---
title: "D&D Monsters of Horror: Vampires, Mimics, Liches, and More"
description: A quick guide of monsters and D&D Bosses that are classic for a Horror Campaign
---

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D&D

# D&D Monsters of Horror: Vampires, Mimics, Liches, and More

October 14, 2026

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Karina Sturdivant

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D&D has all sorts and flavors of monsters to fit any campaign. However, there are certain monsters that just feel right in a horror campaign. There’s a reason vampires, zombies, and liches are feared. And names like Vecna, Strahd, and Cthulhu are dreaded amongst players.

Let’s take a look at a few of these monsters (which can be found within the [**Monster Manual**](https://marketplace.roll20.net/browse/bundle/3802/monster-manual)) and some D&D Bosses that should be considered for a horror campaign!

### **Fiend Monsters for a Horror Campaign**

| ![118 hook horror](https://pages.roll20.net/hs-fs/hubfs/118%20hook%20horror.png?width=175&height=175&name=118%20hook%20horror.png)**Hook Horror** AC: 15 HP: 75 (10d10 + 20) Speed: 30ft. Climb: 30 ft. Initiative: +0 (10) |
| --- |

With horror literally in their name, Hook Horrors are a perfect monster to place into a horror campaign. These beaked predators are terrifying just to look at, but with massive forelimbs that end in sharp hooklike claws, they are made even more so.

These monsters call the cavernous caves of the Underdark home, where they feed on plants, fungi and any number of creatures that come within their range. (So, don’t count yourself off the menu!)

If you hear strange sounds whilst traversing the Underdark, maybe consider not seeking it out. These monsters use echolocation through various means such as banging, screaming, squawking or clicking to explore and traverse their environment and hook their next meal.

| **![original - 2026-10-16T144830.661](https://pages.roll20.net/hs-fs/hubfs/original%20-%202026-10-16T144830.661.png?width=175&height=175&name=original%20-%202026-10-16T144830.661.png)Incubus** AC: 15 HP: 66 (12d8 + 12) Speed: 30ft. Fly: 60ft. Initiative: +3 (13) |
| --- |

If you’re looking to find reprieve from the horrors in your sleep, think again. Incubi hope that you fall asleep as they feed off of the dreams of unsuspecting victims, replacing them with horrific and terrifying nightmares. After finding a victim they will visit them every night until the victim is deceased.

Incubi will then (of course) go for another victim, but they prefer to keep their meals “in the family”, often looking to the loved ones of their past victims.

Some of the nightmares that you could potentially look forward to (depending on the d8 roll) are:

- An angry family member or authority figure
- Getting chased through the wilderness
- Being devoured by animals or monsters
- Falling, drowning, or suffocating
- A ruinous public embarrassment
- A shadowy intruder or monstrous silhouette
- A traumatic past event
- A visitor with an eerie or enigmatic message

If you do decide to sleep (and you likely will need to), keep one eye open.

| **![original - 2026-10-16T144942.877](https://pages.roll20.net/hs-fs/hubfs/original%20-%202026-10-16T144942.877.png?width=175&height=175&name=original%20-%202026-10-16T144942.877.png)Night Hag** AC: 17 HP: 112 (15d8 + 45) Speed: 30 ft. Initiative: +5 (15) |
| --- |

Night Hags are terrible during the day, using their supernatural abilities to deceive and torment their victims, such as shapeshifting in order to pose as other creatures in order to drive their victims to the edge of sanity as they begin to believe that the world is out to get them.

However, as terrifying as they are during the day, they are absolutely horrible at night. (I guess the name fits.) It is in the night that the the hags double down, reinforcing their torture by terrorizing their victims through their dreams. After the target of their attention and torture has been fully exhausted to their limit, the night hag will then claim their victim’s tormented soul and trap it in their **Soul Bag**.

The Night Hags also have the ability to slip between the different planes of existence which not only makes them hard to track, but also allows them to barter the stolen souls to the various networks of shady customers and clientele in order to gain dark and wicked items.

### **Monstrosities for a Horror Campaign:**

| **![original - 2026-10-16T145222.121](https://pages.roll20.net/hs-fs/hubfs/original%20-%202026-10-16T145222.121.png?width=175&height=175&name=original%20-%202026-10-16T145222.121.png)Doppelganger** AC: 14 HP: 52 (8d8 + 16) Speed: 30 ft. Initiative: +4 (14) |
| --- |

These monsters are particularly concerning in that they have the ability to shape-shift into any human-like form *and* have mind reading abilities. With this particularly nasty combo, they are the perfect infiltrator as they can create near-perfect disguises and take whatever information they want from unsuspecting minds. And, if they decide they don’t want to be covert, they can also transform into unsettling and terrifying forms to frighten their enemies.

| **![original - 2026-10-16T145519.033](https://pages.roll20.net/hs-fs/hubfs/original%20-%202026-10-16T145519.033.png?width=175&height=175&name=original%20-%202026-10-16T145519.033.png)Mimic** AC: 12 HP: 58 (9d8 + 18) Speed: 20 ft. Initiative: +3 (13) |
| --- |

A mimic in its natural form looks soft, unassuming, and weak. That being said, they are masters of disguise. Mimics have the ability to change their appearance by altering their color, texture, and dimensions in order to take on the attributes of inanimate objects of a similar size.

Their disguises have two purposes, camouflage and bait. As they hide in plain sight, they wait for their victims to come in close before lashing out with their sticky pseudopods and gaping toothy mouths. Once they have consumed their victims they typically relocate in order to set up shop and await their next victim.

(Keep this in mind when going for a chest because it may not be full of treasure!)

For more info on mimics check out our [Guide to D&D Monsters: Mimic](https://pages.roll20.net/dnd/mimic?hsLang=en)!

### **Undead Monsters for a Horror Campaign:**

| [**![original (99)](https://pages.roll20.net/hs-fs/hubfs/original%20(99).png?width=175&height=175&name=original%20(99).png)Lich**](https://pages.roll20.net/what-is-a-lich?hsLang=en) AC: 20 HP: 315 (42d8 + 126) Speed: 30 ft. Initiative: +17 (27) |
| --- |

This ancient and immortal magic wielder should not be treated lightly, ever! Though they may appear as little more than brittle aged skeletons, a Lich possesses exceptional cunning and arcane prowess. They concern themselves with their needs and their needs alone. This means that mortal leaves mean little to them and are mere stepping stones as they strive to reach their ultimate goals.

And if you think you can threaten them with death, don’t! Liches don’t fear death.

For more information about Liches check out our article, [What is a Lich in D&D: Origins, Powers, and Lore](https://pages.roll20.net/what-is-a-lich?hsLang=en)!

| [**![original (98)](https://pages.roll20.net/hs-fs/hubfs/original%20(98).png?width=175&height=175&name=original%20(98).png)Vampire**](https://pages.roll20.net/dnd/how-to-play-a-vampire?hsLang=en) AC: 15 HP: 65 (10d8 + 20) Speed: 30 ft. Climb: 30 ft. Initiative: +5 (15) |
| --- |

These predators stalk the night as they seek to feed off the blood of the living. Younger vampires tend to be more bloodthirsty and less calculating when it comes to feeding off of their victims. However, more mature vampires will utilize their cunning and control over the supernatural forces of the night in order to gain what they want and need.

During the day, they retreat to their places of rest which they keep hidden from not only their enemies, but the daylight that will scorch their accursed bodies. (Which may your best chance to rid yourself of one!)

| [**![original (91)](https://pages.roll20.net/hs-fs/hubfs/original%20(91).png?width=175&height=175&name=original%20(91).png)Zombie**](https://pages.roll20.net/is-it-a-zombie?hsLang=en) AC: 8 HP: 15 (2d8 + 6) Speed: 20 ft. Initiative: -2 (8) |
| --- |

These reanimated corpses are horrifying in that they are relentless, merciless, and resilient. (Oh, and grotesque!) Due to their undead nature, they feel no pain and can take damage that may slow them, but not stop. And as they have no will of their own, they will follow the wish of their commander and never tire as they attempt to fulfill that command.

One on its own may prove to be an easy endeavor to stop, but hope that you don’t encounter a significant number because you may find yourself overrun!

If you want to involve more undead into your campaign check out our article about different [**Humanoid Undead**](https://pages.roll20.net/is-it-a-zombie?hsLang=en)!

### **Bosses for a Horror Campaign:**

| [**![original - 2026-10-16T150726.968](https://pages.roll20.net/hs-fs/hubfs/original%20-%202026-10-16T150726.968.png?width=175&height=175&name=original%20-%202026-10-16T150726.968.png)Cthulhu**](https://pages.roll20.net/cthulhu-returns?hsLang=en) AC: 24 HP: 585 (30d20 + 270) Speed: 60 ft. Fly: 200 ft. Swim: 60 ft. |
| --- |

A member of the **Great Old Ones** club, Cthulhu is one name that should make you quake in your adventuring boots. He is nearly god-like in his power and though he lies dormant, waiting for his time to come, he still has the ability to influence the world and shape it as he wills.

Did I mention he’s big? Well, gargantuan. As an entity of the cosmos, Cthulhu is not only intimidating because of cosmic power, but also physical size. Definitely, not one to meet…unless it’s inside a horror campaign.

If Cthulhu is your kind of scary and you want to explore more, consider checking out Roll20’s[**marketplace**](https://marketplace.roll20.net/browse/search?keywords=Cthulhu) for different Cthulhu campaigns!

| [**![original - 2026-10-16T150932.579](https://pages.roll20.net/hs-fs/hubfs/original%20-%202026-10-16T150932.579.png?width=175&height=175&name=original%20-%202026-10-16T150932.579.png)Strahd von Zarovich**](https://pages.roll20.net/dnd/who-is-strahd-von-zarovich?hsLang=en) AC: 16 HP: 144 (17d8 + 68) Speed: 30 ft. |
| --- |

Though a vampire, Strahd von Zarovich should not be defined nor compared to just your everyday run-of-the-mill vampire. (He’d be insulted.) He rules over Barovia, a **Domain of Dread within Ravenloft,** with the use of his immense power, ability, and total authority.

Those unfortunate enough to find themselves trapped within Barovia will see how truly dark and horrific Strahd is. Barovia is a dark and endlessly sad place. The citizens are trapped both in life and death as their souls are unable to move on and thus are reincarnated in newborns. In addition to this, Strahd has a number of grotesque abominations and creatures that do his bidding without question.

As a vampire, you may think you are safe during the “day” (the sun never truly shines) but Strahd is not bound to the night like the lesser vampires and can go anywhere within his domain at will. So tread carefully and if you see him don’t skip the niceties, it may save your life.

To further explore Ravenloft check out [Van Richten’s Guide to Ravenloft](https://marketplace.roll20.net/browse/bundle/9829/dandd-van-richtens-guide-to-ravenloft)! And, if you are a fan of Strahd, Ravenloft, or want to do more with the other Domains of Dread, then check out [Curse of Strahd](https://marketplace.roll20.net/browse/bundle/15575/dandd-curse-of-strahd) and [Ravenloft; The Horrors Within](https://marketplace.roll20.net/browse/bundle/43032/dandd-ravenloft-the-horrors-within)!

| **[![original - 2026-10-16T151141.651](https://pages.roll20.net/hs-fs/hubfs/original%20-%202026-10-16T151141.651.png?width=175&height=175&name=original%20-%202026-10-16T151141.651.png)Vecna](https://pages.roll20.net/lp/vecna?hsLang=en)** AC: 20 HP: 420 (40d8 + 240) Speed: 30 ft. |
| --- |

As an [**Archlich**](https://pages.roll20.net/what-is-a-lich?hsLang=en) and **god**, Vecna is a name that is known across universes and the multiverse, thanks to his ability to freely traverse the multiverse as he sees fit. In addition to this, he also has other amazing and terrifying abilities due to the tremendous power he wields. These include a variety of powerful spells, some that have the ability to alter reality as he wills.

And adventurers may think that distance can give them reprieve from Vecna, but with an extended perception (up to about 10 miles or 16 kilometers), he can see what you are doing and feel any secret either disclosed, written down, or uncovered.

If Vecna is your kind of horror boss, check out this [Vecna campaign bundle](https://marketplace.roll20.net/browse/bundle/31456/dandd-vecna-bundle) available in the Roll20 marketplace!

---

With monstrosities like mimics, undead like zombies, and names like Vecna it’s no wonder that DMs and players find D&D horror campaigns to be the perfect backdrop for them. However, if these monsters of horror don’t catch your fancy (though, Vecna is pretty scary!) check out the [**Monster Manual**](https://marketplace.roll20.net/browse/bundle/3802/monster-manual) for other terrifying and grotesque options!

 

 Happy Adventuring!

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# Karina Sturdivant

 Karina is a freelance copywriter and creative writer based out of San Antonio, Texas. When she's not writing, she dives into the rich worlds of Dungeons & Dragons, immersive video games, and page-turning books.

[Portfolio](https://elysiancreativewriting.com/)

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