Some monsters are bags of hit points, and it can be fun to stand around and hit them until they explode into XP. But if a monster has a weak point—some trick to exploit—an encounter takes on a new feel.
Monster weaknesses can deepen an encounter, making it more fun and more memorable. We end this series with a list of new weaknesses to apply to Tome of Beasts 3 monsters. Apply them liberally as you use monsters from this new monster book and use them as inspiration creating more of your own!
If this is all new to you, check the first installment of Monster Weaknesses for more explanation.
Truth Hurts. If the inciter enters an area affected by a zone of truth spell for the first time on a turn or starts its turn there, it takes 2d6 radiant damage.
Vie for Control. A creature that has the animate dead spell prepared can use an action to expend a spell slot of 3rd level or higher. If it does, the caster can take control of one skeleton or zombie created by the vetala as if the undead creature were created by the caster’s animate dead spell. The vetala cannot control any undead creatures controlled this way.
Resonating Chamber. Creatures proficient in a brass or wind instrument may use an action to blow through a portion of a dead raptor’s skull to influence its behavior. The creature must make a Wisdom check using an instrument contested by an Intelligence check from any raptor within 30 feet that can hear them. On a success, the raptor suffers the effects of a confusion spell until the end of its next turn. While under this effect, the raptor does not gain the benefits of its Pack Tactics trait.
Cooldown. If the ember glider takes cold damage, it loses its Heated Body trait and cannot recharge its Blazing Tail action until the end of its next turn.
Emulsify. While the gearmass is within an area affected by a grease spell, it loses its Rust Metal trait.
Dubious Construction. A creature can use an action to make a DC 15 Wisdom (Perception) check to locate weak points in the siege engine’s structure. On a success, if a creature attacks an undamaged weak point and deals 10 or more damage to it, the weak point becomes damaged and the siege engine’s speed is reduced by 5 feet.
Bestial Nature. The barnyard golem is considered a Beast for the purposes of spells and effects that affect Beasts (such as the animal friendship spell).
Cross-Chained. One creature grappling the chain golem can use one of the chain golem’s chains as a weapon. When wielded by a Medium creature, the chain is a martial melee weapon with 15-foot reach that deals 7 (2d6) slashing damage on a hit. If a creature uses the chain golem’s chains to make an attack, the chain golem only makes one Chain attack when it takes the attack action on its next turn.
Short Attention Span. The grivid does not use the Search action in combat. If the grivid cannot sense any enemies on its turn, it forgets that there were any and pursues other endeavors.
Pollution Solution. If the hag is within the area affected by a purify food and drink spell, it takes 2d6 radiant damage per level of the spell slot used and it loses its Polluted Aura trait until the end of its next turn.
Warm Blooded. The ibexian’s Fiery Blood trait does not trigger as a result of taking cold damage.
Territorial. If the jubjub bird sees an illusion of another jubjub bird or the reflection of itself at the beginning of its turn, it must succeed on a DC 15 Wisdom saving throw or spend its turn moving toward the image and making one attack against it if able. On a successful save, the jubjub bird is immune to this trait for 1 hour.
Radiant Rejection. The lakescourge lotus cannot use its Enter Reflection action on a body of water that has had at least one vial of holy water poured into it within the last 24 hours. If it tries, it takes 2d6 radiant damage.
Moon Metal. If the werecrocodile takes damage from a silvered weapon, it cannot use its Tail action until the end of its next turn as its tail goes limp.
Prismatic Clarity. Any creature charmed by the mindshard within an area affected by a color spray spell is no longer charmed.
Pierce the Maw. Before a creature makes an attack roll against the mortifera with a spell or weapon that deals piercing damage, it can target the mortifera’s maw in particular (AC 20). On a hit, the attack deals an extra die of damage. In addition, the mortifera must succeed on a DC 10 Constitution saving throw or release any grappled creatures.
Withering. When the leavesrot ooze takes 10 or more necrotic damage on a turn, its size decreases by one size category (minimum of Tiny) until the end of its next turn. If the ooze is Small or smaller, its attacks deal half as much damage and its speed is reduced to 10.
Oxidation. If the pyrite pile starts its turn in an area of strong wind, it takes 2d6 acid damage.
Repulsed by Garlic. The swarm of vampire blossoms cannot use its Blood Sense trait to locate creatures that have ingested a clove of garlic within the last 8 hours and has disadvantage on attack rolls against those creatures.
Pull of the Void. If the umbral shambler starts its turn within 60 feet of a darkness spell, it must succeed on a Constitution saving throw (spellcaster’s save DC) or be pulled 10 feet in a straight line towards the center of the spell.
Blood Barrier. The wakwak has disadvantage on attack rolls against creatures with temporary hit points.