Welcome to the Pen & Paper Tavern Monster Compendium, a collection of handcrafted horrors and extraordinary creatures to ignite your tabletop adventures. Unleash these bespoke monstrosities upon your players and witness unforgettable tales of triumph and terror.

Name CR Type
Voidskulker 1/2 Humanoid (Goblinoid)


Size: Small | Type: Humanoid (Goblinoid) | Alignment: Neutral Evil

Armor Class: 15 (leather armor, shield)

Hit Points: 9 (2d6+2)

Speed: 30 ft., climb 30 ft.

STR: 8 (-1) | DEX: 16 (+3) | CON: 12 (+1) | INT: 10 (0) | WIS: 8 (-1) | CHA: 10 (0)

Skills: Stealth +6

Senses: Darkvision 60 ft., passive Perception 9

Languages: Goblin

Challenge: 1/2 (100 XP)


Scimitar: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.

Shortbow: Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.

Special Ability (1/day)

As an action, the voidskulker taps into the chaotic energies of the void, infusing its weapon with unstable astral energy. The next successful melee weapon attack made by the voidskulker within the next minute deals an additional 3d6 force damage. Additionally, the target must make a DC 12 Strength saving throw or be pushed 10 feet away from the voidskulker and knocked prone. Once the void infusion ability is used, the voidskulker cannot use it again until it completes a long rest.

Space Tactics: Voidskulkers are skilled at hit-and-run tactics, taking advantage of their small size and nimbleness to outmaneuver foes. They favor ambushes and coordinate attacks from multiple angles, using their mobility to quickly retreat or reposition in zero gravity environments. They often employ crude jetpacks or grappling hooks to gain the upper hand in space combat.

Tenebrous Wisp 3 Aberration

Tenebrous Wisp

Size: Small | Type: Aberration | Alignment: Chaotic Evil

Armor Class: 13

Hit Points: 22 (5d6+5)

Speed: 0 ft., fly 30 ft. (hover)

STR: 3 (-4) | DEX: 16 (+3) | CON: 12 (+1) | INT: 10 (0) | WIS: 14 (+2) | CHA: 8 (-1)

Saving Throws: DEX +5, WIS +4

Skills: Stealth +5

Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks


Incorporeal Movement: The Tenebrous Wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.


Whispers of Insanity: The Tenebrous Wisp targets one creature it can see within 60 feet. The target must succeed on a DC 13 Wisdom saving throw or be affected by short-term madness (roll on the Short-Term Madness table in the Dungeon Master’s Guide, page 259).

Special Ability (1/day)

Shriek of Despair: All creatures within a 30-foot radius of the Tenebrous Wisp must make a DC 13 Wisdom saving throw. On a failure, a creature is frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Eldritch Amalgamation 9 Aberration

Eldritch Amalgamation

Size: Medium | Type: Aberration | Alignment: Chaotic Evil

Armor Class: 15

Hit Points: 97 (13d8 + 39)

Speed: 30 ft.

STR: 16 (+3) | DEX: 14 (+2) | CON: 16 (+3) | INT: 10 (0) | WIS: 12 (+1) | CHA: 8 (-1)

Saving Throws: Wis +4

Skills: Perception +4

Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks


Amorphous: The Eldritch Amalgamation can move through a space as narrow as 1 inch wide without squeezing.

Darkvision: The Eldritch Amalgamation can see in dim light within 60 feet of it as if it were bright light, and in darkness as if it were dim light.


Multiattack: The Eldritch Amalgamation makes two tentacle attacks.

Tentacle: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Special Ability (1/day)

Dark Eruption: The Eldritch Amalgamation releases a burst of eldritch energy in a 20-foot radius. Each creature in that area must make a DC 14 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Voidborn Leviathan 20 Aberration

Voidborn Leviathan

Size: Gargantuan | Type: Aberration | Alignment: Chaotic Evil

Armor Class: 18 (natural armor)

Hit Points: 312 (25d20+100)

Speed: 20 ft., swim 60 ft.

STR: 26 (+8) | DEX: 14 (+2) | CON: 21 (+5) | INT: 18 (+4) | WIS: 16 (+3) | CHA: 10 (0)

Saving Throws: STR +15, CON +12, INT +11

Skills: Arcana +11, Perception +10, Insight +10

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: psychic

Senses: blindsight 120 ft., darkvision 120 ft., passive Perception 20

Languages: Deep Speech, telepathy 120 ft.

Challenge: 20 (25,000 XP)


Legendary Resistance (3/Day): If the Voidborn Leviathan fails a saving throw, it can choose to succeed instead.


Multiattack: The Voidborn Leviathan makes three attacks: two with its tentacles and one with its bite.

Tentacle: Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 26 (4d8+8) bludgeoning damage, and the target is grappled (escape DC 23). The Voidborn Leviathan has four tentacles, each of which can grapple one target.

Bite: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 32 (4d10+8) piercing damage plus 14 (4d6) psychic damage.

Legendary Actions

The Voidborn Leviathan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Voidborn Leviathan regains spent legendary actions at the start of its turn.

  • Tentacle Attack: The Voidborn Leviathan makes a tentacle attack.
  • Break Free (Costs 2 Actions): The Voidborn Leviathan ends one grapple, restraint, or immobilizing effect on itself.
  • Warp Reality (Costs 3 Actions): The Voidborn Leviathan releases a pulse of otherworldly energy, causing the terrain in a 30-foot radius around it to become difficult terrain. Creatures within that area must make a DC 18 Wisdom saving throw or be confused (as the confusion spell) until the end of their next turn.

Special Ability (1/day)

Cosmic Devourer: The Voidborn Leviathan opens a tear in reality, creating a 30-foot-radius sphere of darkness centered on a point it can see within 120 feet. The area is considered magical darkness, and even creatures with darkvision cannot see through it. At the start of the Voidborn Leviathan’s next turn, all creatures within the area must make a DC 21 Dexterity saving throw, taking 56 (16d6) force damage on a failed save, or half as much damage on a successful one. The darkness then dissipates.