Monsters M


Manticore

HD 6 | AC 10 | HP 24 | Darkvision
Atk bite (d8), 2 claws (d3), 1d6 tail spikes (d6 each, Near) | Mv Normal, Fly Fast | Ml 9 | XP 360
24 iron tail spikes, regrow after long rest.
Feral human face, lion body, bat wings, spiked tail. Speaks, but only to mock its prey.


Mastodon

HD 12 | AC 14 | HP 48
Atk gore (3d6), stomp (2d6) | Mv Fast | Ml 8 | XP 1440
Trample: can move through smaller creatures, dealing stomp damage (DC 12 DEX to avoid).
Huge shaggy elephants with curving tusks. Trained as war mounts by northern barbarians.


Medusa

HD 4 | AC 11 | HP 16 | Darkvision
Atk bite (d10 + poison) | Mv Normal | Ml 8 | XP 160
Petrifying Gaze (DC 8 WIS or stone in 1d4 rounds). Poison Bite (DC 8 CON or drop to 0 HP).
Snake-haired woman with serpent’s body below. Her lair is filled with statues.


Merfolk

HD 1 | AC 12 | HP 4 | Darkvision
Atk spear (d6) or trident (d6) | Mv Normal, Swim Fast | Ml 7 | XP 10
Breathes water. Can survive on land for about an hour before weakening.
Human torso, fish tail. Build cities in shallow seas and coral reefs.


Merfolk Chief

HD 3 | AC 13 | HP 12 | Darkvision
Atk trident (d8) | Mv Normal, Swim Fast | Ml 8 | XP 90
Breathes water. Conch Horn: once per battle, summon 2d6 merfolk or 1d4 sharks.
Rules from a throne of coral and bone. Commands loyalty through strength and lineage.


Mimic

HD 7 | AC 12 | HP 28 | Darkvision | Shapechanger
Atk pseudopod (2d6) | Mv Slow | Ml 8 | XP 490
Adhesive (DC 12 STR to break free). Can mimic chests, doors, furniture.
Patient ambush predator. Waits for greed to bring prey within reach.


Minotaur

HD 6 | AC 14 | HP 24 | Darkvision
Atk battle axe (d8), gore (2d4), bite (d3) | Mv Fast | Ml 9 | XP 360
Charge: Edge and +d6 damage after moving 20’+. Never gets lost in labyrinths.
Bull-headed, man-bodied, covered in shaggy hair. A predator that enjoys the hunt.


Mummy

HD 5 | AC 10 | HP 20 | Darkvision | Immune: non-magical weapons (magic = half damage)
Atk fist (d12) | Mv Slow | Ml 12 | XP 250
Mummy Rot (DC 12 CON): prevents magical healing; wounds heal at 1/10 rate. Cure Disease = half rate. Remove Curse = full cure.
Bandaged kings who refuse to stay buried. More powerful ones were pharaohs or sorcerers.