Dark Matter Monster Cards

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The document describes several fictional monsters and creatures with unique abilities like spider climbing, tentacle attacks, acid globs and jetpacks.

The Arachno-Horse and Cephalo-Boar both have a charge ability that deals extra damage if they move 20 feet and hit with a bite/tentacle attack on the same turn.

The Android is described as being immune to poison damage, while other creatures have things like damage resistance to cold or fire. It does not have the same vulnerabilities as living creatures.

Arachno-Horse

Large beast, unaligned


CR
1/2

Dark Matter Mage Hand Press


Arachno-Horse
Large beast, unaligned
CR
1/2
Damage Resistances poison
Senses passive Perception 11
Languages —
Spider Climb. The arachno-horse can climb difficult
surfaces, including upside down on ceilings, without
needing to make an ability check.
Trampling Charge. If the arachno-horse moves at least
20 feet straight toward a target and then hits it with a
bite attack on the same turn, the target must succeed on
a DC 14 Strength saving throw or be knocked prone. If
the target is prone, the arachno-horse can make another
attack with its bite against it as a bonus action.

ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6)
poison damage.

AC HP 19 SPEED 40 ft.,
11 (3d10 + 3) climb 40 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 13 (+1) 2 (−4) 12 (+1) 7 (−2)
Cephalo-Boar
Medium beast, unaligned
CR
1/4

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Cephalo-Boar
Medium beast, unaligned
CR
1/4
Damage Resistances fire
Senses passive Perception 9
Languages —
Charge. If the cephalo-boar moves at least 20 feet
straight toward a target and then hits it with a tentacle
attack on the same turn, the target takes an extra 3 (1d6)
bludgeoning damage.
Relentless (Recharges after a Short or Long Rest). If
the cephalo-boar takes 7 damage or less and drops to 0
hit points, it is reduced to 1 hit point instead.

ACTIONS
Tentacle. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) bludgeoning damage. If the
target is Medium or smaller, it is grappled (escape DC
11) and restrained until the grapple ends.

AC 11 HP 11 SPEED
(natural armor) (2d8 + 2) 40 ft.

STR DEX CON INT WIS CHA


11 (+1) 11 (+0) 12 (+1) 2 (−4) 9 (−1) 5 (−3)
Crocadog
Small beast, unaligned
CR
1/2

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Crocadog
Small beast, unaligned
CR
1/2
Skills Perception +3
Senses passive Perception 13
Languages —
Keen Hearing and Smell. The crocadog has advantage
on Wisdom (Perception) checks that rely on hearing or
smell.

ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) piercing damage. If the target is
a Small or smaller creature, it must succeed on a DC 11
Strength saving throw or be knocked prone.

AC HP 5 SPEED
12 (1d6 + 2) 40 ft.

STR DEX CON INT WIS CHA


13 (+1) 14 (+2) 14 (+2) 3 (−4) 12 (+1) 7 (−2)
Android
Medium construct, neutral
CR
4

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Android
Medium construct, neutral
CR
4
Skills Deception +3, Investigation +3, Perception +3,
Technology +5
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses thermalsight 60 ft., passive Perception 11
Languages any three languages (usually Common, Dwar-
ven, and Elvish)
Black Box, False Identity, Machine Empathy. See Dark
Matter
Self-Repair. The android regains 4 hit points at the start
of its turn if it has at least one hit point. If the android
takes lightning damage, this trait doesn’t function at the
start of the android’s next turn.

ACTIONS
Multiattack. The android makes two attacks.
Construct Surge (1/Day). The android makes four
attacks, instead of two, on its turn. It can’t attack on the
following turn.
Repeater. Ranged Weapon Attack: +8 to hit, range
60/240 ft., one target. Hit: 7 (2d6) radiant damage.
Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 11 (2d4 + 6) bludgeoning damage.

AC HP 63 SPEED
16 (6d8 + 36) 30 ft.

STR DEX CON INT WIS CHA


22 (+6) 22 (+6) 22 (+6) 12 (+1) 12 (+1) 12 (+1)
Rogue AI
Medium construct, any chaotic alignment
CR
5

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Rogue AI
Medium construct, any chaotic alignment
CR
5
Saving Throws Int +7, Wis +4
Skills Arcana +7, Data +7, History +7, Investigation +7,
Nature +7, Religion +7, Technology +7
Damage Resistances acid, cold, fire
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened,
grappled, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 11
Languages all
Incorporeal Movement. The AI 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.
Innate Spellcasting (Spell save DC 15). At will: mage
hand (the hand is invisible), minor illusion, technomancy,
3/day each: autopilot, technical difficulties, 1/day each:
circuit breaker, lightning bolt, perception hack

ACTIONS
Multiattack. The AI makes two melee attacks or one
ranged attack.
Static Discharge. Melee Spell Attack: +7 to hit, reach 5
ft., one target. Hit: 14 (2d8 + 5) lightning damage.
Hardlight Bolt. Ranged Spell Attack: +7 to hit, range
120 ft., one target. Hit: 17 (5d6) force damage.
Inhabit Technology (Recharge 6). See Dark Matter

AC HP 90 SPEED 0 ft.,
12 (20d8) fly 40 ft. (hover)

STR DEX CON INT WIS CHA


7 (−2) 14 (+2) 10 (+0) 19 (+4) 12 (+1) 10 (+0)
Mechanical Spider
Small construct, unaligned
CR
0

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Mechanical Spider
Small construct, unaligned
CR
0
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), pas-
sive Perception 8
Languages —
Death Burst. When a mechanical spider dies, it explodes
in a burst of fire. Each creature within 5 feet of it must
make a DC 13 Dexterity saving throw, taking 7 (2d6) fire
damage on a failed save, or half as much damage on a
successful one.
Spider Climb. The mechanical spider can climb difficult
surfaces, including upside down on ceilings, without
needing to make an ability check.

ACTIONS
Carry. The spider can pick up and carry or drop a single
object weighing no more than 10 pounds.

AC HP 3 SPEED 20 ft.,
13 (1d4 + 1) climb 20 ft.

STR DEX CON INT WIS CHA


6 (−2) 16 (+3) 12 (+1) 2 (−4) 5 (−3) 1 (−5)
Single Task Automaton
Medium construct, lawful neutral
CR
1

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Single Task Automaton
Medium construct, lawful neutral
CR
1
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), pas-
sive Perception 5
Languages —
Difficult Terrain Susceptibility. Each foot this automaton
travels in difficult terrain costs 3 feet.
Mechanical Mind. The automaton can’t be compelled to
act in a manner contrary to its instructions.

ACTIONS
Multiattack. The automaton makes three melee attacks.
Improvised Weapon. Melee Weapon Attack: +1 to hit,
reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.

AC 13 HP 39 SPEED
(natural armor) (6d8 + 12) 30 ft.

STR DEX CON INT WIS CHA


13 (+1) 9 (−1) 15 (+2) 5 (−3) 1 (−5) 1 (−5)
Multi-Task Automaton
Medium construct, lawful neutral
CR
3

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Multi-Task Automaton
Medium construct, lawful neutral
CR
3
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), pas-
sive Perception 7
Languages —
Mechanical Mind. The automaton can’t be compelled to
act in a manner contrary to its instructions.

ACTIONS
Multiattack. The automaton makes three attacks: two
with its morningstar and one with its slam.
Morningstar. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (1d10 + 3) bludgeoning damage.

AC 15 HP 85 SPEED
(natural armor) (10d8 + 40) 30 ft.

STR DEX CON INT WIS CHA


17 (+3) 11 (+0) 19 (+4) 7 (−2) 5 (−3) 1 (−5)
Body Snatcher
Medium aberration, neutral evil
CR
5

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Body Snatcher
Medium aberration, neutral evil
CR
5
Skills Deception +9, Insight +5, Perception +5, Perfor-
mance +6, Sleight of Hand +7, Stealth +7
Senses darkvision 60 ft., passive Perception 15
Languages Common, Deep Speech
Sneak Attack (1/Turn). The body snatcher deals an extra
21 (6d6) damage when it meets the conditions of Sneak
Attack.
Innate Spellcasting (Spell save DC 14). At will:
gentle repose, minor illusion, 3/day each: disguise self,
entangle, 1/day each: blur, expeditious retreat, haste,
invisibility, silent image

ACTIONS
Multiattack. The body snatcher makes two weapon
attacks or three claw attacks.
Claw (Natural Form Only). Melee Weapon Attack: +7
to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing
damage.
Flay. A body snatcher touches a humanoid corpse, mag-
ically hollowing it out to leave a wearable skin suit. The
skin suit is protected against decay for the next 10 days.
Skinchange. The body snatcher dons or doffs a skin suit.
See Dark Matter

AC HP 91 SPEED
14 (14d8 + 28) 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 18 (+4) 14 (+2) 12 (+1) 14 (+2) 17 (+3)
Brain in a Jar
Tiny construct, chaotic evil
CR
2

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Brain in a Jar
Tiny construct, chaotic evil
CR
2
Damage Resistances psychic
Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, prone
Senses blindsight 60 ft., thermalsight 120 ft., passive
Perception 12
Languages any one language (usually Common), telep-
athy 120 ft.
Insanity. If a creature would use a spell or magical effect
to sense the brain’s emotions or read its thoughts, the
creature takes 10 (3d6) psychic damage.

ACTIONS
Psionic Ray. Ranged Spell Attack: +4 to hit, range 60 ft.,
one target. Hit: 21 (6d6) psychic damage.
Psionic Burst. Each creature within 20 feet of the brain
must succeed on an DC 13 Wisdom saving throw, taking
12 (4d6) psychic damage on a failed save, or half as
much on a successful one.

AC HP 30 SPEED 0 ft.,
12 (12d4) fly 30 ft. (hover)

STR DEX CON INT WIS CHA


3 (−4) 15 (+2) 11 (+0) 15 (+2) 14 (+2) 12 (+1)
Collector Vat
Large construct, neutral
CR
5

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Collector Vat
Large construct, neutral
CR
5
Damage Immunities psychic
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified
Senses blindsight 30 ft., thermalsight 120 ft., passive
Perception 10
Languages —
Magic Resistance. The collector vat has advantage on
saving throws against spells and other magical effects.
Organic Scan. See Dark Matter

ACTIONS
Multiattack. The vat makes two melee weapon attacks.
Tentacle. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 14 (2d10 + 3) bludgeoning damage, and
the target is grappled (escape DC 15). Until the grapple
ends, the target is restrained. The vat can grapple up to 5
creatures at once.
Syringe. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (2d4 + 3) piercing damage, and the tar-
get must make a DC 14 Constitution saving throw or be
paralyzed 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.
Store Creature, Release Brains (1/Day). See Dark
Matter

AC 15 HP 133 SPEED 0 ft.,


(natural armor) (14d10 + 56) fly 30 ft. (hover)

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 18 (+4) 12 (+1) 10 (+0) 6 (−2)
Defense Drone
Tiny construct, unaligned
CR
1/8

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DEfense Drone
Tiny construct, unaligned
CR
1/8
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified, poisoned,
prone
Senses blindsight 60 ft. (blind beyond this radius), pas-
sive Perception 9
Languages —
Follow Protocol. Unless commanded to do otherwise,
the drone follows its master, staying in the master’s
space, or as nearby as possible. The drone can move on
its master’s turn in order to follow in this way.

ACTIONS
Integrated Blaster. Ranged Weapon Attack: +4 to hit,
range 30/120 ft., one target. Hit: 5 (2d4) radiant damage.

AC HP 5 SPEED 0 ft.,
12 (2d4) fly 40 ft. (hover)

STR DEX CON INT WIS CHA


7 (−2) 14 (+2) 10 (+0) 4 (−3) 9 (−1) 3 (−4)
Medical Drone
Tiny construct, unaligned
CR
0

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Medical Drone
Tiny construct, unaligned
CR
0
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified, poisoned,
prone
Senses blindsight 60 ft. (blind beyond this radius), pas-
sive Perception 9
Languages —
Follow Protocol. Unless commanded to do otherwise,
the drone follows its master, staying in the master’s
space, or as nearby as possible. The drone can move on
its master’s turn in order to follow in this way.

ACTIONS
Revival Protocol (3/Day). The drone casts the cantrip
spare the dying on a target it can reach, then restores
1d4 of the target’s hit points.

AC HP 5 SPEED 0 ft.,
12 (2d4) fly 40 ft. (hover)

STR DEX CON INT WIS CHA


7 (−2) 14 (+2) 10 (+0) 4 (−3) 9 (−1) 3 (−4)
Recon Drone
Tiny construct, unaligned
CR
0

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Recon Drone
Tiny construct, unaligned
CR
0
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified, poisoned,
prone
Senses blindsight 60 ft. (blind beyond this radius), pas-
sive Perception 9
Languages —
Follow Protocol. Unless commanded to do otherwise,
the drone follows its master, staying in the master’s
space, or as nearby as possible. The drone can move on
its master’s turn in order to follow in this way.

ACTIONS
Surveillance Protocol. The drone creates a holographic
marker above one target it can see within 60 feet until
the beginning of the drone’s next turn. For that duration,
attacks against the target can’t have disadvantage (unless
the disadvantage is due to the Automatic property), and
the target has disadvantage on checks made to hide.

AC HP 5 SPEED 0 ft.,
12 (2d4) fly 40 ft. (hover)

STR DEX CON INT WIS CHA


7 (−2) 14 (+2) 10 (+0) 4 (−3) 9 (−1) 3 (−4)
Hardlight Etherolus
Large construct, unaligned
CR
8

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Hardlight Etherolus
Large construct, unaligned
CR
8
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned
Senses blindsight 10 ft., darkvision 120 ft., passive
Perception 10
Languages understands commands given in any lan-
guage but can’t speak
Ethereal Hardlight. Each time this construct takes dam-
age, it reduces the damage taken to 1.
Hardlight Evaporation. This construct sheds bright light
in a 20-foot radius and dim light for an additional 20 feet.
Every hour, the construct takes 1 damage.
Incorporeal Movement. The construct can move
through other creatures and objects as if they were
difficult terrain. It takes 1 force damage if it ends its turn
inside an object.

ACTIONS
Multiattack. The construct makes two hardlight scythe
attacks.
Hardlight Scythe. Melee Weapon Attack: +8 to hit,
reach 10 ft., one target. Hit: 12 (2d6 + 5) force damage.

AC HP 15 SPEED 30 ft.,
15 (2d10 + 4) fly 40 ft. (hover)

STR DEX CON INT WIS CHA


13 (+1) 20 (+5) 14 (+2) 6 (−2) 10 (+0) 3 (−4)
CR
Hardlight Juggernautus
Large construct, unaligned
8

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CR
Hardlight Juggernautus
Large construct, unaligned
8
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned
Senses blindsight 10 ft., darkvision 120 ft., passive
Perception 10
Languages understands commands given in any lan-
guage but can’t speak
Hardlight Evaporation. This construct sheds bright light
in a 20-foot radius and dim light for an additional 20 feet.
Every hour, the construct takes 10 damage.
Impervious Hardlight. This construct doesn’t take dam-
age from any source that deals it less than 10 damage
at once.
Magic Resistance. The construct has advantage on sav-
ing throws against spells and other magical effects.

ACTIONS
Multiattack. The construct makes two hardlight mace
attacks.
Hardlight Mace. Melee Weapon Attack: +8 to hit, reach
10 ft., one target. Hit: 12 (2d6 + 5) force damage.

AC 18 HP 150 SPEED
(natural armor) (12d10 + 84) 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 12 (+1) 26 (+7) 6 (−2) 10 (+0) 3 (−4)
Husk
Medium undead, chaotic evil
CR
1/2

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Husk
Medium undead, chaotic evil
CR
1/2
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands Common but can’t speak
Blood Frenzy. The husk has advantage on melee attack
rolls against any creature that doesn’t have all its hit
points.

ACTIONS
Multiattack. The husk makes two slam attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) bludgeoning damage and the
target must make a DC 12 Constitution saving throw. On
a failed save, the air is drawn out from the target’s lungs.
Until the end of the target’s next turn, it has disadvantage
on attack rolls, ability checks, and saving throws. This ef-
fect is not impeded by magic such as zone of atmosphere
or technology such as life suits.

AC 13 HP 26 SPEED
(natural armor) (4d8 + 8) 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 8 (−1) 14 (+2) 8 (−1) 8 (−1) 14 (+2)
Forlorn Husk
Medium undead, chaotic evil
CR
4

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Forlorn Husk
Medium undead, chaotic evil
CR
4
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages Common
Blood Frenzy. The husk has advantage on melee attack
rolls against any creature that doesn’t have all its hit
points.
Magic Resistance. The husk has advantage on saving
throws against spells and other magical effects.
Innate Spellcasting (Spell save DC 14). 3/day each:
hellish rebuke, inflict wounds, ray of enfeeblement, 1/day
each: arcane anomaly, create vacuum, darkness

ACTIONS
Multiattack. The husk makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d8 + 2) bludgeoning damage and the
target must make a DC 14 Constitution saving throw. On
a failed save, the air is drawn out from the target’s lungs.
Until the end of the target’s next turn, it has disadvantage
on attack rolls, ability checks, and saving throws. This ef-
fect is not impeded by magic such as zone of atmosphere
or technology such as life suits.

AC 15 HP 91 SPEED 30 ft.,
(natural armor) (14d8 + 28) fly 20 ft. (hover)

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 14 (+2) 9 (−1) 9 (−1) 18 (+4)
Indoctrinated
Medium humanoid (any race), chaotic evil
CR
1/2

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Indoctrinated
Medium humanoid (any race), chaotic evil
CR
1/2
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses passive Perception 8
Languages Abyssal, one language it knew before indoc-
trination
Cybernetic Enhancements. The indoctrinated is immune
to nonmagical diseases, and it doesn’t need to eat,
drink, or breathe. Additionally, it can’t be disarmed of its
weapons.

ACTIONS
Arm Cannon. Melee or Ranged Weapon Attack: +4 to
hit, reach 5 ft. or range 60/240 ft., one creature. Hit: 9
(2d8) radiant damage.

AC 14 HP 22 SPEED
(natural armor) (4d8 + 4) 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 14 (+2) 13 (+1) 9 (−1) 7 (−2) 8 (−1)
Mechademon
Medium fiend (demon), chaotic evil
CR
2

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Mechademon
Medium fiend (demon), chaotic evil
CR
2
Skills Technology +3
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned, exhaustion
Senses darkvision 120 ft., passive Perception 12
Languages Abyssal, telepathy 120 ft.
Cybernetic Enhancements. The mechademon is immune
to nonmagical diseases, and it doesn’t need to eat, drink, or
breathe. Additionally, it can’t be disarmed of its weapons.
Hellish Translocator (Recharge 4–6). The mechademon
has an embedded translocation device within its chest.
As a bonus action, it can activate this device to teleport
up to 30 feet to an unoccupied space it can see. Each
creature within 5 feet of the mechademon’s destination
must succeed on a DC 13 Dexterity saving throw, taking
10 (3d6) fire damage on a failed save, or half as much on
a successful one.

ACTIONS
Multiattack. The mechademon makes two attacks.
Abyssal Repeater. Ranged Weapon Attack: +5 to hit,
range 60/240 ft., one target. Hit: 9 (2d8) fire damage.
Enervating Arm Blade. Melee Weapon Attack: +5 to
hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing dam-
age plus 3 (1d6) necrotic damage.

AC 15 HP 58 SPEED 35 ft.,
(natural armor) (9d8 + 18) climb 20 ft.

STR DEX CON INT WIS CHA


14 (+2) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 12 (+1)
Mechabyssal
Large fiend (demon), chaotic evil
CR
6

Dark Matter Mage Hand Press


Mechabyssal
Large fiend (demon), chaotic evil
CR
6
Skills Athletics +7, Technology +4
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned, exhaustion
Senses darkvision 120 ft., passive Perception 12
Languages Abyssal, telepathy 120 ft.
Cybernetic Enhancements, Siege Monster. See Dark
Matter
Rocket Pack (Recharge 4–6). The mechabyssal has
rocket boosters embedded in its back. As a bonus action,
it can activate the boosters to fly up to 30 feet in any di-
rection. If the mechabyssal ends this movement in the air,
it falls. If the mechabyssal makes this movement straight
toward a target and then hits it with a cyber claw attack
on the same turn, the target takes an extra 11 (2d10)
slashing damage.

ACTIONS
Multiattack. The mechabyssal makes two attacks.
Cyber Claw. Melee Weapon Attack: +7 to hit, reach 10
ft., one target. Hit: 15 (2d10 + 4) slashing damage.
Hellfire Rockets. Ranged Weapon Attack: +6 to hit, range
60/240 ft., one target. Hit: 16 (3d10) fire damage. Each
creature within 5 feet of the target must succeed on a DC
15 Dexterity saving throw or take 11 (2d10) fire damage.

AC 16 HP 170 SPEED
(natural armor) (20d10 + 60) 25 ft.

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 17 (+3) 12 (+1) 14 (+2) 12 (+1)
N-Vect
Medium humanoid (vect), chaotic evil
CR
3

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N-Vect
Medium humanoid (vect), chaotic evil
CR
3
Skills Data +5, Deception +2, Technology +5
Senses thermalsight 30 ft., passive Perception 10
Languages Common
Construct Anatomy. The N-vect is immune to nonmagi-
cal diseases, and it doesn’t need to eat, drink, or breathe.
Inflexible Mind. The N-vect has advantage on saving
throws against being charmed.
Innate Spellcasting (Spell save DC 12). At will: tech-
nomancy, 1/day each: circuit breaker, perception hack,
technical difficulties

ACTIONS
Multiattack. The vect makes two attacks with its arm
blade or two attacks with its repeater.
Arm Blade. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage. If the target
is a construct or living construct, such as a vect, it must
make a DC 16 Constitution saving throw. On a failed
save, the target is infected with the N-Virus (see Dark
Matter, Appendix E).
Repeater. Ranged Weapon Attack: +5 to hit, range
60/240 ft., one target. Hit: 7 (2d6) radiant damage.

AC 16 HP 78 SPEED
(composite plating) (12d8 + 24) 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 16 (+3) 14 (+2) 16 (+3) 10 (+0) 10 (+0)
Nanite Swarm
Large ooze, lawful neutral
CR
2

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Nanite Swarm
Large ooze, lawful neutral
CR
2
Skills Medicine +1
Damage Immunities necrotic; bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, paralyzed,
petrified, prone, restrained, stunned
Senses passive Perception 9
Languages understands one language spoken by its
creator but can’t speak
Resources. When the nanite swarm attacks a creature or
object, it gains a Resource Point (to a maximum of 6).
Swarm. The swarm can occupy another creature’s space
and vice versa, and the swarm can move through any
opening large enough for a microscopic nanobot. The
swarm can’t gain temporary hit points.

ACTIONS
Recycle. Melee Weapon Attack: +4 to hit, reach 0 ft.,
one target in the swarm’s space. Hit: 15 (6d4) necrotic
damage and the swarm gains 1 Resource Point. If the
swarm has half of its hit points or fewer, the attack deals
only 7 (3d4) damage.
Reconstitute (Costs 1 Resource Point). A creature
or object in the swarm’s space (other than the swarm)
regains 11 (2d10) hit points.
Self-Repair (Costs 1 Resource Point). The swarm
regains 7 (2d6) hit points.

AC HP 44 SPEED 30 ft.,
12 (8d8 + 8) climb 30 ft.

STR DEX CON INT WIS CHA


3 (−4) 15 (+2) 12 (+1) 18 (+4) 9 (−1) 1 (−5)
Radioactive Goo
Large ooze, unaligned
CR
3

Dark Matter Mage Hand Press


Radioactive Goo
Large ooze, unaligned
CR
3
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, paralyzed,
petrified, prone, restrained, stunned
Senses blindsight 60 ft. (blind beyond this radius), pas-
sive Perception 8
Languages —
Adaptive Mutation. After the goo takes damage, it
gains immunity to that type of damage until the end of its
next turn, or until it takes another type of damage.
Amorphous. The goo can move through a space as
narrow as 1-inch wide without squeezing.
Radiation Hazard. At the start of each of the goo’s turns,
each creature within 15 feet of it takes 10 (3d6) poison damage.

ACTIONS
Pseudopod. Melee Weapon Attack: +5 to hit, reach 10 ft.,
one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 7
(2d6) radiant damage. In addition, the target must make a
DC 14 Constitution saving throw or be poisoned for 1 hour.
Irradiate. Ranged Weapon Attack: +5 to hit, range 60 ft., one
target. Hit: 7 (2d6) radiant damage and the target must make
a DC 14 Constitution saving throw. On a failure, the target has
disadvantage on ability checks using a randomly determined
ability score for 1 minute. It can repeat the saving throw at the
end of each of its turns, ending this effect on a success.

AC HP 85 SPEED
8 (10d10 + 30) 10 ft.

STR DEX CON INT WIS CHA


16 (+3) 6 (−2) 16 (+3) 1 (−5) 6 (−2) 1 (−5)
Worm Walker
Medium undead, neutral
CR
1/4

Dark Matter Mage Hand Press


Worm Walker
Medium undead, neutral
CR
1/4
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 8
Languages —

ACTIONS
Grab. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage. The target
is grappled (escape DC 12). Until this grapple ends, the
worm walker can’t use its grab on another target.
Transfer Worm. The worm walker violently transfers the
worm within its body into a humanoid creature it is grap-
pling. The target takes 14 (4d6) piercing damage as the
worm burrows into its body. The target is infested with a
psi-worm (see psi-worm stats) and the worm walker dies.

AC HP 23 SPEED
7 (3d8 + 9) 20 ft.

STR DEX CON INT WIS CHA


14 (+2) 5 (−3) 16 (+3) 4 (−3) 7 (−2) 4 (−3)
Psi-Worm
Tiny monstrosity, unaligned
CR
0

Dark Matter Mage Hand Press


Psi-Worm
Tiny monstrosity, unaligned
CR
0
Damage Resistances psychic
Condition Immunities frightened, prone
Senses truesight 120 ft., passive Perception 11
Languages —
Alien Movement. The psi-worm can writhe more quickly
over rough ground, moving 2 feet in difficult terrain for
every 1 foot of movement it expends.

ACTIONS
Infest. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 1 piercing damage. A creature that has
been hit by this attack must make a DC 13 Constitution
saving throw or be infested by the psi-worm, which crawls
within the creature’s body. While infesting a creature,
the psi-worm can’t be directly damaged or targeted by
effects. If the infected creature is willing, it or another
creature can use its action to deal 5 piercing or slashing
damage to the infected creature, surgically killing the
worm inside it. The worm can also be killed by lesser
restoration, or any other effect which cures disease.
An infested creature takes 2 (1d4) necrotic damage at
the start of each of its turns until it dies or the psi-worm is
killed. An infested humanoid that dies rises 1 round later
as a worm walker.

AC HP 2 SPEED
12 (1d4) 10 ft.

STR DEX CON INT WIS CHA


3 (−4) 14 (+2) 10 (+0) 4 (−3) 12 (+1) 3 (−4)
CR
Lesser Psi-Worm Gestalt 3
Medium swarm of Tiny monstrosities, neutral

Dark Matter Mage Hand Press


CR
Lesser Psi-Worm Gestalt 3
Medium swarm of Tiny monstrosities, neutral

Saving Throws Wis +5


Damage Resistances psychic; bludgeoning, piercing,
slashing
Condition Immunities frightened, paralyzed, prone
Senses truesight 120 ft., passive Perception 13
Languages understands Deep Speech but can’t speak
Alien Movement. The gestalt can writhe more quickly
over rough ground, moving 2 feet in difficult terrain for
every 1 foot of movement it expends.
Psychic Defense. See Dark Matter
Swarm. The gestalt can occupy another creature’s space
and vice versa, and the gestalt can move through any
opening large enough for a Tiny worm. The gestalt can’t
regain hit points or gain temporary hit points.
Innate Spellcasting (Psionics — Spell save DC 13).
3/day each: command, fear, hold person

ACTIONS
Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one
creature in the gestalt’s space. Hit: 15 (6d4) piercing
damage or 7 (3d4) if the gestalt has half of its hit points
or fewer. A creature that has been hit by this attack must
make a DC 13 Constitution saving throw or be infested
with 2 psi-worms (see psi-worm stats). A humanoid slain
by this attack rises 1 round later as a worm walker.

AC 16 HP 60 SPEED
(Psychic Defense) (8d8 + 24) 30 ft.

STR DEX CON INT WIS CHA


9 (−1) 16 (+3) 16 (+3) 8 (−1) 17 (+3) 5 (−3)
Scrap Golem
Large construct, unaligned
CR
13

Dark Matter Mage Hand Press


Scrap Golem
Large construct, unaligned
CR
13
Damage Immunities poison, psychic; bludgeoning,
piercing, and slashing damage from nonmagical weap-
ons that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses thermalsight 120 ft., blindsight 15 ft., passive
Perception 10
Languages understands the languages of its creator but
can’t speak
Berserk, Customized, Immutable Form, Magic Resistance,
Magic Weapon, Radiant Absorption. See Dark Matter

ACTIONS
Multiattack. The golem makes three melee or ranged
weapon attacks.
Rocket Hammer. Melee Weapon Attack: +11 to hit, reach
5 ft., one target. Hit: 14 (1d10+1d4+6) bludgeoning damage.
Impactor Cannon. Ranged Weapon Attack: +4 to hit,
range 30/90 ft., one target. Hit: 11 (2d10) force damage
or 13 (2d12) force damage if the target is within 15 feet.
Barrage Fire (Recharge 5–6). The golem fires a barrage
of shots in a 15-foot cone. Each creature in that area must
make a DC 17 Dexterity saving throw, taking 49 (9d10)
force damage on a failed save, or half as much damage
on a successful one.

AC 18 HP 190 SPEED
(natural armor) (20d10 + 80) 30 ft.

STR DEX CON INT WIS CHA


23 (+6) 9 (−1) 19 (+4) 3 (−4) 11 (+0) 1 (−5)
Bluescreen Swarm
Medium swarm of Tiny monstrosities, unaligned
CR
2

Dark Matter Mage Hand Press


Bluescreen Swarm
Medium swarm of Tiny monstrosities, unaligned
CR
2
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities radiant
Condition Immunities charmed, frightened, paralyzed,
petrified, prone, restrained, stunned
Senses blindsight 10 ft., passive Perception 11
Languages —
Incorporeal Movement. The swarm can move through
objects as if they were difficult terrain.
Radiate. Any creature that starts its turn within 5 feet of
the swarm must succeed on a DC 11 Constitution saving
throw or take 5 (1d10) radiant damage.
Siphoning Presence. When a bluescreen swarm occupies
the same space as a piece of magical technology, such
as an arcane terminal or a blaster, that isn’t being worn or
carried, that device ceases to function for the next minute.
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 bug. The swarm can’t
regain hit points or gain temporary hit points.

ACTIONS
Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one
target. Hit: 7 (2d6) lightning damage, or 3 (1d6) lightning
damage if the swarm has half of its hit points of fewer. If
the target is carrying a blaster, the blaster overheats.

AC HP 42 SPEED 10 ft.,
14 (12d8 − 12) fly 30 ft.

STR DEX CON INT WIS CHA


8 (−1) 18 (+4) 8 (−1) 1 (−5) 12 (+1) 2 (−4)
Songfish
Huge monstrosity, neutral
CR
8

Dark Matter Mage Hand Press


Songfish
Huge monstrosity, neutral
CR
8
Saving Throws Int +6, Wis +8, Cha +5
Damage Resistances psychic
Senses blindsight 120 ft., passive Perception 15
Languages —
Vacuum Breath. The songfish doesn’t require air.

ACTIONS
Multiattack. The songfish makes four attacks with its
tentacles.
Tentacles. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one creature. Hit: 11 (2d10) bludgeoning damage. If the
target is Large or smaller, it is grappled (escape DC 14).
Until this grapple ends, the target is restrained and the
songfish can’t use its tentacles on another target.
Amnesia Burst (1/Day). Each creature within 500 feet of
the songfish must make a DC 16 Wisdom saving throw.
On a failed save, a creature completely forgets the events
of the past 10 minutes. A creature that can’t hear the
songfish automatically succeeds this saving throw.
Dimension Jump. The songfish teleports itself up to
1,000 feet.
Erasure. See Dark Matter

AC HP 180 SPEED 0 ft.,


11 (24d12 + 24) fly 25 ft. (hover)

STR DEX CON INT WIS CHA


8 (−1) 13 (+1) 13 (+1) 16 (+3) 21 (+5) 14 (+2)
Sporezerker
Medium plant, chaotic evil
CR
1/2

Dark Matter Mage Hand Press


Sporezerker
Medium plant, chaotic evil
CR
1/2
Damage Vulnerabilities fire
Condition Immunities blinded, deafened, exhaustion
Senses passive Perception 9
Languages Common
Pack Tactics. The sporezerker has advantage on an
attack roll against a creature if at least one of the
sporezerker’s allies is within 5 feet of the creature and the
ally isn’t incapacitated.
Spore Burst. When a sporezerker dies, it explodes in a
cloud of spores. Each creature within 5 feet of it must
make a DC 13 Constitution saving throw or be poisoned
for up to 1 minute. An affected creature can repeat this
saving throw at the end of each of its turns, ending the
effect on itself on a success.
Additionally, if the sporezerker dies on natural terrain,
3 (1d6) sporezerkers sprout from the earth from where it
died 24 hours after its death.
If the sporezerker drops to 0 hit points due to fire
damage, this trait has no effect.

ACTIONS
Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) bludgeoning damage.

AC 13 HP 30 SPEED
(natural armor) (4d8 + 12) 30 ft.

STR DEX CON INT WIS CHA


17 (+3) 10 (+0) 16 (+3) 5 (−3) 9 (−1) 8 (−1)
Sporegantua
Large plant, chaotic evil
CR
3

Dark Matter Mage Hand Press


Sporegantua
Large plant, chaotic evil
CR
3
Damage Vulnerabilities fire
Condition Immunities blinded, deafened, exhaustion
Senses passive Perception 10
Languages —
Pack Tactics. The sporegantua has advantage on an at-
tack roll against a creature if at least one of the sporegan-
tua’s allies is within 5 feet of the creature and the ally isn’t
incapacitated.
Siege Monster (Huge Size Only). The sporegantua
deals double damage to objects and structures.
Spore Burst. See Dark Matter

ACTIONS
Multiattack. The sporegantua makes two melee attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage, plus 4
(1d8) bludgeoning damage if the sporegantua is Huge.
Fungal Growth (1/Day). The sporegantua grows 1 size
category (from Large to Huge) for 10 minutes. For this
duration, the sporegantua deals an extra 4 (1d8) damage
to targets that it hits with a melee attack, it has advan-
tage on Strength checks and Strength saving throws, and
its speed is reduced by 5 feet.

AC 15 HP 76 SPEED
(natural armor) (9d10 + 27) 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 16 (+3) 4 (−3) 10 (+0) 9 (−1)
Thwirrel
Tiny beast, unaligned
CR
0

Dark Matter Mage Hand Press


Thwirrel
Tiny beast, unaligned
CR
0
Skills Perception +4, Sleight of Hand +5, Stealth +5
Senses passive Perception 14
Languages —
Energy Siphon. See Dark Matter
Keen Hearing and Smell. The thwirrel has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Psychic Camouflage. The thwirrel can take the Hide
action even when it isn’t in a heavily obscured area.
Additionally, when a creature would normally see, hear,
touch, or smell a thwirrel, it must make a DC 12 Wisdom
saving throw. On a successful save, the creature can per-
ceive all thwirrels as normal for the next 10 minutes. On a
failed save, the creature can’t see, hear, feel, or smell any
thwirrels for the same duration. In either case, the saving
throw must be repeated every 10 minutes, or until the
creature is no longer within visual range of any thwirrels.
Creatures with truesight are immune to this trait.

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

AC HP 2 SPEED
12 (1d4) 35 ft.

STR DEX CON INT WIS CHA


3 (−4) 16 (+3) 10 (+0) 4 (−3) 14 (+2) 12 (+1)
Var’zuul Grub
Small aberration, neutral evil
CR
1/2

Dark Matter Mage Hand Press


Var’zuul Grub
Small aberration, neutral evil
CR
1/2
Damage Resistances radiant
Senses darkvision 120 ft., passive Perception 10
Languages —
Gravity Defiant. The grub is not influenced by gravity,
including spells and other effects which influence gravity,
such as the levitate spell.
Vacuum Breath. The grub doesn’t require air.

ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage.

AC HP 35 SPEED 20 ft.,
13 (10d6) fly 40 ft. (hover)

STR DEX CON INT WIS CHA


14 (+2) 16 (+3) 11 (+0) 3 (−4) 10 (+0) 5 (−3)
Var’zuul Worm
Large aberration, neutral evil
CR
4

Dark Matter Mage Hand Press


Var’zuul Worm
Large aberration, neutral evil
CR
4
Damage Resistances radiant; bludgeoning, piercing,
and slashing damage from nonmagical weapons
Senses darkvision 120 ft., passive Perception 10
Languages —
Blood Frenzy. The worm has advantage on melee attack
rolls against any creature that doesn’t have all its hit
points.
Gravity Defiant. The worm is not influenced by gravity,
including spells and other effects which influence gravity,
such as the levitate spell.
Vacuum Breath. The worm doesn’t require air.

ACTIONS
Multiattack. The worm makes two attacks: one with its
bite and one with its tail.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one
target. Hit: 8 (1d10 + 3) slashing damage.

AC 17 HP 112 SPEED 20 ft.,


(natural armor) (15d10 + 24) fly 30 ft. (hover)

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 15 (+2) 3 (−4) 11 (+0) 6 (−2)
Vortirrackt Larva
Small aberration, unaligned
CR
1/8

Dark Matter Mage Hand Press


Vortirrackt Larva
Small aberration, unaligned
CR
1/8
Skills Stealth +4
Senses passive Perception 9
Languages —
Writhe. The larva moves 10 feet without provoking
opportunity attacks whenever it takes damage.

ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.

AC HP 7 SPEED 35 ft.,
12 (2d6) climb 35 ft.

STR DEX CON INT WIS CHA


8 (−1) 14 (+2) 10 (+0) 1 (−5) 9 (−1) 4 (−3)
Vortirrackt
Medium aberration, lawful evil
CR
6

Dark Matter Mage Hand Press


Vortirrackt
Medium aberration, lawful evil
CR
6
Skills Deception +6, Insight +3, Perception +3, Persua-
sion +6, Stealth +7
Damage Resistances radiant; bludgeoning, piercing,
and slashing from nonmagical weapons
Senses darkvision 60 ft., passive Perception 13
Languages Deep Speech, telepathy 500 ft.
Ambusher. The vortirrackt has advantage on attack rolls
against any creature it has surprised.
Magic Resistance. The vortirrackt has advantage on
saving throws against spells and other magical effects.

ACTIONS
Multiattack. The vortirrackt makes three attacks with its
claws.
Claws. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 7 (1d6 + 4) slashing damage, plus an ad-
ditional 7 (2d6) slashing damage if the target has already
been hit with a claw attack this turn.

AC HP 75 SPEED 30 ft.,
15 (10d8 + 30) climb 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 19 (+4) 17 (+3) 21 (+5) 11 (+0) 16 (+3)
Demi-Vortirrackt
Large aberration, chaotic evil
CR
9

Dark Matter Mage Hand Press


Demi-Vortirrackt
Large aberration, chaotic evil
CR
9
Saving Throws Str +9, Con +9
Damage Resistances radiant; bludgeoning, piercing,
and slashing from nonmagical weapons
Senses darkvision 60 ft., passive Perception 11
Languages Deep Speech
Acidic Blood. A creature that damages the demi-vortir-
rackt while within 5 feet of it takes 4 (1d8) acid damage.
Magic Resistance. The demi-vortirrackt has advantage
on saving throws against spells and other magical effects.

ACTIONS
Multiattack. The demi-vortirrackt makes three attacks
with its claws.
Claws. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 16 (2d10 + 5) slashing damage, plus an
additional 11 (2d10) slashing damage if the target has
already been hit with a claw attack this turn.
Acid Glob (Recharge 5–6). The demi-vortirrackt lobs
a glob of acid at a point it can see within 60 feet. Each
creature within a 5-foot radius of that point must make
a DC 18 Dexterity saving throw, taking 55 (10d10) acid
damage on a failed save, or half as much damage on a
successful one.

AC 17 HP 126 SPEED 40 ft.,


(natural armor) (12d10 + 60) climb 40 ft.

STR DEX CON INT WIS CHA


21 (+5) 19 (+4) 21 (+5) 11 (+0) 13 (+1) 9 (−1)
Wizmo
Tiny construct, chaotic neutral
CR
0

Dark Matter Mage Hand Press


Wizmo
Tiny construct, chaotic neutral
CR
0
Skills Sleight of Hand +5
Damage Immunities poison
Condition Immunities blinded, deafened, exhaustion,
paralyzed, petrified, poisoned
Senses blindsight 10 ft., passive Perception 9
Languages understands Common but can’t speak
Scram. Opportunity attacks against the wizmo have
disadvantage.

ACTIONS
Hijinks. The wizmo pulls a prank on one creature it can
see within 5 feet, which must make a DC 13 Wisdom
saving throw. On a failed save, the creature has disad-
vantage on the next attack roll or ability check it makes
before the end of its turn.

AC HP 5 SPEED 20 ft.,
13 (2d4) climb 10 ft.

STR DEX CON INT WIS CHA


7 (−2) 16 (+3) 10 (+0) 7 (−2) 9 (−1) 17 (+3)
Wizmo Mob
Small swarm of Tiny constructs, chaotic neutral
CR
4

Dark Matter Mage Hand Press


Wizmo Mob
Small swarm of Tiny constructs, chaotic neutral
CR
4
Skills Sleight of Hand +6
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities poison
Condition Immunities blinded, deafened, exhaustion, par-
alyzed, petrified, poisoned, prone, restrained, stunned
Senses blindsight 10 ft., passive Perception 9
Languages understands Common but can’t speak
Scram. Opportunity attacks against the mob have
disadvantage.
Swarm. See Dark Matter

ACTIONS
Hijinks. The mob pulls a prank, affecting each creature it
can see within 5 feet, which must make a DC 14 Wisdom
saving throw. On a failed save, a creature has disad-
vantage on the next attack roll or ability check it makes
before the end of its turn.
Slams. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target in the mob’s space. Hit: 10 (4d4) bludgeoning
damage, or 5 (2d4) bludgeoning damage if the mob
has half its hit points or fewer. If the mob is formed into
a Super Wizmo, this attack deals an additional 9 (2d8)
bludgeoning damage.
Super Wizmo (1/Day), Swipe (Reaction). See Dark
Matter

AC HP 52 SPEED 20 ft.,
14 (15d6) climb 10 ft.

STR DEX CON INT WIS CHA


14 (+2) 18 (+4) 10 (+0) 14 (+2) 9 (−1) 18 (+4)
Wrothian Failure
Medium aberration, chaotic evil
CR
1

Dark Matter Mage Hand Press


Wrothian Failure
Medium aberration, chaotic evil
CR
1
Skills Perception +4, Stealth +7
Senses darkvision 60 ft., passive Perception 14
Languages telepathy 60 ft.
Keen Hearing and Smell. The failure has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Pounce. If the failure moves at least 20 feet straight
toward a creature and then hits it with a claw attack on
the same turn, that target must succeed on a DC 13
Strength saving throw or be knocked prone. If the target
is prone, the failure can make one bite attack against it as
a bonus action.

ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (1d10 + 3) piercing damage. If the target is
Large or smaller, it is grappled (escape DC 13). Until this
grapple ends, the failure can’t bite another target.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage.

AC HP 26 SPEED
13 (4d8 + 8) 40 ft.

STR DEX CON INT WIS CHA


16 (+3) 17 (+3) 14 (+2) 5 (−3) 14 (+2) 5 (−3)
Wrothian Taker
Medium aberration, lawful evil
CR
5

Dark Matter Mage Hand Press


Wrothian Taker
Medium aberration, lawful evil
CR
5
Skills Insight +5, Perception +5, Stealth +6
Damage Resistances psychic
Senses darkvision 60 ft., passive Perception 15
Languages Wroth, telepathy 120 ft.
Psionic Lash. When the taker hits a creature with a melee
attack, it deals an additional 4 (1d8) psychic damage
(included in the attack).

ACTIONS
Multiattack. The taker makes three melee attacks or two
ranged attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) slashing damage plus 4 (1d8)
psychic damage.
Crystalline Rod. Melee Weapon Attack: +6 to hit, reach
10 ft., one target. Hit: 6 (1d6 + 3) force damage plus 4
(1d8) psychic damage.
Wrothian Blaster. Ranged Weapon Attack: +6 to hit,
range 60/240 ft., one target. Hit: 10 (3d6) necrotic
damage.
Neural Lock. One creature of the taker’s choice within 60
feet of it must succeed on a DC 15 Wisdom saving throw
or become paralyzed 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.

AC 16 HP 97 SPEED
(natural armor) (15d8 + 30) 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 17 (+3) 14 (+2) 14 (+2) 14 (+2) 10 (+0)
Wrothian Alpha
Medium aberration, lawful evil
CR
7

Dark Matter Mage Hand Press


Wrothian Alpha
Medium aberration, lawful evil
CR
7
Skills Arcana +7, Insight +5, Perception +5, Stealth +6
Damage Resistances psychic
Senses darkvision 60 ft., passive Perception 15
Languages Wroth, telepathy 120 ft.
Innate Spellcasting (Psionics — Spell save DC 15, +7
to hit). At will: detect magic, worldseek, 3/day each:
command, detect thoughts, invisibility, 1/day: lightning
bolt, telekinesis

ACTIONS
Multiattack. The alpha makes three melee attacks or two
ranged attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 6 (1d4 + 4) slashing damage plus 4 (1d8)
psychic damage.
Crystalline Rod. Melee Weapon Attack: +7 to hit, reach
10 ft., one target. Hit: 11 (2d6 + 4) force damage plus 4
(1d8) psychic damage.
Wrothian Blaster. Ranged Weapon Attack: +6 to hit,
range 60/240 ft., one target. Hit: 10 (3d6) necrotic damage.
Neural Lock. One creature of the alpha’s choice within
60 feet of it must succeed on a DC 15 Wisdom saving
throw or become paralyzed 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.

AC 17 HP 165 SPEED
(natural armor) (22d8 + 66) 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 17 (+3) 16 (+3) 18 (+4) 14 (+2) 10 (+0)
Wrothian Primarch
Medium aberration, lawful evil
CR
13

Dark Matter Mage Hand Press


Wrothian Primarch
Medium aberration, lawful evil
CR
13
Skills Arcana +10, Insight +9, Investigation +10, Perception +9
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 19
Languages Wroth, telepathy 1,000 miles
Direct Control. See Dark Matter
Innate Spellcasting (Psionics — Spell save DC 18,
+10 to hit). At will: detect thoughts, detect magic,
invisibility, telekinesis, worldseek, 3/day each: confusion,
create vacuum, hold person, hold ship, intensify gravity,
1/day each: abduct, astrogation, comet strike, dominate
monster, hallucinatory terrain, mass suggestion

ACTIONS
Discognition. One creature that the primarch can see
within 60 feet completely forgets the events of the last
minute. Additionally, as the target comes to grips with its
senses, it has disadvantage on attack rolls, ability checks,
and saving throws until the end of its next turn.
Psionic Vice. One creature that the primarch can see
within 60 feet must make a DC 18 Wisdom saving throw.
On a failed save, the target takes 33 (6d10) psychic
damage and is stunned until the end of its next turn. On
a successful save, the target takes half as much damage
and isn’t stunned. If a humanoid target drops to 0 hit
points, see Dark Matter.

AC 15 HP 115 SPEED 0 ft.,


(natural armor) (21d8 + 21) fly 30 ft. (hover)

STR DEX CON INT WIS CHA


11 (+0) 17 (+3) 12 (+1) 21 (+5) 18 (+4) 19 (+4)
Nuclear Chicken
Tiny monstrosity, unaligned
CR
1

Dark Matter Mage Hand Press


Nuclear Chicken
Tiny monstrosity, unaligned
CR
1
Senses passive Perception 11
Languages —
Nuclear Death Burst. When the chicken dies, it explodes
in a thermonuclear fireball. Each creature within 60 feet
of it must make a DC 12 Dexterity saving throw, taking
28 (8d6) force damage on a failed save, or half as much
damage on a successful one.

ACTIONS
Peck. Melee Weapon Attack: +0 to hit, reach 5 ft., one
creature. Hit: 2 (1d4) piercing damage.
Kaboom! The chicken uses its Nuclear Death Burst abili-
ty and dies in the ensuing explosion.

AC HP 3 SPEED
12 (2d4 – 2) 30 ft.

STR DEX CON INT WIS CHA


2 (−4) 14 (+2) 8 (−1) 2 (−4) 12 (+1) 6 (−2)
Cat Box
Small monstrosity, unaligned
CR
2

Dark Matter Mage Hand Press


Cat Box
Small monstrosity, unaligned
CR
2
Skills Stealth +5
Senses darkvision 60 ft., passive Perception 10
Languages —
Blood Frenzy. The cat box has advantage on melee
attack rolls against any creature that doesn’t have all its
hit points.
False Appearance. While the cat box remains motion-
less, it is indistinguishable from an inanimate box.

ACTIONS
Multiattack. The cat box makes two melee attacks, and
it makes one more attack each time it hits, up to a maxi-
mum of four attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 4 (1d4 + 2) piercing damage.

AC HP 66 SPEED 30 ft.,
12 (12d6 + 24) climb 30 ft.

STR DEX CON INT WIS CHA


9 (−1) 15 (+2) 15 (+2) 2 (−4) 10 (+0) 13 (+1)
Gladiatopus
Small monstrosity, neutral
CR
2

Dark Matter Mage Hand Press


Gladiatopus
Small monstrosity, neutral
CR
2
Skills Athletics +4, Perception +3, Stealth +3
Senses darkvision 60 ft., passive Perception 13
Languages Aquan, Common
Hold Breath, Water Breathing. See octopus in SRD
Octopod. The gladiatopus has eight limbs with which it
can hold weapons, shields, and other items.
Underwater Camouflage. The gladiatopus has advan-
tage on Dexterity (Stealth) checks made while underwater.

ACTIONS
Multiattack. The gladiatopus makes one melee attack
with each of its weapons. If it is holding more than two
weapons, each attack roll it makes has a –1 penalty for
each additional weapon it is carrying. Before penalties, the
gladiatopus has a +4 melee attack bonus.
Battleaxe. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one creature. Hit: 7 (1d10 + 2) slashing damage.
Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one creature. Hit: 4 (1d4 + 2) piercing damage.
Morningstar. Melee Weapon Attack: +2 to hit, reach 5
ft., one creature. Hit: 6 (1d8 + 2) piercing damage.
Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one
creature. Hit: 6 (1d8 + 2) piercing damage.

AC 13 HP 72 SPEED 20 ft.,
(shield) (16d6 + 6) swim 35 ft.

STR DEX CON INT WIS CHA


15 (+2) 13 (+1) 12 (+1) 12 (+1) 13 (+1) 9 (−1)
Kgnack
Small monstrosity, unaligned
CR
1/4

Dark Matter Mage Hand Press


Kgnack
Small monstrosity, unaligned
CR
1/4
Senses darkvision 60 ft., passive Perception 11
Languages —
Metal Scent. The kgnack can smell metal. It is instantly
aware of any ship, metal structure, or natural ore deposit
within 100 miles of it.

ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) piercing damage.
Acid Glob (Recharge 5–6). The kgnack lobs a glob of
acid at a point it can see within 60 feet. Each creature
within a 5-foot radius of that point must make a DC 13
Dexterity saving throw, taking 10 (3d6) acid damage on a
failed save, or half as much damage on a successful one.

AC HP 20 SPEED 20 ft.,
13 (8d6 − 8) fly 40 ft.

STR DEX CON INT WIS CHA


13 (+1) 16 (+3) 8 (−1) 3 (−4) 13 (+1) 8 (−1)
Graphid
Medium monstrosity, unaligned
CR
1/4

Dark Matter Mage Hand Press


Graphid
Medium monstrosity, unaligned
CR
1/4
Senses blindsight 30 ft., tremorsense 60 ft., passive
Perception 10
Damage Resistances cold
Languages —
Swarm Tactics. The graphid has resistance to bludgeon-
ing, piercing, and slashing damage from nonmagical
weapons if at least one of the graphid’s allies is within 5
feet of it and the ally isn’t incapacitated.

ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.

AC 13 HP 22 SPEED 40 ft., burrow


(natural armor) (4d8 + 4) 20 ft., climb 40 ft.

STR DEX CON INT WIS CHA


14 (+2) 8 (−1) 13 (+1) 3 (−4) 11 (+0) 10 (+0)
Space Kobold
Small monstrosity, unaligned
CR
1/8

Dark Matter Mage Hand Press


Space Kobold
Small monstrosity, unaligned
CR
1/8
Skills Technology +3
Senses darkvision 60 ft., passive Perception 8
Languages Common, Draconic
Jetpack. The kobold is equipped with a jetpack and a life
suit, which gives it a flying speed and allows it to operate
in the vacuum of space with no ill effect.
Pack Tactics. The kobold has advantage on an attack roll
against a creature if at least one of the kobold’s allies is
within 5 ft. of the creature and the ally isn’t incapacitated.
Sunlight Sensitivity. While in sunlight, the kobold has
disadvantage on attack rolls, as well as on Wisdom (Per-
ception) checks that rely on sight.

ACTIONS
Composite Spear. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Harpoon Gun. Ranged Weapon Attack: +4 to hit, range
30/90 ft., one target. Hit: 7 (2d6) piercing damage.

AC HP 5 SPEED 30 ft.,
12 (2d6 − 2) fly 30 ft.

STR DEX CON INT WIS CHA


6 (−2) 15 (+2) 9 (−1) 12 (+1) 7 (−2) 8 (−1)

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