing.
  Shadow Stealth. While in dim light or darkness, the shadow can take the 
  Hide action as a bonus action.
  Sunlight Weakness. While in sunlight, the shadow has disadvantage on 
  attack rolls, ability checks, and saving throws.
  SPECIAL TRAITS
  Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 9 (2d6 + 2) necrotic damage, and the target’s Strength score is reduced 
  by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the 
  reduction lasts until the target finishes a short or long rest. 
  If a non-evil humanoid dies from this attack, a new shadow rises from the 
  corpse 1d4 hours later.
  ACTIONS
  SENSES
  Darkvision 60 ft.,
  Passive Perception 10
  SAVING THROWS
  Stealth +4 (+6 in dim light 
  or darkness)
  STR
  6 (-2)
  DEX
  14 (+2)
  CON
  13 (+1)
  INT
  6 (-2)
  WIS
  10 (+0)
  CHA
  8 (-1)
  DAMAGE IMMUNITIES
  Necrotic, Poison
  CONDITION IMMUNITIES
  Exhaustion, Frightened, 
  Grappled, Paralyzed, 
  Petrified, Poisoned, 
  Prone, Restrained
  DAMAGE VULNERABILITIES
  Radiant
  DAMAGE RESISTANCES
  Acid, Cold, Fire, Lightning, 
  Thunder; Bludgeoning, 
  Piercing, and Slashing 
  from nonmagical attacks
  12
  40 ft.
  
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  ART: JORDAN RICHER
  CR
  ART: JORDAN RICHER
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  Mummy Lord
  MEDIUM UNDEAD, LAWFUL EVIL
  15
  Multiattack. The mummy can use its Dreadful Glare and makes 
  one attack with its rotting fist.
  Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) 
  necrotic damage. If the target is a creature, it must succeed on 
  a DC 16 Constitution saving throw or be cursed with mummy 
  rot. The cursed target can’t regain hit points, and its hit point 
  maximum decreases by 10 (3d6) for every 24 hours that elapse. If 
  the curse reduces the target’s hit point maximum to 0, the target 
  dies, and its body turns to dust. The curse lasts until removed by 
  the remove curse spell or other magic.
  Dreadful Glare. The mummy lord targets one creature it can see 
  within 60 feet of it. If the target can see the mummy lord, it must 
  succeed on a DC 16 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 and mummy lords 
  for the next 24 hours.
  ACTIONS
  mummy Lord (continued)
  ART: JORDAN RICHER
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
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  ART: JORDAN RICHER
  CR
  ART: JORDAN RICHER
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  Vampire
  MEDIUM UNDEAD (SHAPECHANGER), LAWFUL EVIL 13
  Regeneration. The vampire regains 20 hit points at the start of its turn if it 
  has at least 1 hit point and isn’t in sunlight or running water. If the vampire 
  takes radiant damage or damage from holy water, this trait doesn’t function at 
  the start of the vampire’s next turn.
  Spider Climb. The vampire can climb difficult surfaces, including upside 
  down on ceilings, without needing to make an ability check.
  Vampire Weaknesses. The vampire has the following flaws:
  Forbiddance. The vampire can’t enter a residence without an invitation from 
  one of the occupants.
  Harmed by Running Water. The vampire takes 20 acid damage if it ends its 
  turn in running water.
  Stake to the Heart. If a piercing weapon made of wood is driven into the 
  vampire’s heart while the vampire is incapacitated in its resting place, the 
  vampire is paralyzed until the stake is removed.
  Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it 
  starts its turn in sunlight. While in sunlight, it has disadvantage on attack 
  rolls and ability checks.
  Multiattack (Vampire Form Only). The vampire makes two attacks, only 
  one of which can be a bite attack.
  Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of 
  dealing damage, the vampire can grapple the target (escape DC 18).
  Children of the Night (1/Day). The vampire magically calls 2d4 swarms of 
  bats or rats, provided that the sun isn’t up. While outdoors, the vampire can 
  call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as 
  allies of the vampire and obeying its spoken commands. The beasts remain 
  for 1 hour, until the vampire dies, or until the vampire dismisses them as a 
  bonus action.
  SPECIAL TRAITS
  ACTIONS
  vampire (continued)
  ART: JORDAN RICHER
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  *
  *
  *
  *
  
  The mummy lord can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used at a 
  time and only at the end of another creature’s turn. The mummy 
  lord regains spent legendary actions at the start of its turn.
  Attack. The mummy lord makes one attack with its rotting fist or 
  uses its Dreadful Glare.
  Blinding Dust. Blinding dust and sand swirls magically around 
  the mummy lord. Each creature within 5 feet of the mummy 
  lord must succeed on a DC 16 Constitution saving throw or be 
  blinded until the end of the creature’s next turn.
  Blasphemous Word (Costs 2 Actions). The mummy lord utters 
  a blasphemous word. Each non-undead creature within 10 feet 
  of the mummy lord that can hear the magical utterance must 
  succeed on a DC 16 Constitution saving throw or be stunned 
  until the end of the mummy lord’s next turn.
  Channel Negative Energy (Costs 2 Actions). The mummy lord 
  magically unleashes negative energy. Creatures within 60 feet of 
  the mummy lord, including ones behind barriers and around 
  corners, can’t regain hit points until the end of the mummy lord’s 
  next turn.
  Whirlwind of Sand (Costs 2 Actions). The mummy lord 
  magically transforms into a whirlwind of sand, moves up to 60 
  feet, and reverts to its normal form. While in whirlwind form, the 
  mummy lord is immune to all damage, and it can’t be grappled, 
  petrified, knocked prone, restrained, or stunned. Equipment worn 
  or carried by the mummy lord remain in its possession.
  LEGENDARY ACTIONS
  Tread lightly, or you will quickly find 
  yourself wrapped up in its evil machinations.
  ARMOR CLASS
  HIT POINTS
  97 (13d8 +39)
  SPEED
  Mummy Lord 13,000XP
  SENSES
  Darkvision 60 ft.,
  Passive Perception 14
  LANGUAGES
  The languages it knew in life
  SAVING THROWS
  Con +8, Int +5, Wis +9, Cha +8
  STR
  18 (+4)
  DEX
  10 (+0)
  CON
  17 (+3)
  INT
  11 (+0)
  WIS
  18 (+4)
  CHA
  16 (+3)
  DAMAGE IMMUNITIES
  Necrotic, Poison; Bludgeoning, 
  Piercing, and Slashing from 
  nonmagical attacks
  CONDITION IMMUNITIES
  Charmed, Exhaustion, Frightened, 
  Paralyzed, Poisoned
  DAMAGE VULNERABILITIES
  Fire
  SKILLS
  History +5, Religion +5
  20 ft.
  natural armor
  17
  Magic Resistance. The mummy lord has advantage on saving 
  throws against spells and other magical effects.
  Rejuvenation. A destroyed mummy lord gains a new body in 
  24 hours if its heart is intact, regaining all its hit points and 
  becoming active again. The new body appears within 5 feet of the 
  mummy lord’s heart.
  Spellcasting. The mummy lord is a 10th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 17, +9 to hit with 
  spell attacks). The mummy lord has the following cleric spells 
  prepared:
  SPECIAL TRAITS
  Cantrips (at will):
  sacred flame, thaumaturgy 
  1st level (4 slots):
  command, guiding bolt, shield of faith 
  2nd level (3 slots): hold person, silence, spiritual weapon 
  3rd level (3 slots):
  animate dead, dispel magic 
  4th level (3 slots):
  divination, guardian of faith 
  5th level (2 slots): contagion, insect plague
  6th level (1 slot):
  harm
  Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 
  5 ft., one willing creature, or a creature that is grappled by the vampire, 
  incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) 
  necrotic damage. The target’s hit point maximum is reduced by an amount 
  equal to the necrotic damage taken, and the vampire regains hit points equal 
  to that amount. The reduction lasts until the target finishes a long rest. The 
  target dies if this effect reduces its hit point maximum to 0. A humanoid 
  slain in this way and then buried in the ground rises the following night as a 
  vampire spawn under the vampire’s control.
  Charm. The vampire targets one humanoid it can see within 30 feet of it. If 
  the target can see the vampire, the target must succeed on a DC 17 Wisdom 
  saving throw against this magic or be charmed by the vampire. The charmed 
  target regards the vampire as a trusted friend to be heeded and protected. 
  Although the target isn’t under the vampire’s control, it takes the vampire’s 
  requests or actions in the most favorable way it can, and it is a willing 
  target for the vampire’s bite attack. Each time the vampire or the vampire’s 
  companions do anything harmful to the target, it can repeat the saving throw, 
  ending the effect on itself on a success. Otherwise, the effect lasts 24 hours 
  or until the vampire is destroyed, is on a different plane of existence than the 
  target, or takes a bonus action to end the effect.
  ACTIONS
  The vampire can take 3 legendary actions, choosing from the options below. 
  Only one legendary action option can be used at a time and only at the end 
  of another creature’s turn. The vampire regains spent legendary actions at the 
  start of its turn.
  Move. The vampire moves up to its speed without provoking opportunity 
  attacks.
  Unarmed Strike. The vampire makes one unarmed strike.
  Bite (Costs 2 Actions). The vampire makes one bite attack.
  LEGENDARY ACTIONS
  “Though her parties are to die for, most of her 
  guests find themselves quite drained afterward...”
  ARMOR CLASS
  HIT POINTS
  144 (17d8 + 68)
  SPEED
  vampire 10,000XP
  Shapechanger. If the vampire isn’t in sunlight or running water, it can use its 
  action to polymorph into a Tiny bat or a Medium cloud of mist, or back into 
  its true form. While in bat form, the vampire can’t speak, its walking speed is 
  5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and 
  speed, are unchanged. Anything it is wearing transforms with it, but nothing 
  it is carrying does. It reverts to its true form if it dies. While in mist form, the 
  vampire can’t take any actions, speak, or manipulate objects. It is weightless, 
  has a flying speed of 20 feet, can hover, and can enter a hostile creature’s 
  space and stop there. In addition, if air can pass through a space, the mist can 
  do so without squeezing, and it can’t pass through water. It has advantage on 
  Strength, Dexterity, and Constitution saving throws, and it is immune to all 
  nonmagical damage, except the damage it takes from sunlight.
  Legendary Resistance (3/Day). If the vampire fails a saving throw, it can 
  choose to succeed instead.
  Misty Escape. When it drops to 0 hit points outside its resting place, the 
  vampire transforms into a cloud of mist (as in the Shapechanger trait) instead 
  of falling unconscious, provided that it isn’t in sunlight or running water. If it 
  can’t transform, it is destroyed. While it has 0 hit points in mist form, it can’t 
  revert to its vampire form, and it must reach its resting place within 2 hours 
  or be destroyed. Once in its resting place, it reverts to its vampire form. It is 
  then paralyzed until it regains at least 1 hit point. After spending 1 hour in 
  its resting place with 0 hit points, it regains 1 hit point.
  SPECIAL TRAITS
  SENSES
  Darkvision 120 ft.,
  Passive Perception 17
  LANGUAGES
  The languages it knew in life
  SAVING THROWS
  Dex +9, Wis +7, Cha +9
  STR
  18 (+4)
  DEX
  18 (+4)
  CON
  18 (+4)
  INT
  17 (+3)
  WIS
  15 (+2)
  CHA
  18 (+4)
  SKILLS
  Perception +7, Stealth +9
  DAMAGE RESISTANCES
  Necrotic; Bludgeoning, 
  Piercing, and Slashing from 
  nonmagical attacks
  30 ft.
  natural armor
  16
  
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  ART: JORDAN RICHER
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  Vampire Spawn
  MEDIUM UNDEAD, NEUTRAL EVIL
  5
  vampire spawn (continued)
  ART: JORDAN RICHER
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
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  ART: JORDAN RICHER
  CR
  ART: JORDAN RICHER
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  Warhorse Skeleton
  LARGE UNDEAD, LAWFUL EVIL
  1/2
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ART: JORDAN RICHER
  CR
  ART: JORDAN RICHER
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  Wight
  MEDIUM UNDEAD, NEUTRAL EVIL
  3
  *
  *
  *
  
  “Being undead really bites.”
  Multiattack. The vampire makes two attacks, only one of 
  which can be a bite attack.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 8 (2d4 + 3) slashing damage. Instead 
  of dealing damage, the vampire can grapple the target 
  (escape DC 13).
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  willing creature, or a creature that is grappled by the 
  vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) 
  piercing damage plus 7 (2d6) necrotic damage. The 
  target’s hit point maximum is reduced by an amount 
  equal to the necrotic damage taken, and the vampire 
  regains hit points equal to that amount. The reduction 
  lasts until the target finishes a long rest. The target dies if 
  this effect reduces its hit point maximum to 0.
  ACTIONS
  ARMOR CLASS
  HIT POINTS
  82 (11d8 +33)
  SPEED
  vampire Spawn 1,800XP
  Regeneration. The vampire regains 10 hit points at the start of its 
  turn if it has at least 1 hit point and isn’t in sunlight or running 
  water. If the vampire takes radiant damage or damage from holy 
  water, this trait doesn’t function at the start of the vampire’s 
  next turn.
  Spider Climb. The vampire can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an 
  ability check.
  Vampire Weaknesses. The vampire has the following flaws:
  Forbiddance. The vampire can’t enter a residence without an 
  invitation from one of the occupants.
  Harmed by Running Water. The vampire takes 20 acid damage 
  when it ends its turn in running water.
  Stake to the Heart. The vampire is destroyed if a piercing weapon 
  made of wood is driven into its heart while it is incapacitated in 
  its resting place.
  Sunlight Hypersensitivity. The vampire takes 20 radiant damage 
  when it starts its turn in sunlight. While in sunlight, it has 
  disadvantage on attack rolls and ability checks.
  SPECIAL TRAITS
  SENSES
  Darkvision 60 ft.,
  Passive Perception 13
  LANGUAGES
  The languages it knew in life
  SAVING THROWS
  Dex +6, Wis +3
  STR
  16 (+3)
  DEX
  16 (+3)
  CON
  16 (+3)
  INT
  11 (+0)
  WIS
  10 (+0)
  CHA
  12 (+1)
  SKILLS
  Perception +3, Stealth +6
  DAMAGE RESISTANCES
  Necrotic; Bludgeoning, 
  Piercing, and Slashing from 
  nonmagical attacks
  30 ft.
  natural armor
  15
  ARMOR CLASS
  HIT POINTS
  45 (6d8 +18)
  SPEED
  wight 700XP
  Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack 
  rolls, as well as on Wisdom (Perception) checks that rely on sight.
  SPECIAL TRAITS
  Multiattack. The wight makes two longsword attacks or two longbow 
  attacks. It can use its Life Drain in place of one longsword attack.
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 
  Constitution saving throw or its hit point maximum is reduced by an 
  amount equal to the damage taken. This reduction lasts until the target 
  finishes a long rest. The target dies if this effect reduces its hit point 
  maximum to 0. A humanoid slain by this attack rises 24 hours later as a 
  zombie under the wight’s control, unless the humanoid is restored to life or 
  its body is destroyed. The wight can have no more than twelve zombies under 
  its control at one time.
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with 
  two hands.
  Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 
  Hit: 6 (1d8 + 2) piercing damage.
  ACTIONS
  SENSES
  Darkvision 60 ft.,
  Passive Perception 13
  LANGUAGES
  The languages it knew in life
  SKILLS
  Perception +3, Stealth +4
  STR
  15 (+2)
  DEX
  14 (+2)
  CON
  16 (+3)
  INT
  10 (+0)
  WIS
  13 (+1)
  CHA
  15 (+2)
  DAMAGE IMMUNITIES
  Poison
  CONDITION IMMUNITIES
  Exhaustion, Poisoned
  DAMAGE RESISTANCES
  Necrotic; Bludgeoning, Piercing, 
  and Slashing from nonmagical 
  attacks that aren’t silvered
  30 ft.
  studded leather
  14
  ARMOR CLASS
  HIT POINTS
  22 (3d10 +6)
  SPEED
  warhorse skeleton 100XP
  Hooves. 
  Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) bludgeoning damage.
  ACTIONS
  SENSES
  Darkvision 60 ft.,
  Passive Perception 9
  STR
  18 (+4)
  DEX
  12 (+1)
  CON
  15 (+2)
  INT
  2 (-4)
  WIS
  8 (-1)
  CHA
  5 (-3)
  CONDITION IMMUNITIES
  Exhaustion, Poisoned
  DAMAGE IMMUNITIES
  Poison
  DAMAGE VULNERABILITIES
  Bludgeoning
  60 ft.
  barding scraps
  13
  “Don’t be a neighsayer.”
  
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  ART: JORDAN RICHER
  CR
  ART: JORDAN RICHER
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  Will-o’-Wisp
  TINY UNDEAD, CHAOTIC EVIL
  2
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ART: JORDAN RICHER
  CR
  ART: JORDAN RICHER
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  Wraith
  MEDIUM UNDEAD, NEUTRAL EVIL
  5
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ART: STEVE ARGYLE
  CR
  ART: © STEVE ARGYLE 2018
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  Withholder
  MEDIUM ABERRATION, UNALIGNED
  3
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ART: STEVE ARGYLE
  CR
  ART: THOMAS M. BAXA
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  pit fiend
  LARGE FIEND (DEVIL), LAWFUL EVIL
  20
  *
  *
  
  ARMOR CLASS
  HIT POINTS
  67 (9d8 + 27) 
  SPEED
  wraith 1,800XP
  Incorporeal Movement. The wraith can move through other creatures and 
  objects as if they were difficult terrain. It takes 5 (1d10) force damage if it 
  ends its turn inside an object. 
  Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on 
  attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  SPECIAL TRAITS
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 
  Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 
  Constitution saving throw or its hit point maximum is reduced by an 
  amount equal to the damage taken. This reduction lasts until the target 
  finishes a long rest. The target dies if this effect reduces its hit point 
  maximum to 0. 
  Create Specter. The wraith targets a humanoid within 10 feet of it that has 
  been dead for no longer than 1 minute and died violently. The target’s spirit 
  rises as a specter in the space of its corpse or in the nearest unoccupied space. 
  The specter is under the wraith’s control. The wraith can have no more than 
  seven specters under its control at one time.
  ACTIONS
  SENSES
  Darkvision 60 ft.,
  Passive Perception 12
  LANGUAGES
  The languages it knew in life
  STR
  6 (-2)
  DEX
  16 (+3)
  CON
  16 (+3)
  INT
  12 (+1)
  WIS
  14 (+2)
  CHA
  15 (+2)
  DAMAGE IMMUNITIES
  Necrotic, Poison
  CONDITION IMMUNITIES
  Charmed, Exhaustion, 
  Grappled, Paralyzed, 
  Petrified, Poisoned, 
  Prone, Restrained
  DAMAGE RESISTANCES
  Acid, Cold, Fire, Lightning, 
  Thunder; Bludgeoning, 
  Piercing, and Slashing from 
  13
  0 ft., fly 60 ft. (hover)
  ARMOR CLASS
  HIT POINTS
  22 (9d4)
  SPEED
  Will-o’-Wisp 450XP
  Consume Life. As a bonus action, the will-o’-wisp can target one creature 
  it can see within 5 feet of it that has 0 hit points and is still alive. The target 
  must succeed on a DC 10 Constitution saving throw against this magic or 
  die. If the target dies, the will-o’-wisp regains 10 (3d6) hit points.
  Ephemeral. The will-o’-wisp can’t wear or carry anything.
  Incorporeal Movement. The will-o’-wisp can move through other creatures 
  and objects as if they were difficult terrain. It takes 5 (1d10) force damage if 
  it ends its turn inside an object.
  Variable Illumination. The will-o’-wisp sheds bright light in a 5- to 20-foot 
  radius and dim light for an additional number of feet equal to the chosen 
  radius. The will-o’-wisp can alter the radius as a bonus action.
  SPECIAL TRAITS
  Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) 
  lightning damage.
  Invisibility. The will-o’-wisp and its light magically become invisible until 
  it attacks or uses its Consume Life, or until its concentration ends (as if 
  concentrating on a spell).
  ACTIONS
  SENSES
  Darkvision 120 ft.,
  Passive Perception 12
  LANGUAGES
  The languages it knew in life
  STR
  1 (-5)
  DEX
  28 (+9)
  CON
  10 (+0)
  INT
  13 (+1)
  WIS
  14 (+2)
  CHA
  11 (+0)
  DAMAGE IMMUNITIES
  Lightning, Poison
  CONDITION IMMUNITIES
  Exhaustion, Grappled, 
  Paralyzed, Poisoned, Prone, 
  Restrained, Unconscious
  DAMAGE RESISTANCES
  Acid, Cold, Fire, Necrotic, Thunder; 
  Bludgeoning, Piercing, and Slashing 
  from nonmagical attacks
  19
  0 ft., fly 50 ft. (hover)
  ARMOR CLASS
  HIT POINTS
  300 (24d10 + 168)
  SPEED
  30 ft., fly 60 ft.
  PIT FIEND 25,000xp
  SAVING THROWS
  Dex +8, Con +13, Wis +10
  STR
  26 (+8)
  DEX
  14 (+2)
  CON
  24 (+7)
  INT
  22 (+6)
  WIS
  18 (+4)
  CHA
  24 (+7)
  DAMAGE IMMUNITIES
  Fire, Poison
  DAMAGE RESISTANCES 
  Cold; Bludgeoning, 
  Piercing, and Slashing 
  from nonmagical attacks 
  that aren’t silvered 
  CONDITION IMMUNITIES 
  Poisoned 
  LANGUAGES 
  Infernal, Telepathy 120 ft.
  SENSES 
  Truesight 120 ft., 
  Passive Perception 14
  natural armor
  19
  Fear Aura. 
  Any creature hostile to the pit fiend that starts its turn 
  within 20 feet of the pit fiend must make a DC 21 
  Wisdom saving throw, unless the pit fiend is incapacitated. 
  On a failed save, the creature is frightened until the start 
  of its next turn. If a creature’s saving throw is successful, 
  the creature is immune to the pit fiend’s Fear Aura for the 
  next 24 hours. 
  Magic Resistance. 
  The pit fiend has advantage on saving throws against spells 
  and other magical effects. 
  Magic Weapons. 
  The pit fiend’s weapon attacks are magical. 
  SPECIAL TRAITS
  ARMOR CLASS
  HIT POINTS
  60 (11d8 + 11)
  SPEED
  0 ft., fly 20 ft. (hover)
  WITHHOLDER 700xp
  Hungry for Inanimate Objects. Withholders are nearly 
  bottomless pits for delicious magic items and weaponry - when a 
  withholder dies, all that it’s consumed previously spills out. 
  (Contents are at the DM’s discretion)
  SPECIAL TRAITS
  Multiattack. The withholder makes three slap attacks.
  Slap Attack. Melee Weapon Attack: +5 to hit, reach 5 ft.,  
  Hit: 5 (1d4 + 3) bludgeoning damage.
  Snatch and Grab. The withholder tries to snatch a weapon or 
  magic item from one target within 5 ft. The target must succeed 
  on a DC 13 Strength saving throw or the withholder snatches the 
  item from the target’s grasp, and consumes it (assuming it can fit 
  into it’s mouth).
  ACTIONS
  Deflect Missile. In response to being hit by a range weapon attack, 
  the withholder deflects the missile. The damage it takes from the 
  attack is reduced by 1d10 + 3. If the damage is reduced to 0, the 
  withholder catches the missile and eats it.
  REACTIONS
  STR
  16(+3)
  DEX
  17 (+3)
  CON
  13(+1)
  INT
  11 (+0)
  WIS
  10 (+0)
  CHA
  10 (+0)
  SKILLS
  Athletics +5, Acrobatics +5,  
  Sleight of Hand +5
  SENSES 
  Passive Perception 10
  natural armor
  14
  *
  
  pit Fiend (continued)
  ART: THOMAS M. BAXA
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ART: JORDAN RICHER
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  NAME
  CR
  RACE / ALGINMENT
  CREDITS
  pit Fiend (continued)
  ART: THOMAS M. BAXA
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ART: JORDAN RICHER
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  NAME
  CR
  RACE / ALGINMENT
  CREDITS
  *
  *
  
  ARMOR CLASS
  HIT POINTS
  SPEED
  STR
  DEX
  CON
  INT
  WIS
  CHA
  EXP
  NAME
  SKILLS / SAVING THROWS / SENSES / LANGUAGES
  IMMUNITIES / RESISTANCES / WEAKNESSES
  SPECIAL TRAITS/ ACTIONS / REACTIONS
  Multiattack. The pit fiend makes four attacks: one with its bite, 
  one with its claw, one with its mace, and one with its tail. 
  Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 
  Hit: 22 (4d6 + 8) piercing damage. The target must succeed on 
  a DC 21 Constitution saving throw or become poisoned. While 
  poisoned in this way, the target can’t regain hit points, and it 
  takes 21 (6d6) poison damage at the start of each of its turns. The 
  poisoned target can repeat the saving throw at the end of each of 
  its turns, ending the effect on itself on a success.
  Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 
  Hit: 17 (2d8 + 8) slashing damage. 
  Mace. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 
  Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. 
  Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 
  Hit: 24 (3d10 + 8) bludgeoning damage.
  ACTIONS
  “Don’t get too charred, 
  I like my meat bloody”
  Innate Spellcasting. The pit fiend’s spellcasting ability is 
  Charisma (spell save DC 21). 
  The pit fiend can innately cast the following spells, requiring no 
  material components: 
  SPECIAL TRAITS
  At will
  detect magic, fireball 
  3/day each
  hold monster, wall of fire
  ARMOR CLASS
  HIT POINTS
  SPEED
  STR
  DEX
  CON
  INT
  WIS
  CHA
  EXP
  NAME
  SKILLS / SAVING THROWS / SENSES / LANGUAGES
  IMMUNITIES / RESISTANCES / WEAKNESSES
  SPECIAL TRAITS/ ACTIONS / REACTIONS
  Multiattack. The pit fiend makes four attacks: one with its bite, 
  one with its claw, one with its mace, and one with its tail. 
  Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 
  Hit: 22 (4d6 + 8) piercing damage. The target must succeed on 
  a DC 21 Constitution saving throw or become poisoned. While 
  poisoned in this way, the target can’t regain hit points, and it 
  takes 21 (6d6) poison damage at the start of each of its turns. The 
  poisoned target can repeat the saving throw at the end of each of 
  its turns, ending the effect on itself on a success.
  Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 
  Hit: 17 (2d8 + 8) slashing damage. 
  Mace. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 
  Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. 
  Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 
  Hit: 24 (3d10 + 8) bludgeoning damage.
  ACTIONS
  “Don’t get too charred, 
  I like my meat bloody”
  Innate Spellcasting. The pit fiend’s spellcasting ability is 
  Charisma (spell save DC 21). 
  The pit fiend can innately cast the following spells, requiring no 
  material components: 
  SPECIAL TRAITS
  At will
  detect magic, fireball 
  3/day each
  hold monster, wall of fire
  
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  15. COPYRIGHT NOTICE Open Game License v 1.0a 
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  created by Jordan Richer, Andrea Bruce, Ricardo 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Deck of Many/Deck of Many - Reference Cards/tdomPNPmonsters2v3.pdf