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Large monstrosity, neutral evil

20 (+5) 15 (+2) 19 (+4) 8 (-1) 12 (+1) 6 (-2)

Armor Class 16 (natural armor)
Hit Points 76 (8d10 + 32)
Speed 40 ft.
Skills Perception +3, Stealth +4
Senses darkvision 60 ft., passive Perception 13
Languages Giantish
Challenge 3 (700 XP)

Special Traits

  • Invisible in Shadow. While in dim light or darkness, the manster is invisible as long as it does not expend more than half its speed.


  • Multiattack. The manster makes one attack with its claws and one attack with its bite.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
  • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.


Mansters try to gang up on individual characters, using their ability to become invisible to great advantage. At the first sign of stiff resistance, they will fade back into the shadows and wait until the group decides to split up, or almost everyone goes back to sleep. Then they will attack again.


The Pack. While individual mansters will scout for prey, any large group will attract the attention of an entire pack. They will attempt to ambush stray members of the group, waiting patiently in the darkness for an individual to leave the safety of the group. They are often attracted to trade routes, as they understand that they must simply wait for another caravan to come by in order to get fresh meat.

Invisible in the Night. A manster that remains still or moves slowly in shadows or darkness becomes invisible. They can still be detected by other senses, but cannot be seen unless they are forced to move quickly or reveal themselves to their target.

Section 15: Copyright Notice

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