D&D Starter Set – Monster Stats

The wonderful people on EN World have posted screen captures of the Unboxing Video which reveal some of the monster stats. Here they are in a cleaned up form, with comparisons to the playtest:

Large giant, chaotic evil

Armor Class 11 (hide armor)
Hit Points 59 (7d10+21)
Speed 40 ft

Str 19, Dex 8, Con 16, Int 5, Wis 7, Cha 7

Senses: darkvision 60 ft., passive perception 8
Languages: Common, Giant
Challenge 2 (450 XP)

Melee Weapon Attack: +6 to hit, reach 5 ft. one target
Hit: 13 (2d8+4) bludgeoning damage
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., range 30 ft./120 ft., one target. Hit: 11 (2d6+4) piercing damage

There are very few changes from the Ghosts of Dragonspear Castle version of the Ogre. Hit points have gone up markedly – an extra 3 hit dice and a better Constitution score are behind that. Challenge is a new rating. It doesn’t correspond well to the old Level
of the monster (which was higher); the XP awarded have gone up. Strength and Constitution have changed.

Ochre Jelly
Large ooze, unaligned

Armor Class 8
Hit Points 45 (6d10+12)
Speed 10 ft., climb 10 ft.

Str 15, Dex 6, Con 14, Int 2, Wis 6, Cha 1

Damage Resistances acid
Damage Immunities lightning, slashing
Condition Immunities blinded, charmed, deafened, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Challenge 2 (450 XP)

Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Pseudopod. Melee weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage plus 3 (1d6) acid damage

Split. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly’s, rounded down. New jellies are one size smaller than the original jelly.

Checked against the latest version (Dead in Thay) and the main difference is that Damage Immunities and Condition immunities have been split out. Deafened has been added, and unconscious has been lost.

Medium Aberration, neutral evil

Armor Class 13 (natural armor)
Hit Points 43 (6d8+18)
Speed 30 ft.

Str 14, Dex 16, Con 18, Int 13, Wis 10, Cha 8

Skills Arcana +3, Insight +4, Perception +2, Stealth +5
Senses truesight 120 ft., passive Perception 12
Languages Undercommon
Challenge 2 (450 XP)

Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight.

Multiattack. The nothic makes two attacks with its claws.
Claws. Melee Weapon Attack:+4 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
Rotting Gaze. The nothic chooses one creature within 30 feet of it that it can see. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage.
Weird Insight. The nothic chooses one creature within 30 feet of it that it can see. The target must contest its Charisma (Deception) check against the nothic’s Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the creature.

This is new – it isn’t in my playtest packet (unless it was in a module’s bestiary that I missed). Enjoy!

One comment

  1. Pingback: Changes from the D&D Playtest: More Starter Fighter changes | Merric's Musings

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