This bestiary is for storytellers and world-builders. If you have ever thought about running a Dungeons & Dragons game for your friends, either a single night’s adventure or a long-running campaign, this tome contains page after page of inspiration. It’s your one-stop shop for creatures both malevolent and benign.

Some of the creatures that inhabit the worlds of D&D have origins rooted in real-world mythology and fantasy literature. Other creatures are D&D originals. The monsters in this book have been culled from all previous editions of the game. Herein you’ll discover classic critters such as the beholder and the displacer beast next to more recent creations such as the chuul and the twig blight. Common beasts mingle with the weird, the terrifying, and the ridiculous. In collecting monsters from the past, we’ve endeavored to reflect the multifaceted nature of the game, warts and all. D&D monsters come in all shapes and sizes, with stories that not only thrill us but also make us smile

Monsters and Creatures

Furlion’s Shifting Whiskers

Challenge:1/8 (25xp)
Type:Medium Construct
HP:11 (2d8+2)
Speed:40 ft
SkillsPerception +5
Senses:Darkvision 60 ft, Passive Perception 15
Proficiency Bonus:+2

Special Abilities

Keen. This feline has advantage on Wisdom (Perception) checks that rely on hearing sight.

Enhanced Agility: The hairless riding cat has exceptional agility and dexterity, allowing it to navigate treacherous terrains, leap over obstacles effortlessly, and execute swift turns with precision. This mount can ignore all difficult terrain.

Speed of the Wind: Once mounted, the cat can run at incredible speeds, rivaling the wind itself. It swiftly traverses long distances, making it an ideal mode of transportation for adventurers seeking quick travel or escape. While activated it has a movement of 40 feet.

Astral Bond: The hairless riding cat shares a deep connection with its owner. It possesses an innate sense of the rider’s emotions and can offer comfort and companionship during long journeys. This bond also grants the rider a heightened sense of perception while mounted. Rider gains Advantage on Perception rolls while mounted.


Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.

Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6+4 slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.


Furlion’s Shifting Whiskers is a cherished and sought-after magic item, as it combines the allure of a fashionable accessory with the convenience and speed of a reliable, hairless riding companion. It has become a symbol of adventure and freedom, captivating the hearts of those who yearn for both magical companionship and swift transportation in the world of fantasy.

These are best used as mounts for small sized creatures.

Mobile Consciousness

Challenge:1 (200xp)
Type:Tiny Unknown
HP:7 (3d4)
Speed:40 ft
Saving ThrowsINT+5, WIS+5
SkillsArcana +5, History +5, Stealth +5
Damage VulnerabilityPsychic
Damage ResistanceAll damage but Force, Radiant, and Psychic
Damage ImmunitiesPoison
Condition ImmunitiesPoisoned
Senses:Darkvision 60 ft, Passive Perception 15
Languages:Common, Primordial, Telepathy 30’ to any creature
Proficiency Bonus:+2

Special Abilities

Movement:  The Mobile Consciousness is only able to fly. It can “swim” at the same speed as it’s flying.  It does not need to eat or breath.

Magic Resistance. The Mobile Consciousness has advantage on saving throws against spells and other magical effects due to them being partially immaterial.  While not able to pass through objects, they are also not quite solid.

Spellcasting. The Mobile Consciousness is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The Mobile Consciousness has the following wizard spells prepared:

  • Cantrips (at will): Mage Hand, Mind Sliver
  • 1st level (2 slots): Dissonant Whispers
  • 2nd level (1 slots): Mind Spike

Familiar. The Mobile Consciousness can enter a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the Mobile Consciousness senses if they are within 1 mile of each other. While the Mobile Consciousness is within 10 feet of its master, the master shares the Mobile Consciousness’s Magic Resistance trait.

The Mobile Consciousness can whisper to the caster’s mind even when it has not been summoned.  If left unsummoned for more than a week, the Mobile Consciousness will start to pester the caster until it has been summoned.  While it pesters the caster, the caster will be at a disadvantage on all spell casting.

The Caster is unable to ever remove or gain a replacement familiar after the Mobile Consciousness has been chosen.  If it is caused to be removed from the Prime Material Plane for any reason, and the caster does not cast another Find Familiar to summon it back, the caster will start to suffer under a disadvantage on all spell casting after a week of the Mobile Consciousness having gone away until it has been re-summoned.


Invisibility. The Mobile Consciousness may at will turn magically invisible until it attacks, or it willingly ends the invisibility.

Mind Sliver Ranged Magic Attack (60’): +5 to hit, one target. Hit 1d6 (special)


The Mobile Consciousness will resemble a ball of light most of the time, but for limited times each day it may also assume the shape of an older looking person.  That person can be of any humanoid race and gender but will always be the exact same shape for each individual Mobile Consciousness.  Each one will only have one unique spirit form.

All forms of the Mobile Consciousness are semi-independent.  While they will listen to the commands of the caster, it is able to argue, discuss those options as well, and more literally interpret those commands to a result that may not be what the caster intended.  It will never attempt to cause the caster direct harm, but it is perfectly willing to play pranks on the caster and their companions.

Note that the casting if Find Familiar for the Mobile Consciousness is different than the normal casting.  The casting itself will be a form of meditation for the casting time, and the ingredients will be the casters blood itself.  The caster takes 1d4 of damage as well as one level of exhaustion.