Monster Monday - Clamor; CR 2; Size Medium; Type Aberration (Extraplanar, Incorporeal); Alignment unaligned; Source Fifth Edition Foes p.62 https://www.drivethrurpg.com/product/195015/Fifth-Edition-Foes
Monster Monday - Ghoulsteed Title Creed of All Flesh; CR 3; Size Large; Type Undead (Human); Alignment neutral evil.
What’s more terrifying than an undead ghoul? An undead ghoul on a horse! Now put that into your pipe and smoke it!
Source Demon Cults & Secret Societies p.59 https://www.drivethrurpg.com/product/215708/Demon-Cults--Secret-Societies-for-5th-Edition
Monster Monday - Tan-Gin CR 1/4; Size Tiny; Type Fey; Alignment unaligned.
Oriental myths are full of spirits and the Tan-Gin is one of the small ones. As an unaligned creature it could be the source of help or a cause of mischief. And as fey it may find it amusing to see the struggles of fleshbags like humanoids.
Source Monsters of the Orient p.117 https://www.dmsguild.com/product/215595/Monsters-of-the-Orient-Complete-Bestiary
Monster Monday - Ghast from D&D Beyond. A ghast is an undead that lives in swamps and other places of decay. As such it has a powerful stench that poisons anyone who fails a saving throw against the effect. It also resist being turned by gaining advantage on any spells that try to turn it. https://www.dndbeyond.com/monsters/ghast
Monster Monday - Drow Assassin from D&D Beyond. Drow Assassins are finely-trained killers in service of the nobility and priesthood of Lolth that seek out and eliminate the enemies that their masters instruct them to slay. https://www.dndbeyond.com/monsters/drow-assassin
Monster Monday - From D&D Beyond Skum - These are souls that have succumbed to an aboleth's magic, and they barely resemble their past forms, their skin turning slimy and translucent while their limbs warp to resemble those of deep-sea oddities. They attack with both weapons (trident) and psychic damage through a mind-breaking touch that can be lethal since it also confers disadvantage on Wisdom saving throws in addition to dealing direct damage. These nasty critters are part of the Ghosts of Saltmarsh supplement in D&D 5e.
Monster Monday - From D&D Beyond Poison Weird - A Poison Weird is a variant of the elemental creature known as a Water Weird. This variant lives in vats of poison or toxic liquids, and it tries to kill prey by both drowning it and dealing poison damage to it while a creature is grappled by the Poison Weird. This lovely creature features in the Dungeon of the Mad Mage adventure for D&D 5e.
Monster Monday - Riding Horse. This is your standard everyday D&D driver; nothing fancy, nothing exotic. It will simply get your from Point A to Point B more quickly than walking there yourself. https://www.dndbeyond.com/monsters/riding-horse
Monster Monday - Reduced Threat Aboleth (from Dead in Thay). This is a weakened aboleth. It still has all of its normal powers, but it has reduced HP and it gets a -2 penalty on all ability checks and saving throws. It's still a pretty nasty and potent enemy. https://www.dndbeyond.com/monsters/reduced-threat-aboleth
Monster Monday - Quasit (familiar variant) - This is a tiny fiend hat can go invisible, is immune to poison, can polymorph into a bat, toad, or centipede, and has darkvision. Because the claws of the quasit are poison, it is also a familiar that can attack and is thus not suitable for most low-level PCs. https://www.dndbeyond.com/monsters/quasit-familiar-variant
Monster Monday - Centaur Mummy https://www.dndbeyond.com/monsters/centaur-mummy
The Centaur Mummy is a guardian from The Hidden Shrine of Tamoachan adventure. Far from being the mostly-good druidic friends of the forest, this undead fiend is bad news and has a bad attitude toward everyone. Probably even the necromancer who created it is glad he’s dead so he doesn’t have to deal with this guy any longer.
Have you ever faced a Centaur Mummy or have you ever used one as a DM to fight against a party of adventurers?
Monster Monday - Balhannoth https://www.dndbeyond.com/monsters/balhannoth
Balhannoths are terrifying aberrations that dwell primarily in the Underdark and the Shadowfell. They look like eyeless beholders with long tentacles, each of which has a paddle-like appendage that has sharp tooth-like spines on it. The Balhannoth cannot fly, but it can teleport and go invisible and it attaches to ceilings and overhanging branches and other types of things where it waits for prey. It can use legendary actions to teleport away with a creature it has just attacked and grappled, and it can use powerful psychic attacks to make passing sentient beings believe they are close to places of safety or close to something that is their heart’s desire.
Have you ever fought a balhannoth? Have you ever used one against a party of adventurers in a campaign you were running?
Monster Monday - Giant Lizard (variant) https://www.dndbeyond.com/monsters/giant-lizard-variant
This monstrosity is used as a pack animal and a beast of burden by Lizardfolk and dwellers in the Underdark. This creature can get particularly vicious when it is hungry. It’s most frightening aspect appears when it has not eaten in several days, at which point it has been known to assault sentient beings like this.
Monster Monday - Living Unseen Servant https://www.dndbeyond.com/monsters/living-unseen-servant
A living unseen servant is essentially the same thing as the wizard spell unseen servant, but given permanent status and monster stats. It still has the same basic form, features, and limitations of a normal unseen servant, but now it also has hit points, an armor class, and can fight very minimally. In 5e, these creatures are introduced deep in Undermountain where the ancient Mad Mage lives below Waterdeep.
Monster Monday - Evoker https://www.dndbeyond.com/monsters/evoker
Since Basic D&D “monster” has been synonymous with “adversary” in the game. The Evoker is an NPC that might be an opponent, might be an ally, or might just be having a drink at the bar when a brawl breaks out.
From the official description: “Evokers are specialist wizards who harness magical energy and elemental forces to destroy. Many tend to be hotheaded and aggressive. Others are cold and reserved, unleashing their power at just the right moment to exploit an opponent’s weakness.” (D&D Beyond entry, see link above).
Pro Tip: One cool thing about the fact that D&D has all the specialists listed as Monsters is that you can have a look at what a class (in this case a wizard) who follows a certain specialty (in this case an Evoker) may look like at a certain level (12th in the case of the Evoker). This template is certainly not the only way to build a 12th level wizard but it gives you an idea of what kind of powers and capabilities the wizard would have at that point in their career.
Monster Monday - Ogre Howdah https://www.dndbeyond.com/monsters/ogre-howdah
The Ogre Howdah is a large version of the ogre that is “trained” to carry a platform on its shoulders and back from which four small humanoids can fight. This makes the Ogre Howdah a very potent enemy, since it can use its own attacks and it has the attacks of the humanoids fighting from the platform mounted on it.
Have you ever faced one of these monsters in a game you played? How would you use one of these as a DM in your campaign?
Monster Monday - Gelatinous Cube https://www.dndbeyond.com/monsters/gelatinous-cube
The Gelatinous Cube is one of those iconic monsters of D&D that has been around since the earliest days of the earliest edition of the game. It is the perfect monster for fastidious dungeon builders to leave behind because it is a living vacuum and floor polisher, as the following quote from the Monster Manual and the D&D Beyond creature description shows:
Gelatinous cubes scour dungeon passages in silent, predictable patterns, leaving perfectly clean paths in their wake. They consume living tissue while leaving bones and other materials undissolved.
A gelatinous cube is all but transparent, making it hard to spot until it attacks. A cube that is well fed can be easier to spot, since its victims’ bones, coins, and other objects can be seen suspended inside the creature.
A right of passage for every new DM and every new player is encountering one of these creatures or throwing one in a dungeon to see how adventurers fare with it.
What is your fondest or most terrifying memory of encountering a gelatinous cube or sliding one in front of a party of players in your game?