Helpful Creatures | 5e Monsters

Helpful Creatures | 5e Monsters

A mighty figure, reborn from wood deep below, stands still and shapeless in the night among the trees. It steps out to intercept the approaching wagon. Smiling a leafy smile, it accepts the leathered books the wagon driver hands it, delivers a brief thanks, and retreats into the foliage.

Record Keepers. For thousands of years, the oakborn have documented all they see in their perfect memories. They read everything they can get their hands on and attempt to experience as many diverse events as possible, knowing that even in death, they will be reborn with all they previously knew. Kings and others of similar power seek out Oakborn to advise them on difficult decisions.

Shy. While oakborn are always looking for the next book or the next novel opportunity, they still are reclusive in their actions. Their frames may be large and intimidating, but this is to protect the infinite wisdom inside. Oakborn have managed to keep their population high by being so withdrawn from society, and, as such, travelers seeking help must travel great distances to find one.

Petrified. At first glance, an oakborn appears to be made of wood, but don’t be fooled. Oakborn are risen from the remains of trees long since hardened in the ground. Their bodies are hard as stone, able to preserve the knowledge it contains. This petrified nature results in a colossal strength that oakborn rarely use and hesitate to employ against other creatures.


Large plant, lawful good

Armor Class 17 (natural armor)

Hit Points 136 (16d10 + 48)

Speed 20 ft.

23 (+6) 9 (-1) 16 (+3) 12 (+1) 15 (+2) 10 (+0)

Saving Throws Str +11

Skills History +5, Nature +5

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities petrified

Senses darkvision 60 ft., truesight 10 ft., passive Perception 12

Languages Sylvan

Challenge 12 (8,400 XP)                 Proficiency Bonus +4

Charging Trap. If the oakborn moves at least 10 feet straight toward a target and then hits it with its Petrified Punch attack, the target takes an additional 11 (2d10) bludgeoning damage and must succeed on a DC 18 Strength saving throw or be knocked prone. A creature hit with this attack is grappled (escape DC 18), and while grappled in this way, it is also restrained as vines grow out from the oakborn to entangle the target.

Seedling. When the oakborn dies, it is reborn as a seed pod. If this seed is planted, it takes 30 days to regrow into a mature oakborn that retains all memories and abilities it previously had.

Perfect Recall. The oakborn perfectly remembers everything it has ever seen, heard, touched, smelled, or tasted.


Multiattack. The oakborn uses its entangling roots and makes three attacks with a petrified punch.

Petrified Punch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage.

Entangling Roots. Roots grow up from the ground out to 15 feet from the oakborn. This area becomes difficult terrain. Any creature that enters the area for the first time on a turn or starts its turn in the area must succeed on a DC 15 Dexterity saving throw. On a failed save, the creature takes 4 (1d8) piercing damage for every 5 feet it moves in the area. The roots disappear after 1 minute.


Bark Shield. The oakborn gains 11 (2d10) temporary health points in response to one attack that would hit it. To do so, the oakborn must be able to see the attacker.


“Nothing less than a merfolk’s best friend! And who could ever say no to those sad fish eyes.”

- Nerio, Merfolk Hermit

Amphibious. Resembling a long fish, welkin are born in the sea attached to the undersides of sea plants for protection. When the welkin is old enough, it emerges from the water to find its colony on land. The ability to live in both water and air proves an effective defense mechanism. Welkin colonies tend to remain close to areas with ample water and land, moving out of one and into another when threatened.

Ideal Companions. Loyal and friendly, welkin are often charged as caretakers of young children or elderly adults. Their healing abilities are ideal for hermits and wanderers, alone and far from help. Similarly, these abilities to thrive in diverse environments and heal at a touch are valuable and features many adventurers wish for in a companion creature.


Tiny fey, neutral

Armor Class 12

Hit Points 12 (5d4)

Speed 0 ft., swim 30 ft., hover 30 ft.

7 (-2) 14 (+2) 10 (+0) 8 (-1) 12 (+1) 10 (+0)

Senses darkvision 60 ft., passive Perception 11

Languages --

Challenge 1/8 (25 XP)    Proficiency Bonus +2

Amphibious. The welkin can breathe air and water.


Flop. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Healing Touch (2/day). The welkin touches another creature. The target magically regains 4 (1d4 + 2) hit points and is freed from any disease or poison.

Oasis Beast

"It was as if all the wee nasties of the sea had been chopped into bits, then stitched together with a harpoon. Tore our mast off like a twig with its tentacled limb and took half of my first mate with its pincer it did. Then, it grabbed our entire ship, took it right to great blue below...”

- Captain Grover Redbelly’s Diary, page 87

Everything Under the Sea. The oasis beast is a massive creature, a mix of a crustacean, an octopus, and assorted fish. The combination could be considered odd, but it works terrifyingly well, especially paired with its water-blasting abilities. The oasis beast also gives back, providing a huge and protected area from large predators. Though at the top of its food chain, the oasis beast helps the oceans thrive.

Ocean Oasis. The oasis beast gained its name from sailors seeing it for the first time. While drifting in the sea, the beast looked like an island oasis to the weary sailors, even populated with palm trees, songbirds, and a sandy shore. This vista only lasted until the ship was within reach of the hungry oasis beast, which lashed out with its tentacles to drag the unfortunate ship in. The one survivor described it as a beast made from an oasis.

Supermassive. The oasis beast can grow to 300 feet by 300 feet and 100 feet tall. Its giant body and tiny crab legs make it difficult to move on land, but its enormous bulk can be supported in the water. When an oasis beast dies, its invincible shell drifts down to the ocean floor, providing a habitat for ocean-dwelling creatures. The diamond-hard shell makes armor nearly as good as adamantine and is highly sought after in many markets.

Oasis Beast

Gargantuan monstrosity (titan), unaligned

Armor Class 19 (natural armor)

Hit Points 615 (30d20 + 300)

Speed 20 ft., swim 120 ft., burrow 20 ft.

26 (+8) 7 (-2) 30 (+10) 21 (+5) 22 (+6) 18 (+4)

Saving Throws Con +18, Int +13, Cha +12

Skills Arcana +13, Athletics +16, History +13, Nature +13

Damage Immunities acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities charmed, frightened, paralyzed, poisoned

Senses blindsight 300 ft. (blind beyond this radius), passive Perception 20

Languages Primordial

Challenge 28 (120,000 XP)           Proficiency Bonus +8

Legendary Resistance (3/Day). If the oasis beast fails a saving throw, it can choose to succeed instead.

Invincible Carapace (3/day). If the oasis beast is hit by an attack, it may choose to make the attack miss instead.


Multiattack. The oasis beast can use its Boiling Geyser. It then makes two attacks with its pincers or its tentacles.

Pincer. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 35 (5d10 + 8) bludgeoning damage.

Tentacle. Melee Weapon Attack: +16 to hit, reach 120 ft., one target. Hit: 24 (3d10 + 8) piercing damage. If the target is a creature, it is grappled (escape DC 21). Until this grapple ends, the target is restrained.

Boiling Geyser (Recharge 5-6). The oasis beast sprays boiling water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw or take 55 (10d10) bludgeoning damage and 55 (10d10) fire damage on a failed save, or half as much on a success.

Bonus Actions

Drag. If the oasis beast has a creature grappled in a tentacle, it can move the creature up to 60 feet closer.

Legendary Actions

The oasis beast 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 oasis beast regains spent legendary actions at the start of their turn.

Attack. The oasis beast makes one pincer attack or tentacle attack.

Move. The oasis beast moves up to half its speed.

Shriek (Costs 3 Actions). All creatures within 600 feet that can hear the oasis beast must make a DC 19 Constitution saving throw. Creatures take 33 (6d10) thunder damage on a failed save, or half as much on a success.

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