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