5e SRD >Gamemastering >Monsters & Foes >Mythological and Historical Figures >

Mr. Hyde

Large humanoid, chaotic evil

Armor Class 16 (natural armor)
Hit Points 92 (8d10+48)
Speed 45 ft.

25 (+7) 15 (+2) 22 (+6) 8 (‒1) 13 (+1) 12 (+1)

Saving Throws Str +10, Con +9
Skills Arcana +2, Athletics +10, History +2, Intimidation +4, Investigation +2, Medicine +4, Nature +2, Perception +4; alchemist’s supplies +5, thieves’ tools +5, tinker’s tools +2
Damage Resistances bludgeoning, piercing, slashing
Senses darkvision 60 ft., passive Perception 14
Languages English
Challenge 8 (3,900 XP)

Special Traits

  • Assured Strength. Mr. Hyde has advantage on Strength ability checks and saving throws. When Mr. Hyde makes a Strength ability check or saving throw, he can treat a d20 roll of 9 or lower as a 10.
  • Big-Handed Grappling. Mr. Hyde has advantage on attack rolls against a creature he is grappling and he can use an action to try to pin a creature he’s grappled. To do so, Mr. Hyde makes another grapple check. If he succeeds, the creature is restrained until the grapple ends. Mr. Hyde only needs one hand to grapple a creature of Medium size or smaller.
  • Incredible Might. Mr. Hyde can lift up 2 tons or more though doing so requires his full attention and concentration. At the GM’s discretion, he can lift (and likely throw) virtually anything he can touch and only requires additional actions to do so when an object’s weight exceeds 1 ton.
  • Leap. Mr. Hyde increases the distances of his horizontal jumps by 30 feet and his vertical jumps by 20 feet.
  • Regeneration. Mr. Hyde regains 5 hit points at the start of his turn if he has at least 1 hit point.
  • Siege Monster. Mr. Hyde deals double damage to objects and structures.
  • Transformation. When Mr. Hyde is knocked unconscious, or at the end of a short or long rest, he reverts to his regular form (Dr. Jekyll; see above).


  • Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
  • Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d8+2) piercing damage.


  • Multiattack. Mr. Hyde attacks three times or throws an object.
  • Smash. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d6+7) bludgeoning damage.
  • Thrown Object. Ranged Weapon Attack: +5 to hit, range 250/500 ft., multiple targets (determined by object size; make one attack roll per target). Hit: 11 (1d8+7) damage. The damage type depends on the object (bludgeoning, piercing, or slashing) and at 100 pounds and every 100 pounds thereafter, the damage increases by 1d8 (up to a maximum of 10d8 1,000 pounds). A creature thrown at an object bigger than it takes regular damage, but only takes half damage when thrown at another creature.
Master Alchemist’s Treasures
d8 Potion
1 Fizzy Draught (Very Rare) After drinking this potion, for the next 1d4 days you are significantly lighter. For the duration, your weight is reduced by 3/4ths, you gain advantage on Dexterity checks and saving throws, increase your Speed by 15 feet, and your jump distances are doubled. In addition, you have disadvantage on opposed Strength checks, disadvantage on saving throws to resist going prone, and take a –2 penalty to melee weapon damage rolls.
2 Lifejolt Powder (Very Rare) When this powder is sprinkled in the mouth of a creature that has died within the last minute, electricity spreads out in a 30-foot radius. Creatures in the area make a DC 2 15 Dexterity saving throw or take 18 (4d8) lightning damage. In addition, the dead creature makes a DC 10 Constitution saving throw. On a success it returns to life with 1 hit point. When lifejolt powder is used to return to life a decapitated creature or creature that has died of old age, it takes 20 necrotic damage at the end of each minute. This damage can’t be reduced or prevented in any way.
3 Halo Potion (Rare) After drinking this potion, for the next 10 minutes you ignore the resistances and immunities that creatures with the Incorporeal Movement trait have against bludgeoning, 3 piercing, and slashing damage, and you ignore any creature’s immunity to the grappled and restrained conditions.
4 Potion of See Invisibility (Rare) When you drink this potion, for the next minute you can see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. In addition, for the duration you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks made to find traps or secret doors.
5 Perplexing Powder (Rare) This fine powder resembles flour or another milled grain. It appears to be dust of dryness, and an identify spell reveals it to be such. There is enough of it for one use. You can use an action to throw the powder at a creature within 10 feet. If that creature needs to breathe, it must succeed on a DC 20 Constitution saving throw or become confused for 1 minute. A confused creature can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. 1–3: The creature doesn’t move or take actions this turn. 4–6: The creature can act and move normally. 7–10: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature attacks itself with a melee weapon or unarmed strike. At the end of each of its turns, a confused creature can make a DC 20 Constitution saving throw with disadvantage, ending the effect on it with a success. A creature immune to the poisoned condition automatically succeeds on its saving throw. The lesser restoration spell can also end the effect on a creature.
6 Shot of Ghost (Rare) When you drink this concoction made from distilled ectoplasm, you become semi-transparent for the next 10 minutes. While semi-transparent, you can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object.
7 Heavy Draught (Very Rare) After drinking this potion, for the next 1d4 days you are significantly heavier. For the duration, your weight is doubled, you gain advantage on Strength checks and 7 saving throws, you ignore difficult terrain, you gain advantage on saving throws made to resist going prone, and you gain a +2 bonus to melee damage rolls. In addition, you take a –1 penalty to AC, your Speed is reduced by 10 feet, and your jump distances are halved.
8 Potion of Fate (Legendary) As soon as you drink this potion, you instantly visualize in your mind a creature you are very likely to come into significant conflict with in the future. The mental image is a perfect rendition of the creature in its current state and you instinctively know its name. When the creature is in the direct service of another creature you are destined to have significant conflict with, you receive vague details about its superior and know some of its nicknames. You retain these details forever, even when subjected to amnesia or memory-altering magic like modify memory.
Section 15: Copyright Notice

Mythological Figures & Maleficent Monsters Copyright 2020 EN Publishing. Authors Mike Myler, Russ Morrissey. www.enpublishingrpg.com