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Nerdarchy > Film, TV and Video  > YouTube  > Nerdarchy on D&D Monsters: The Jersey Devil for your D&D Campaign

Nerdarchy on D&D Monsters: The Jersey Devil for your D&D Campaign

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In this 18-minute video on Nerdarchy the YouTube channel Nerdarchists Dave and Ted stat out and create the Jersey Devil as a fifth edition Dungeons & Dragons monster. What cryptid should we turn into 5E D&D monster next?

The origin and folklore surrounding this classic cryptid precedes getting down to the business of the mechanics for a stat block, which you can also find and add to your collection over at D&D Beyond here.

Jersey Devil

Large monstrosity, chaotic evil

Armor Class 15 (Natural Armor)
Hit Points 120 (15d10 + 45)
Speed 60 ft.

  • Strength: 21 (+5)
  • Dexterity: 14 (+2)
  • Constitution: 17 (+3)
  • Intelligence: 6 (-2)
  • Wisdom: 15 (+2)
  • Charisma: 10 (+0)

Saving Throws STR +9, DEX +6
Skills Perception +6, Stealth +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Senses Darkvision 60 ft., Passive Perception 16
Languages Understands Common but doesn’t speak
Challenge 9 (5,000 XP)
Proficiency Bonus +4

Charge. If the Jersey Devil moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 18 (4d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Flyby. The Jersey Devil doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Magic Resistance. The Jersey Devil has advantage on saving throws against spells and other magical effects.

Rejuvenation. If it dies, the Jersey Devil returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.

Actions

Multiattack. Jersey devil makes two claw attacks and ram attack.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.

Ram. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage.

Psychic Screech (Recharge 6). The Jersey Devil emits a terrible scream audible within 300 feet. Creatures within 30 feet of the Jersey Devil must succeed on a DC 16 Wisdom saving throw or be stunned until the end of the Jersey Devil’s next turn.

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