Creatures of a Faraway Land | 5e Monsters

Creatures of a Faraway Land | 5e Monsters

Written by Hana the Lorekeeper

The same old 5e monsters game after game can get stale. Drop any of these 5e monsters into your game to give your players a fun surprise!

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Creatures of a Faraway Land

In faraway lands, some creatures only exist there because of chance or climate. But did you know that a merchant ship from Fóbaér just docked? Who knows what creatures, treasures, and stories they have brought back with them? Read on to find out!

Money Mimic

In certain parts of the world, people bite down on the coins they are given. Travelers may laugh at this behavior, but they won’t be laughing when their coin pouch starts to move, a hoard of coin-shaped hitchhikers having eaten all their hard-earned profits.

Survival. Unlike medium-sized mimics that have a reputation for eating unwary adventurers, these tiny shapeshifters survive by being carried from place to place, passed from hand to hand by adventurers and merchants who found a coin on the street or in a dungeon. While they aren’t naturally inclined to bite people, those who mishandle money mimics are likely to feel a nip the next time they reach into their coin pouch.

Money Mimic

Tiny monstrosity, neutral

Armor Class 12 (natural)

Hit Points 2 (1d4)

Speed 10 ft.

STR DEX CON INT WIS CHA
4 (-3) 12 (+1) 11 (+0) 5 (-3) 12 (+1) 7 (-2)

Damage Immunities acid

Condition Immunities prone

Senses darkvision 60 ft., passive Perception 11

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

Shapechanger. The mimic can use its action to polymorph into a coin or small gemstone into its true, amorphous form. 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.

False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary coin or gem.

Corrosive Form. The mimic can choose to secrete corrosive acid. If the mimic is secreting the acid, any item or creature that touches it or hits it with a melee weapon takes 2 (1d4) acid damage. Any nonmagical item that touches the mimic corrodes.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage + 1 acid damage.

Incite Greed. The mimic causes a feeling of desire to well up in one creature that is within 30 feet of it. The creature must make a DC 10 Wisdom saving throw or be compelled to move in a direct line towards the mimic and put it in their inventory on their next turn.

Swarm of Money Mimics

When a couple of down-on-their-luck adventurers discovered a pile of gold coins in a previously opened chest, they thought their fortune was turning around for the better. Little did the two realize that they had acquired a whole host of new friends, all of whom were rather hungry...

The Next Generation. Money mimics only gather in numbers greater than a dozen for one reason: to produce eggs, which will hatch into baby money mimics. With greater numbers comes a greater temptation to adventurers, so be sure to double-check all the treasure you find, especially if it wasn’t there the first time you passed by.

Swarm of Money Mimics

Small swarm of tiny monstrosities, neutral

Armor Class 12 (natural armor)

Hit Points 27 (5d6 + 10)

Speed 15 ft.

STR DEX CON INT WIS CHA
7 (-2) 12 (+1) 14 (+2) 5 (-3) 13 (+1) 8 (-1)

Damage Resistances bludgeoning, piercing, and slashing

Damage Immunities acid

Condition Immunities grappled, prone, restrained

Senses darkvision 60 ft., passive Perception 11

Challenge 1 (200 XP)      Proficiency Bonus +2

Shapechanger. The mimics can use their action to polymorph into a pile of coins or small gemstones into their true, amorphous forms. 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.

False Appearance (Object Form Only). While the swarm remains motionless, it is indistinguishable from a pile of ordinary coins or gems.

Corrosive Form. The swarm can choose to secrete corrosive acid. A creature that touches the swarm or hits it with a melee attack while within 5 feet of it takes 3 (1d6) acid damage. Any nonmagical item that hits the swarm 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 mimic is destroyed after dealing damage.

The swarm can eat through 1-inch-thick, nonmagical wood or metal in 1 round.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage + 4 acid damage, or 5 (2d4) piercing damage + 2 acid damage if the swarm has half its hit points or fewer.

Bludgeon. Melee Weapon Attack: +3 to hit, one target in the swarm's space. Hit: 7 (2d6) bludgeoning damage, or 3 (1d6) bludgeoning damage if the swarm has half its hit points or fewer.

Incite Greed. The swarm causes a feeling of desire to well up in one creature that is within 30 feet of it. The creature must make a DC 14 Wisdom saving throw or be compelled to move in a direct line toward the swarm and put it in their inventory on their next turn.

Cindered Husk

Under the dry desert sun, a black figure moves from side to side, their appearance distorted by the waves of heat emanating from the ground. The sun’s hot rays do not bother the figure, which is blackened and burnt like a stick of charcoal pulled from a half-dead fire.

Charred and Callous. A cindered husk is the reanimated remains of a person who perished by fire or had their remains burnt yet are still intact. The spirits of those that perished in such a manner or had their corpses disrespected with improper burial will return with a vengeance against the living. Because of their dehydrated nature, cindered husks haunt deserts and other dry places, avoiding rivers, wet regions, and areas that have significant amounts of liquids.

Cindered Husk

Medium undead, neutral evil

Armor Class 10 (armor type)

Hit Points 34 (4d8 + 16)

Speed 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 6 (-2) 18 (+4) 3 (-4) 9 (-1) 5 (-3)

Saving Throws Con +6, Wis +1

Damage Vulnerabilities bludgeoning

Damage Immunities fire, poison

Condition Immunities charmed, exhaustion, petrified, poisoned

Senses darkvision 60 ft., passive Perception 9

Languages understands the languages it knew in life but can't speak

Challenge 1 (200 XP)      Proficiency Bonus +2

Banked Embers. A creature that touches the husk or hits it with a melee attack while within 5 feet of it takes 2 (1d4) fire damage. If the melee attack dealt bludgeoning damage, the damage is doubled.

Death Burst. When the husk is reduced to 0 hit points, it explodes into embers. Each creature within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take 4 (1d8) fire damage.

Undead Fortitude. If damage reduces the husk 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 husk drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage + 2 (1d4) fire damage.

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