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source:srd52:monsters_a_z [2025/05/05 01:00] – 만듦 dndkrsource:srd52:monsters_a_z [2025/05/15 21:59] (현재) – 만듦 dndkr
줄 1: 줄 1:
-258 System Reference Document 5.2.1 + 
-Monsters A–Z +<nspages source:srd52:monsters -h1 -simpleList>
-Aboleth +
-Aboleth +
-Large Aberration, Lawful Evil +
-AC 17 Initiative +7 (17) +
-HP 150 (20d10 + 40) +
-Speed 10 ft., Swim 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 21 +5 +5 Dex 9 −1 +3 Con 15 +2 +6 +
-Int 18 +4 +8 Wis 15 +2 +6 Cha 18 +4 +4 +
-Skills History +12, Perception +10 +
-Senses Darkvision 120 ft.; Passive Perception 20 +
-Languages Deep Speech; telepathy 120 ft. +
-CR 10 (XP 5,900, or 7,200 in lair; PB +4) +
-Traits +
-Amphibious. The aboleth can breathe air and water. +
-Eldritch Restoration. If destroyed, the aboleth gains +
-a new body in 5d10 days, reviving with all its Hit +
-Points in the Far Realm or another location chosen +
-by the GM. +
-Legendary Resistance (3/Day, or 4/Day in Lair). If +
-the aboleth fails a saving throw, it can choose to succeed instead. +
-Mucus Cloud. While underwater, the aboleth is surrounded by mucus. Constitution Saving Throw: DC 14, +
-each creature in a 5-foot Emanation originating from +
-the aboleth at the end of the aboleth’s turn. Failure: The +
-target is cursed. Until the curse ends, the target’s skin +
-becomes slimy, the target can breathe air and water, +
-and it can’t regain Hit Points unless it is underwater. +
-While the cursed creature is outside a body of water, +
-the creature takes 6 (1d12) Acid damage at the end of +
-every 10 minutes unless moisture is applied to its skin +
-before those minutes have passed. +
-Probing Telepathy. If a creature the aboleth can see +
-communicates telepathically with the aboleth, the aboleth learns the creature’s greatest desires. +
-Actions +
-Multiattack. The aboleth makes two Tentacle attacks +
-and uses either Consume Memories or Dominate Mind +
-if available. +
-Tentacle. Melee Attack Roll: +9, reach 15 ft. Hit: 12 +
-(2d6 + 5) Bludgeoning damage. If the target is a Large +
-or smaller creature, it has the Grappled condition (escape DC 14) from one of four tentacles. +
-Consume Memories. Intelligence Saving Throw: DC 16, +
-one creature within 30 feet that is Charmed or Grappled by the aboleth. Failure: 10 (3d6) Psychic damage. +
-Success: Half damage. Failure or Success: The aboleth +
-gains the target’s memories if the target is a Humanoid +
-and is reduced to 0 Hit Points by this action. +
-Dominate Mind (2/Day). Wisdom Saving Throw: DC +
-16, one creature the aboleth can see within 30 feet. +
-Failure: The target has the Charmed condition until +
-the aboleth dies or is on a different plane of existence +
-from the target. While Charmed, the target acts as an +
-ally to the aboleth and is under its control while within +
-60 feet of it. In addition, the aboleth and the target +
-can communicate telepathically with each other over +
-any distance. +
-The target repeats the save whenever it takes damage +
-as well as after every 24 hours it spends at least 1 mile +
-away from the aboleth, ending the effect on itself on +
-a success. +
-Legendary Actions +
-Legendary Action Uses: 3 (4 in Lair). Immediately after +
-another creature’s turn, the aboleth can expend a use to +
-take one of the following actions. The aboleth regains all +
-expended uses at the start of each of its turns. +
-Lash. The aboleth makes one Tentacle attack. +
-Psychic Drain. If the aboleth has at least one creature +
-Charmed or Grappled, it uses Consume Memories and +
-regains 5 (1d10) Hit Points. +
-Air Elemental +
-Air Elemental +
-Large Elemental, Neutral +
-AC 15 Initiative +5 (15) +
-HP 90 (12d10 + 24) +
-Speed 10 ft., Fly 90 ft. (hover) +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 14 +2 +2 Dex 20 +5 +5 Con 14 +2 +2 +
-Int 6 −2 −2 Wis 10 +0 +0 Cha 6 −2 −2 +
-Resistances Bludgeoning, Lightning, Piercing, Slashing +
-Immunities Poison, Thunder; Exhaustion, Grappled, +
-Paralyzed, Petrified, Poisoned, Prone, Restrained, +
-Unconscious +
-Senses Darkvision 60 ft.; Passive Perception 10 +
-Languages Primordial (Auran) +
-CR 5 (XP 1,800; PB +3) +
-Traits +
-Air Form. The elemental can enter a creature’s space +
-and stop there. It can move through a space as narrow +
-as 1 inch without expending extra movement to do so. +
-Actions +
-Multiattack. The elemental makes two Thunderous +
-Slam attacks. +
-Thunderous Slam. Melee Attack Roll: +8, reach 10 ft. +
-Hit: 14 (2d8 + 5) Thunder damage. +
-259 System Reference Document 5.2.1 +
-Whirlwind (Recharge 4–6). Strength Saving Throw: DC +
-13, one Medium or smaller creature in the elemental’s +
-space. Failure: 24 (4d10 + 2) Thunder damage, and the +
-target is pushed up to 20 feet straight away from the +
-elemental and has the Prone condition. Success: Half +
-damage only. +
-Animated Objects +
-Animated Armor +
-Medium Construct, Unaligned +
-AC 18 Initiative +2 (12) +
-HP 33 (6d8 + 6) +
-Speed 25 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 14 +2 +2 Dex 11 +0 +0 Con 13 +1 +1 +
-Int 1 −5 −5 Wis 3 −4 −4 Cha 1 −5 −5 +
-Immunities Poison, Psychic; Charmed, Deafened, +
-Exhaustion, Frightened, Paralyzed, Petrified, Poisoned +
-Senses Blindsight 60 ft.; Passive Perception 6 +
-Languages None +
-CR 1 (XP 200; PB +2) +
-Actions +
-Multiattack. The armor makes two Slam attacks. +
-Slam. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) +
-Bludgeoning damage. +
-Animated Flying Sword +
-Small Construct, Unaligned +
-AC 17 Initiative +4 (14) +
-HP 14 (4d6) +
-Speed 5 ft., Fly 50 ft. (hover) +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 12 +1 +1 Dex 15 +2 +4 Con 11 +0 +0 +
-Int 1 −5 −5 Wis 5 −3 −3 Cha 1 −5 −5 +
-Immunities Poison, Psychic; Charmed, Deafened, +
-Exhaustion, Frightened, Paralyzed, Petrified, Poisoned +
-Senses Blindsight 60 ft.; Passive Perception 7 +
-Languages None +
-CR 1/4 (XP 50; PB +2) +
-Actions +
-Slash. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) +
-Slashing damage. +
-Animated Rug of Smothering +
-Large Construct, Unaligned +
-AC 12 Initiative +4 (14) +
-HP 27 (5d10) +
-Speed 10 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 17 +3 +3 Dex 14 +2 +2 Con 10 +0 +0 +
-Int 1 −5 −5 Wis 3 −4 −4 Cha 1 −5 −5 +
-Immunities Poison, Psychic; Charmed, Deafened, +
-Exhaustion, Frightened, Paralyzed, Petrified, Poisoned +
-Senses Blindsight 60 ft.; Passive Perception 6 +
-Languages None +
-CR 2 (XP 450; PB +2) +
-Actions +
-Smother. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 +
-+ 3) Bludgeoning damage. If the target is a Medium or +
-smaller creature, the rug can give it the Grappled condition (escape DC 13) instead of dealing damage. Until +
-the grapple ends, the target has the Blinded and Restrained conditions, is suffocating, and takes 10 (2d6 + +
-3) Bludgeoning damage at the start of each of its turns. +
-The rug can smother only one creature at a time. +
-While grappling the target, the rug can’t take this action, the rug halves the damage it takes (round down), +
-and the target takes the same amount of damage. +
-Ankheg +
-Ankheg +
-Large Monstrosity, Unaligned +
-AC 14 Initiative +0 (10) +
-HP 45 (6d10 + 12) +
-Speed 30 ft., Burrow 10 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 17 +3 +3 Dex 11 +0 +0 Con 14 +2 +2 +
-Int 1 −5 −5 Wis 13 +1 +1 Cha 6 −2 −2 +
-Senses Darkvision 60 ft., Tremorsense 60 ft.; +
-Passive Perception 11 +
-Languages None +
-CR 2 (XP 450; PB +2) +
-Traits +
-Tunneler. The ankheg can burrow through solid rock +
-at half its Burrow Speed and leaves a 10-foot-diameter +
-tunnel in its wake. +
-Actions +
-Bite. Melee Attack Roll: +5 (with Advantage if the target +
-is Grappled by the ankheg), reach 5 ft. Hit: 10 (2d6 + 3) +
-Slashing damage plus 3 (1d6) Acid damage. If the target +
-is a Large or smaller creature, it has the Grappled condition (escape DC 13). +
-Acid Spray (Recharge 6). Dexterity Saving Throw: DC +
-12, each creature in a 30-foot-long, 5-foot-wide Line. +
-Failure: 14 (4d6) Acid damage. Success: Half damage. +
-260 System Reference Document 5.2.1 +
-Assassin +
-Assassin +
-Medium or Small Humanoid, Neutral +
-AC 16 Initiative +10 (20) +
-HP 97 (15d8 + 30) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 11 +0 +0 Dex 18 +4 +7 Con 14 +2 +2 +
-Int 16 +3 +6 Wis 11 +0 +0 Cha 10 +0 +0 +
-Skills Acrobatics +7, Perception +6, Stealth +10 +
-Resistances Poison +
-Gear Light Crossbow, Shortsword, Studded Leather Armor +
-Senses Passive Perception 16 +
-Languages Common, Thieves’ Cant +
-CR 8 (XP 3,900; PB +3) +
-Traits +
-Evasion. If the assassin is subjected to an effect that +
-allows it to make a Dexterity saving throw to take only +
-half damage, the assassin instead takes no damage if it +
-succeeds on the save and only half damage if it fails. It +
-can’t use this trait if it has the Incapacitated condition. +
-Actions +
-Multiattack. The assassin makes three attacks, using +
-Shortsword or Light Crossbow in any combination. +
-Shortsword. Melee Attack Roll: +7, reach 5 ft. Hit: 7 +
-(1d6 + 4) Piercing damage plus 17 (5d6) Poison damage, and the target has the Poisoned condition until the +
-start of the assassin’s next turn. +
-Light Crossbow. Ranged Attack Roll: +7, range +
-80/320 ft. Hit: 8 (1d8 + 4) Piercing damage plus 21 +
-(6d6) Poison damage. +
-Bonus Actions +
-Cunning Action. The assassin takes the Dash, Disengage, or Hide action. +
-Awakened Plants +
-Awakened Shrub +
-Small Plant, Neutral +
-AC 9 Initiative −1 (9) +
-HP 10 (3d6) +
-Speed 20 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 3 −4 −4 Dex 8 −1 −1 Con 11 +0 +0 +
-Int 10 +0 +0 Wis 10 +0 +0 Cha 6 −2 −2 +
-Vulnerabilities Fire +
-Resistances Piercing +
-Senses Passive Perception 10 +
-Languages Common plus one other language +
-CR 0 (XP 10; PB +2) +
-Actions +
-Rake. Melee Attack Roll: +1, reach 5 ft. Hit: 1 Slashing damage. +
-Awakened Tree +
-Huge Plant, Neutral +
-AC 13 Initiative −2 (8) +
-HP 59 (7d12 + 14) +
-Speed 20 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 19 +4 +4 Dex 6 −2 −2 Con 15 +2 +2 +
-Int 10 +0 +0 Wis 10 +0 +0 Cha 7 −2 −2 +
-Vulnerabilities Fire +
-Resistances Bludgeoning, Piercing +
-Senses Passive Perception 10 +
-Languages Common plus one other language +
-CR 2 (XP 450; PB +2) +
-Actions +
-Slam. Melee Attack Roll: +6, reach 10 ft. Hit: 14 (3d6 +
-+ 4) Bludgeoning damage. +
-Axe Beak +
-Axe Beak +
-Large Monstrosity, Unaligned +
-AC 11 Initiative +1 (11) +
-HP 19 (3d10 + 3) +
-Speed 50 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 14 +2 +2 Dex 12 +1 +1 Con 12 +1 +1 +
-Int 2 −4 −4 Wis 10 +0 +0 Cha 5 −3 −3 +
-Senses Passive Perception 10 +
-Languages None +
-CR 1/4 (XP 50; PB +2) +
-Actions +
-Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) +
-Slashing damage. +
-261 System Reference Document 5.2.1 +
-Azer +
-Azer Sentinel +
-Medium Elemental, Lawful Neutral +
-AC 17 Initiative +1 (11) +
-HP 39 (6d8 + 12) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 17 +3 +3 Dex 12 +1 +1 Con 15 +2 +4 +
-Int 12 +1 +1 Wis 13 +1 +1 Cha 10 +0 +0 +
-Immunities Fire, Poison; Poisoned +
-Senses Passive Perception 11 +
-Languages Primordial (Ignan) +
-CR 2 (XP 450; PB +2) +
-Traits +
-Fire Aura. At the end of each of the azer’s turns, each +
-creature of the azer’s choice in a 5-foot Emanation originating from the azer takes 5 (1d10) Fire damage unless +
-the azer has the Incapacitated condition. +
-Illumination. The azer sheds Bright Light in a 10-foot +
-radius and Dim Light for an additional 10 feet. +
-Actions +
-Burning Hammer. Melee Attack Roll: +5, reach 5 ft. +
-Hit: 8 (1d10 + 3) Bludgeoning damage plus 3 (1d6) +
-Fire damage. +
-Balor +
-Balor +
-Huge Fiend (Demon), Chaotic Evil +
-AC 19 Initiative +14 (24) +
-HP 287 (23d12 + 138) +
-Speed 40 ft., Fly 80 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 26 +8 +8 Dex 15 +2 +2 Con 22 +6 +12 +
-Int 20 +5 +5 Wis 16 +3 +9 Cha 22 +6 +6 +
-Skills Perception +9 +
-Resistances Cold, Lightning +
-Immunities Fire, Poison; Charmed, Frightened, Poisoned +
-Senses Truesight 120 ft.; Passive Perception 19 +
-Languages Abyssal; telepathy 120 ft. +
-CR 19 (XP 22,000; PB +6) +
-Traits +
-Death Throes. The balor explodes when it dies. Dexterity Saving Throw: DC 20, each creature in a 30-foot +
-Emanation originating from the balor. Failure: 31 (9d6) +
-Fire damage plus 31 (9d6) Force damage. Success: Half +
-damage. Failure or Success: If the balor dies outside the +
-Abyss, it gains a new body instantly, reviving with all its +
-Hit Points somewhere in the Abyss. +
-Fire Aura. At the end of each of the balor’s turns, each +
-creature in a 5-foot Emanation originating from the balor takes 13 (3d8) Fire damage. +
-Legendary Resistance (3/Day). If the balor fails a saving +
-throw, it can choose to succeed instead. +
-Magic Resistance. The balor has Advantage on saving +
-throws against spells and other magical effects. +
-Actions +
-Multiattack. The balor makes one Flame Whip attack +
-and one Lightning Blade attack. +
-Flame Whip. Melee Attack Roll: +14, reach 30 ft. Hit: +
-18 (3d6 + 8) Force damage plus 17 (5d6) Fire damage. If +
-the target is a Huge or smaller creature, the balor pulls +
-the target up to 25 feet straight toward itself, and the +
-target has the Prone condition. +
-Lightning Blade. Melee Attack Roll: +14, reach 10 ft. +
-Hit: 21 (3d8 + 8) Force damage plus 22 (4d10) Lightning damage, and the target can’t take Reactions until +
-the start of the balor’s next turn. +
-Bonus Actions +
-Teleport. The balor teleports itself or a willing demon +
-within 10 feet of itself up to 60 feet to an unoccupied +
-space the balor can see. +
-Bandits +
-Bandit +
-Medium or Small Humanoid, Neutral +
-AC 12 Initiative +1 (11) +
-HP 11 (2d8 + 2) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 11 +0 +0 Dex 12 +1 +1 Con 12 +1 +1 +
-Int 10 +0 +0 Wis 10 +0 +0 Cha 10 +0 +0 +
-Gear Leather Armor, Light Crossbow, Scimitar +
-Senses Passive Perception 10 +
-Languages Common, Thieves’ Cant +
-CR 1/8 (XP 25; PB +2) +
-Actions +
-Scimitar. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 +
-+ 1) Slashing damage. +
-Light Crossbow. Ranged Attack Roll: +3, range 80/320 +
-ft. Hit: 5 (1d8 + 1) Piercing damage. +
-Bandit Captain +
-Medium or Small Humanoid, Neutral +
-AC 15 Initiative +3 (13) +
-HP 52 (8d8 + 16) +
-Speed 30 ft. +
-262 System Reference Document 5.2.1 +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 15 +2 +4 Dex 16 +3 +5 Con 14 +2 +2 +
-Int 14 +2 +2 Wis 11 +0 +2 Cha 14 +2 +2 +
-Skills Athletics +4, Deception +4 +
-Gear Pistol, Scimitar, Studded Leather Armor +
-Senses Passive Perception 10 +
-Languages Common, Thieves’ Cant +
-CR 2 (XP 450; PB +2) +
-Actions +
-Multiattack. The bandit makes two attacks, using Scimitar and Pistol in any combination. +
-Scimitar. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 +
-+ 3) Slashing damage. +
-Pistol. Ranged Attack Roll: +5, range 30/90 ft. Hit: 8 +
-(1d10 + 3) Piercing damage. +
-Reactions +
-Parry. Trigger: The bandit is hit by a melee attack roll +
-while holding a weapon. Response: The bandit adds 2 +
-to its AC against that attack, possibly causing it to miss. +
-Barbed Devil +
-Barbed Devil +
-Medium Fiend (Devil), Lawful Evil +
-AC 15 Initiative +3 (13) +
-HP 110 (13d8 + 52) +
-Speed 30 ft., Climb 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 16 +3 +6 Dex 17 +3 +3 Con 18 +4 +7 +
-Int 12 +1 +1 Wis 14 +2 +5 Cha 14 +2 +5 +
-Skills Deception +5, Insight +5, Perception +8 +
-Resistances Cold +
-Immunities Fire, Poison; Poisoned +
-Senses Darkvision 120 ft. (unimpeded by magical +
-Darkness); Passive Perception 18 +
-Languages Infernal; telepathy 120 ft. +
-CR 5 (XP 1,800; PB +3) +
-Traits +
-Barbed Hide. At the start of each of its turns, the devil +
-deals 5 (1d10) Piercing damage to any creature it is +
-grappling or any creature grappling it. +
-Diabolical Restoration. If the devil dies outside the +
-Nine Hells, its body disappears in sulfurous smoke, and +
-it gains a new body instantly, reviving with all its Hit +
-Points somewhere in the Nine Hells. +
-Magic Resistance. The devil has Advantage on saving +
-throws against spells and other magical effects. +
-Actions +
-Multiattack. The devil makes one Claws attack and one +
-Tail attack, or it makes two Hurl Flame attacks. +
-Claws. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 +
-+ 3) Piercing damage. If the target is a Large or smaller +
-creature, it has the Grappled condition (escape DC 13) +
-from both claws. +
-Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 14 (2d10 +
-+ 3) Slashing damage. +
-Hurl Flame. Ranged Attack Roll: +5, range 150 ft. Hit: +
-17 (5d6) Fire damage. If the target is a flammable object +
-that isn’t being worn or carried, it starts burning. +
-Basilisk +
-Basilisk +
-Medium Monstrosity, Unaligned +
-AC 15 Initiative −1 (9) +
-HP 52 (8d8 + 16) +
-Speed 20 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 16 +3 +3 Dex 8 −1 −1 Con 15 +2 +2 +
-Int 2 −4 −4 Wis 8 −1 −1 Cha 7 −2 −2 +
-Senses Darkvision 60 ft.; Passive Perception 9 +
-Languages None +
-CR 3 (XP 700; PB +2) +
-Actions +
-Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) +
-Piercing damage plus 7 (2d6) Poison damage. +
-Bonus Actions +
-Petrifying Gaze (Recharge 4–6). Constitution Saving +
-Throw: DC 12, each creature in a 30-foot Cone. If +
-the basilisk sees its reflection in the Cone, the basilisk +
-must make this save. First Failure: The target has the +
-Restrained condition and repeats the save at the end of +
-its next turn if it is still Restrained, ending the effect on +
-itself on a success. Second Failure: The target has the +
-Petrified condition instead of the Restrained condition. +
-Bearded Devil +
-Bearded Devil +
-Medium Fiend (Devil), Lawful Evil +
-AC 13 Initiative +2 (12) +
-HP 58 (9d8 + 18) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 16 +3 +5 Dex 15 +2 +2 Con 15 +2 +4 +
-Int 9 −1 −1 Wis 11 +0 +0 Cha 14 +2 +4 +
-Resistances Cold +
-Immunities Fire, Poison; Frightened, Poisoned +
-Senses Darkvision 120 ft. (unimpeded by magical +
-Darkness); Passive Perception 10 +
-Languages Infernal; telepathy 120 ft. +
-CR 3 (XP 700; PB +2) +
-263 System Reference Document 5.2.1 +
-Traits +
-Magic Resistance. The devil has Advantage on saving +
-throws against spells and other magical effects. +
-Actions +
-Multiattack. The devil makes one Beard attack and one +
-Infernal Glaive attack. +
-Beard. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 +
-+ 3) Piercing damage, and the target has the Poisoned +
-condition until the start of the devil’s next turn. Until +
-this poison ends, the target can’t regain Hit Points. +
-Infernal Glaive. Melee Attack Roll: +5, reach 10 ft. Hit: +
-8 (1d10 + 3) Slashing damage. If the target is a creature and doesn’t already have an infernal wound, it is +
-subjected to the following effect. Constitution Saving +
-Throw: DC 12. Failure: The target receives an infernal +
-wound. While wounded, the target loses 5 (1d10) Hit +
-Points at the start of each of its turns. The wound closes +
-after 1 minute, after a spell restores Hit Points to the +
-target, or after the target or a creature within 5 feet of it +
-takes an action to stanch the wound, doing so by succeeding on a DC 12 Wisdom (Medicine) check. +
-Behir +
-Behir +
-Huge Monstrosity, Neutral Evil +
-AC 17 Initiative +3 (13) +
-HP 168 (16d12 + 64) +
-Speed 50 ft., Climb 50 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 23 +6 +6 Dex 16 +3 +3 Con 18 +4 +4 +
-Int 7 −2 −2 Wis 14 +2 +2 Cha 12 +1 +1 +
-Skills Perception +6, Stealth +7 +
-Immunities Lightning +
-Senses Darkvision 90 ft.; Passive Perception 16 +
-Languages Draconic +
-CR 11 (XP 7,200; PB +4) +
-Actions +
-Multiattack. The behir makes one Bite attack and uses +
-Constrict. +
-Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 19 (2d12 +
-+ 6) Piercing damage plus 11 (2d10) Lightning damage. +
-Constrict. Strength Saving Throw: DC 18, one Large or +
-smaller creature the behir can see within 5 feet. Failure: +
-28 (5d8 + 6) Bludgeoning damage. The target has the +
-Grappled condition (escape DC 16), and it has the Restrained condition until the grapple ends. +
-Lightning Breath (Recharge 5–6). Dexterity Saving +
-Throw: DC 16, each creature in a 90-foot-long, 5-footwide Line. Failure: 66 (12d10) Lightning damage. Success: Half damage. +
-Bonus Actions +
-Swallow. Dexterity Saving Throw: DC 18, one Large or +
-smaller creature Grappled by the behir (the behir can +
-have only one creature swallowed at a time). Failure: +
-The behir swallows the target, which is no longer Grappled. While swallowed, a creature has the Blinded and +
-Restrained conditions, has Total Cover against attacks +
-and other effects outside the behir, and takes 21 (6d6) +
-Acid damage at the start of each of the behir’s turns. +
-If the behir takes 30 damage or more on a single turn +
-from the swallowed creature, the behir must succeed +
-on a DC 14 Constitution saving throw at the end of that +
-turn or regurgitate the creature, which falls in a space +
-within 10 feet of the behir and has the Prone condition. +
-If the behir dies, a swallowed creature is no longer Restrained and can escape from the corpse by using 15 +
-feet of movement, exiting Prone. +
-Berserker +
-Berserker +
-Medium or Small Humanoid, Neutral +
-AC 13 Initiative +1 (11) +
-HP 67 (9d8 + 27) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 16 +3 +3 Dex 12 +1 +1 Con 17 +3 +3 +
-Int 9 −1 −1 Wis 11 +0 +0 Cha 9 −1 −1 +
-Gear Greataxe, Hide Armor +
-Senses Passive Perception 10 +
-Languages Common +
-CR 2 (XP 450; PB +2) +
-Traits +
-Bloodied Frenzy. While Bloodied, the berserker has +
-Advantage on attack rolls and saving throws. +
-Actions +
-Greataxe. Melee Attack Roll: +5, reach 5 ft. Hit: 9 +
-(1d12 + 3) Slashing damage. +
-Black Dragons +
-Black Dragon Wyrmling +
-Medium Dragon (Chromatic), Chaotic Evil +
-AC 17 Initiative +4 (14) +
-HP 33 (6d8 + 6) +
-Speed 30 ft., Fly 60 ft., Swim 30 ft. +
-264 System Reference Document 5.2.1 +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 15 +2 +2 Dex 14 +2 +4 Con 13 +1 +1 +
-Int 10 +0 +0 Wis 11 +0 +2 Cha 13 +1 +1 +
-Skills Perception +4, Stealth +4 +
-Immunities Acid +
-Senses Blindsight 10 ft., Darkvision 60 ft.; +
-Passive Perception 14 +
-Languages Draconic +
-CR 2 (XP 450; PB +2) +
-Traits +
-Amphibious. The dragon can breathe air and water. +
-Actions +
-Multiattack. The dragon makes two Rend attacks. +
-Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) +
-Slashing damage plus 2 (1d4) Acid damage. +
-Acid Breath (Recharge 5–6). Dexterity Saving Throw: +
-DC 11, each creature in a 15-foot-long, 5-footwide Line. Failure: 22 (5d8) Acid damage. Success: +
-Half damage. +
-Young Black Dragon +
-Large Dragon (Chromatic), Chaotic Evil +
-AC 18 Initiative +5 (15) +
-HP 127 (15d10 + 45) +
-Speed 40 ft., Fly 80 ft., Swim 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 19 +4 +4 Dex 14 +2 +5 Con 17 +3 +3 +
-Int 12 +1 +1 Wis 11 +0 +3 Cha 15 +2 +2 +
-Skills Perception +6, Stealth +5 +
-Immunities Acid +
-Senses Blindsight 30 ft., Darkvision 120 ft.; +
-Passive Perception 16 +
-Languages Common, Draconic +
-CR 7 (XP 2,900; PB +3) +
-Traits +
-Amphibious. The dragon can breathe air and water. +
-Actions +
-Multiattack. The dragon makes three Rend attacks. +
-Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (2d4 +
-+ 4) Slashing damage plus 3 (1d6) Acid damage. +
-Acid Breath (Recharge 5–6). Dexterity Saving Throw: +
-DC 14, each creature in a 30-foot-long, 5-footwide Line. Failure: 49 (14d6) Acid damage. Success: +
-Half damage. +
-Adult Black Dragon +
-Huge Dragon (Chromatic), Chaotic Evil +
-AC 19 Initiative +12 (22) +
-HP 195 (17d12 + 85) +
-Speed 40 ft., Fly 80 ft., Swim 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 23 +6 +6 Dex 14 +2 +7 Con 21 +5 +5 +
-Int 14 +2 +2 Wis 13 +1 +6 Cha 19 +4 +4 +
-Skills Perception +11, Stealth +7 +
-Immunities Acid +
-Senses Blindsight 60 ft., Darkvision 120 ft.; +
-Passive Perception 21 +
-Languages Common, Draconic +
-CR 14 (XP 11,500, or 13,000 in lair; PB +5) +
-Traits +
-Amphibious. The dragon can breathe air and water. +
-Legendary Resistance (3/Day, or 4/Day in Lair). If +
-the dragon fails a saving throw, it can choose to succeed instead. +
-Actions +
-Multiattack. The dragon makes three Rend attacks. It +
-can replace one attack with a use of Spellcasting to cast +
-Acid Arrow (level 3 version). +
-Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 +
-+ 6) Slashing damage plus 4 (1d8) Acid damage. +
-Acid Breath (Recharge 5–6). Dexterity Saving Throw: +
-DC 18, each creature in a 60-foot-long, 5-footwide Line. Failure: 54 (12d8) Acid damage. Success: +
-Half damage. +
-Spellcasting. The dragon casts one of the following +
-spells, requiring no Material components and using +
-Charisma as the spellcasting ability (spell save DC 17, +
-+9 to hit with spell attacks): +
-At Will: Acid Arrow (level 3 version), Detect Magic, Fear +
-1/Day Each: Speak with Dead, Vitriolic Sphere +
-Legendary Actions +
-Legendary Action Uses: 3 (4 in Lair). Immediately after +
-another creature’s turn, the dragon can expend a use to +
-take one of the following actions. The dragon regains all +
-expended uses at the start of each of its turns. +
-Cloud of Insects. Dexterity Saving Throw: DC 17, one +
-creature the dragon can see within 120 feet. Failure: 22 +
-(4d10) Poison damage, and the target has Disadvantage +
-on saving throws to maintain Concentration until the +
-end of its next turn. Failure or Success: The dragon can’t +
-take this action again until the start of its next turn. +
-Frightful Presence. The dragon uses Spellcasting to cast +
-Fear. The dragon can’t take this action again until the +
-start of its next turn. +
-Pounce. The dragon moves up to half its Speed, and it +
-makes one Rend attack. +
-265 System Reference Document 5.2.1 +
-Ancient Black Dragon +
-Gargantuan Dragon (Chromatic), Chaotic Evil +
-AC 22 Initiative +16 (26) +
-HP 367 (21d20 + 147) +
-Speed 40 ft., Fly 80 ft., Swim 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 27 +8 +8 Dex 14 +2 +9 Con 25 +7 +7 +
-Int 16 +3 +3 Wis 15 +2 +9 Cha 22 +6 +6 +
-Skills Perception +16, Stealth +9 +
-Immunities Acid +
-Senses Blindsight 60 ft., Darkvision 120 ft.; +
-Passive Perception 26 +
-Languages Common, Draconic +
-CR 21 (XP 33,000, or 41,000 in lair; PB +7) +
-Traits +
-Amphibious. The dragon can breathe air and water. +
-Legendary Resistance (4/Day, or 5/Day in Lair). If +
-the dragon fails a saving throw, it can choose to succeed instead. +
-Actions +
-Multiattack. The dragon makes three Rend attacks. It +
-can replace one attack with a use of Spellcasting to cast +
-Acid Arrow (level 4 version). +
-Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 +
-+ 8) Slashing damage plus 9 (2d8) Acid damage. +
-Acid Breath (Recharge 5–6). Dexterity Saving Throw: +
-DC 22, each creature in a 90-foot-long, 10-footwide Line. Failure: 67 (15d8) Acid damage. Success: +
-Half damage. +
-Spellcasting. The dragon casts one of the following +
-spells, requiring no Material components and using +
-Charisma as the spellcasting ability (spell save DC 21, +
-+13 to hit with spell attacks): +
-At Will: Acid Arrow (level 4 version), Detect +
-Magic, Fear +
-1/Day Each: Create Undead, Speak with Dead, Vitriolic +
-Sphere (level 5 version) +
-Legendary Actions +
-Legendary Action Uses: 3 (4 in Lair). Immediately after +
-another creature’s turn, the dragon can expend a use to +
-take one of the following actions. The dragon regains all +
-expended uses at the start of each of its turns. +
-Cloud of Insects. Dexterity Saving Throw: DC 21, one +
-creature the dragon can see within 120 feet. Failure: 33 +
-(6d10) Poison damage, and the target has Disadvantage +
-on saving throws to maintain Concentration until the +
-end of its next turn. Failure or Success: The dragon can’t +
-take this action again until the start of its next turn. +
-Frightful Presence. The dragon uses Spellcasting to cast +
-Fear. The dragon can’t take this action again until the +
-start of its next turn. +
-Pounce. The dragon moves up to half its Speed, and it +
-makes one Rend attack. +
-Black Pudding +
-Black Pudding +
-Large Ooze, Unaligned +
-AC 7 Initiative −3 (7) +
-HP 68 (8d10 + 24) +
-Speed 20 ft., Climb 20 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 16 +3 +3 Dex 5 −3 −3 Con 16 +3 +3 +
-Int 1 −5 −5 Wis 6 −2 −2 Cha 1 −5 −5 +
-Immunities Acid, Cold, Lightning, Slashing; Charmed, +
-Deafened, Exhaustion, Frightened, Grappled, Prone, +
-Restrained +
-Senses Blindsight 60 ft.; Passive Perception 8 +
-Languages None +
-CR 4 (XP 1,100; PB +2) +
-Traits +
-Amorphous. The pudding can move through a space +
-as narrow as 1 inch without expending extra movement to do so. +
-Corrosive Form. A creature that hits the pudding with a +
-melee attack roll takes 4 (1d8) Acid damage. Nonmagical ammunition is destroyed immediately after hitting +
-the pudding and dealing any damage. Any nonmagical +
-weapon takes a cumulative −1 penalty to attack rolls +
-immediately after dealing damage to the pudding and +
-coming into contact with it. The weapon is destroyed if +
-the penalty reaches −5. The penalty can be removed by +
-casting the Mending spell on the weapon. +
-In 1 minute, the pudding can eat through 2 feet of +
-nonmagical wood or metal. +
-Spider Climb. The pudding can climb difficult surfaces, +
-including along ceilings, without needing to make an +
-ability check. +
-Actions +
-Dissolving Pseudopod. Melee Attack Roll: +5, reach +
-10 ft. Hit: 17 (4d6 + 3) Acid damage. Nonmagical armor worn by the target takes a −1 penalty to the AC it +
-offers. The armor is destroyed if the penalty reduces its +
-AC to 10. The penalty can be removed by casting the +
-Mending spell on the armor. +
-Reactions +
-Split. Trigger: While the pudding is Large or Medium +
-and has 10+ Hit Points, it becomes Bloodied or is subjected to Lightning or Slashing damage. Response: The +
-pudding splits into two new Black Puddings. Each new +
-pudding is one size smaller than the original pudding +
-and acts on its Initiative. The original pudding’s Hit +
-266 System Reference Document 5.2.1 +
-Points are divided evenly between the new puddings +
-(round down). +
-Blink Dog +
-Blink Dog +
-Medium Fey, Lawful Good +
-AC 13 Initiative +3 (13) +
-HP 22 (4d8 + 4) +
-Speed 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 12 +1 +1 Dex 17 +3 +3 Con 12 +1 +1 +
-Int 10 +0 +0 Wis 13 +1 +1 Cha 11 +0 +0 +
-Skills Perception +5, Stealth +5 +
-Senses Darkvision 60 ft.; Passive Perception 15 +
-Languages Blink Dog; understands Elvish and Sylvan but +
-can’t speak them +
-CR 1/4 (XP 50; PB +2) +
-Actions +
-Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) +
-Piercing damage. +
-Bonus Actions +
-Teleport (Recharge 4–6). The dog teleports up to 40 +
-feet to an unoccupied space it can see. +
-Blue Dragons +
-Blue Dragon Wyrmling +
-Medium Dragon (Chromatic), Lawful Evil +
-AC 17 Initiative +2 (12) +
-HP 65 (10d8 + 20) +
-Speed 30 ft., Burrow 15 ft., Fly 60 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 17 +3 +3 Dex 10 +0 +2 Con 15 +2 +2 +
-Int 12 +1 +1 Wis 11 +0 +2 Cha 15 +2 +2 +
-Skills Perception +4, Stealth +2 +
-Immunities Lightning +
-Senses Blindsight 10 ft., Darkvision 60 ft.; +
-Passive Perception 14 +
-Languages Draconic +
-CR 3 (XP 700; PB +2) +
-Actions +
-Multiattack. The dragon makes two Rend attacks. +
-Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 +
-+ 3) Slashing damage plus 3 (1d6) Lightning damage. +
-Lightning Breath (Recharge 5–6). Dexterity Saving +
-Throw: DC 12, each creature in a 30-foot-long, 5-footwide Line. Failure: 21 (6d6) Lightning damage. Success: +
-Half damage. +
-Young Blue Dragon +
-Large Dragon (Chromatic), Lawful Evil +
-AC 18 Initiative +4 (14) +
-HP 152 (16d10 + 64) +
-Speed 40 ft., Burrow 20 ft., Fly 80 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 21 +5 +5 Dex 10 +0 +4 Con 19 +4 +4 +
-Int 14 +2 +2 Wis 13 +1 +5 Cha 17 +3 +3 +
-Skills Perception +9, Stealth +4 +
-Immunities Lightning +
-Senses Blindsight 30 ft., Darkvision 120 ft.; +
-Passive Perception 19 +
-Languages Common, Draconic +
-CR 9 (XP 5,000; PB +4) +
-Actions +
-Multiattack. The dragon makes three Rend attacks. +
-Rend. Melee Attack Roll: +9, reach 10 ft. Hit: 12 (2d6 +
-+ 5) Slashing damage plus 5 (1d10) Lightning damage. +
-Lightning Breath (Recharge 5–6). Dexterity Saving +
-Throw: DC 16, each creature in a 60-foot-long, 5-footwide Line. Failure: 55 (10d10) Lightning damage. Success: Half damage. +
-Adult Blue Dragon +
-Huge Dragon (Chromatic), Lawful Evil +
-AC 19 Initiative +10 (20) +
-HP 212 (17d12 + 102) +
-Speed 40 ft., Burrow 30 ft., Fly 80 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 25 +7 +7 Dex 10 +0 +5 Con 23 +6 +6 +
-Int 16 +3 +3 Wis 15 +2 +7 Cha 20 +5 +5 +
-Skills Perception +12, Stealth +5 +
-Immunities Lightning +
-Senses Blindsight 60 ft., Darkvision 120 ft.; +
-Passive Perception 22 +
-Languages Common, Draconic +
-CR 16 (XP 15,000, or 18,000 in lair; PB +5) +
-Traits +
-Legendary Resistance (3/Day, or 4/Day in Lair). If +
-the dragon fails a saving throw, it can choose to succeed instead. +
-Actions +
-Multiattack. The dragon makes three Rend attacks. It +
-can replace one attack with a use of Spellcasting to +
-cast Shatter. +
-Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 +
-+ 7) Slashing damage plus 5 (1d10) Lightning damage. +
-Lightning Breath (Recharge 5–6). Dexterity Saving +
-Throw: DC 19, each creature in a 90-foot-long, 5-foot- +
-267 System Reference Document 5.2.1 +
-wide Line. Failure: 60 (11d10) Lightning damage. Success: Half damage. +
-Spellcasting. The dragon casts one of the following +
-spells, requiring no Material components and using +
-Charisma as the spellcasting ability (spell save DC 18): +
-At Will: Detect Magic, Invisibility, Mage Hand, Shatter +
-1/Day Each: Scrying, Sending +
-Legendary Actions +
-Legendary Action Uses: 3 (4 in Lair). Immediately after +
-another creature’s turn, the dragon can expend a use to +
-take one of the following actions. The dragon regains all +
-expended uses at the start of each of its turns. +
-Cloaked Flight. The dragon uses Spellcasting to cast Invisibility on itself, and it can fly up to half its Fly Speed. +
-The dragon can’t take this action again until the start of +
-its next turn. +
-Sonic Boom. The dragon uses Spellcasting to cast Shatter. The dragon can’t take this action again until the +
-start of its next turn. +
-Tail Swipe. The dragon makes one Rend attack. +
-Ancient Blue Dragon +
-Gargantuan Dragon (Chromatic), Lawful Evil +
-AC 22 Initiative +14 (24) +
-HP 481 (26d20 + 208) +
-Speed 40 ft., Burrow 40 ft., Fly 80 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 29 +9 +9 Dex 10 +0 +7 Con 27 +8 +8 +
-Int 18 +4 +4 Wis 17 +3 +10 Cha 25 +7 +7 +
-Skills Perception +17, Stealth +7 +
-Immunities Lightning +
-Senses Blindsight 60 ft., Darkvision 120 ft.; +
-Passive Perception 27 +
-Languages Common, Draconic +
-CR 23 (XP 50,000, or 62,000 in lair; PB +7) +
-Traits +
-Legendary Resistance (4/Day, or 5/Day in Lair). If +
-the dragon fails a saving throw, it can choose to succeed instead. +
-Actions +
-Multiattack. The dragon makes three Rend attacks. It +
-can replace one attack with a use of Spellcasting to cast +
-Shatter (level 3 version). +
-Rend. Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 +
-+ 9) Slashing damage plus 11 (2d10) Lightning damage. +
-Lightning Breath (Recharge 5–6). Dexterity Saving +
-Throw: DC 23, each creature in a 120-foot-long, +
-10-foot-wide Line. Failure: 88 (16d10) Lightning damage. Success: Half damage. +
-Spellcasting. The dragon casts one of the following +
-spells, requiring no Material components and using +
-Charisma as the spellcasting ability (spell save DC 22): +
-At Will: Detect Magic, Invisibility, Mage Hand, Shatter +
-(level 3 version) +
-1/Day Each: Scrying, Sending +
-Legendary Actions +
-Legendary Action Uses: 3 (4 in Lair). Immediately after +
-another creature’s turn, the dragon can expend a use to +
-take one of the following actions. The dragon regains all +
-expended uses at the start of each of its turns. +
-Cloaked Flight. The dragon uses Spellcasting to cast Invisibility on itself, and it can fly up to half its Fly Speed. +
-The dragon can’t take this action again until the start of +
-its next turn. +
-Sonic Boom. The dragon uses Spellcasting to cast Shatter (level 3 version). The dragon can’t take this action +
-again until the start of its next turn. +
-Tail Swipe. The dragon makes one Rend attack. +
-Bone Devil +
-Bone Devil +
-Large Fiend (Devil), Lawful Evil +
-AC 16 Initiative +7 (17) +
-HP 161 (17d10 + 68) +
-Speed 40 ft., Fly 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 18 +4 +8 Dex 16 +3 +3 Con 18 +4 +4 +
-Int 13 +1 +5 Wis 14 +2 +6 Cha 16 +3 +7 +
-Skills Deception +7, Insight +6 +
-Resistances Cold +
-Immunities Fire, Poison; Poisoned +
-Senses Darkvision 120 ft. (unimpeded by magical +
-Darkness); Passive Perception 12 +
-Languages Infernal; telepathy 120 ft. +
-CR 9 (XP 5,000; PB +4) +
-Traits +
-Diabolical Restoration. If the devil dies outside the +
-Nine Hells, its body disappears in sulfurous smoke, and +
-it gains a new body instantly, reviving with all its Hit +
-Points somewhere in the Nine Hells. +
-Magic Resistance. The devil has Advantage on saving +
-throws against spells and other magical effects. +
-Actions +
-Multiattack. The devil makes two Claw attacks and one +
-Infernal Sting attack. +
-Claw. Melee Attack Roll: +8, reach 10 ft. Hit: 13 (2d8 +
-+ 4) Slashing damage. +
-Infernal Sting. Melee Attack Roll: +8, reach 10 ft. Hit: +
-15 (2d10 + 4) Piercing damage plus 18 (4d8) Poison +
-268 System Reference Document 5.2.1 +
-damage, and the target has the Poisoned condition until +
-the start of the devil’s next turn. While Poisoned, the +
-target can’t regain Hit Points. +
-Brass Dragons +
-Brass Dragon Wyrmling +
-Medium Dragon (Metallic), Chaotic Good +
-AC 15 Initiative +2 (12) +
-HP 22 (4d8 + 4) +
-Speed 30 ft., Burrow 15 ft., Fly 60 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 15 +2 +2 Dex 10 +0 +2 Con 13 +1 +1 +
-Int 10 +0 +0 Wis 11 +0 +2 Cha 13 +1 +1 +
-Skills Perception +4, Stealth +2 +
-Immunities Fire +
-Senses Blindsight 10 ft., Darkvision 60 ft.; +
-Passive Perception 14 +
-Languages Draconic +
-CR 1 (XP 200; PB +2) +
-Actions +
-Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 +
-+ 2) Slashing damage. +
-Fire Breath (Recharge 5–6). Dexterity Saving Throw: +
-DC 11, each creature in a 20-foot-long, 5-footwide Line. Failure: 14 (4d6) Fire damage. Success: +
-Half damage. +
-Sleep Breath. Constitution Saving Throw: DC 11, each +
-creature in a 15-foot Cone. Failure: The target has the +
-Incapacitated condition until the end of its next turn, +
-at which point it repeats the save. Second Failure: The +
-target has the Unconscious condition for 1 minute. This +
-effect ends for the target if it takes damage or a creature +
-within 5 feet of it takes an action to wake it. +
-Young Brass Dragon +
-Large Dragon (Metallic), Chaotic Good +
-AC 17 Initiative +3 (13) +
-HP 110 (13d10 + 39) +
-Speed 40 ft., Burrow 20 ft., Fly 80 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 19 +4 +4 Dex 10 +0 +3 Con 17 +3 +3 +
-Int 12 +1 +1 Wis 11 +0 +3 Cha 15 +2 +2 +
-Skills Perception +6, Persuasion +5, Stealth +3 +
-Immunities Fire +
-Senses Blindsight 30 ft., Darkvision 120 ft.; +
-Passive Perception 16 +
-Languages Common, Draconic +
-CR 6 (XP 2,300; PB +3) +
-Actions +
-Multiattack. The dragon makes three Rend attacks. It +
-can replace two attacks with a use of Sleep Breath. +
-Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 +
-+ 4) Slashing damage. +
-Fire Breath (Recharge 5–6). Dexterity Saving Throw: +
-DC 14, each creature in a 40-foot-long, 5-footwide Line. Failure: 38 (11d6) Fire damage. Success: +
-Half damage. +
-Sleep Breath. Constitution Saving Throw: DC 14, each +
-creature in a 30-foot Cone. Failure: The target has the +
-Incapacitated condition until the end of its next turn, +
-at which point it repeats the save. Second Failure: The +
-target has the Unconscious condition for 1 minute. This +
-effect ends for the target if it takes damage or a creature +
-within 5 feet of it takes an action to wake it. +
-Adult Brass Dragon +
-Huge Dragon (Metallic), Chaotic Good +
-AC 18 Initiative +10 (20) +
-HP 172 (15d12 + 75) +
-Speed 40 ft., Burrow 30 ft., Fly 80 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 23 +6 +6 Dex 10 +0 +5 Con 21 +5 +5 +
-Int 14 +2 +2 Wis 13 +1 +6 Cha 17 +3 +3 +
-Skills History +7, Perception +11, Persuasion +8, Stealth +5 +
-Immunities Fire +
-Senses Blindsight 60 ft., Darkvision 120 ft.; +
-Passive Perception 21 +
-Languages Common, Draconic +
-CR 13 (XP 10,000, or 11,500 in lair; PB +5) +
-Traits +
-Legendary Resistance (3/Day, or 4/Day in Lair). If +
-the dragon fails a saving throw, it can choose to succeed instead. +
-Actions +
-Multiattack. The dragon makes three Rend attacks. It +
-can replace one attack with a use of (A) Sleep Breath or +
-(B) Spellcasting to cast Scorching Ray. +
-Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 +
-+ 6) Slashing damage plus 4 (1d8) Fire damage. +
-Fire Breath (Recharge 5–6). Dexterity Saving Throw: +
-DC 18, each creature in a 60-foot-long, 5-footwide Line. Failure: 45 (10d8) Fire damage. Success: +
-Half damage. +
-Sleep Breath. Constitution Saving Throw: DC 18, each +
-creature in a 60-foot Cone. Failure: The target has the +
-Incapacitated condition until the end of its next turn, at +
-which point it repeats the save. Second Failure: The target has the Unconscious condition for 10 minutes. This +
-effect ends for the target if it takes damage or a creature +
-within 5 feet of it takes an action to wake it. +
-269 System Reference Document 5.2.1 +
-Spellcasting. The dragon casts one of the following +
-spells, requiring no Material components and using +
-Charisma as the spellcasting ability (spell save DC 16): +
-At Will: Detect Magic, Minor Illusion, Scorching Ray, +
-Shapechange (Beast or Humanoid form only, no +
-Temporary Hit Points gained from the spell, and no +
-Concentration or Temporary Hit Points required to +
-maintain the spell), Speak with Animals +
-1/Day Each: Detect Thoughts, Control Weather +
-Legendary Actions +
-Legendary Action Uses: 3 (4 in Lair). Immediately after +
-another creature’s turn, the dragon can expend a use to +
-take one of the following actions. The dragon regains all +
-expended uses at the start of each of its turns. +
-Blazing Light. The dragon uses Spellcasting to cast +
-Scorching Ray. +
-Pounce. The dragon moves up to half its Speed, and it +
-makes one Rend attack. +
-Scorching Sands. Dexterity Saving Throw: DC 16, one +
-creature the dragon can see within 120 feet. Failure: +
-27 (6d8) Fire damage, and the target’s Speed is halved +
-until the end of its next turn. Failure or Success: The +
-dragon can’t take this action again until the start of its +
-next turn. +
-Ancient Brass Dragon +
-Gargantuan Dragon (Metallic), Chaotic Good +
-AC 20 Initiative +12 (22) +
-HP 332 (19d20 + 133) +
-Speed 40 ft., Burrow 40 ft., Fly 80 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 27 +8 +8 Dex 10 +0 +6 Con 25 +7 +7 +
-Int 16 +3 +3 Wis 15 +2 +8 Cha 22 +6 +6 +
-Skills History +9, Perception +14, Persuasion +12, Stealth +
-+6 +
-Immunities Fire +
-Senses Blindsight 60 ft., Darkvision 120 ft.; +
-Passive Perception 24 +
-Languages Common, Draconic +
-CR 20 (XP 25,000, or 33,000 in lair; PB +6) +
-Traits +
-Legendary Resistance (4/Day, or 5/Day in Lair). If +
-the dragon fails a saving throw, it can choose to succeed instead. +
-Actions +
-Multiattack. The dragon makes three Rend attacks. It +
-can replace one attack with a use of (A) Sleep Breath or +
-(B) Spellcasting to cast Scorching Ray (level 3 version). +
-Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 19 (2d10 +
-+ 8) Slashing damage plus 7 (2d6) Fire damage. +
-Fire Breath (Recharge 5–6). Dexterity Saving Throw: +
-DC 21, each creature in a 90-foot-long, 5-footwide Line. Failure: 58 (13d8) Fire damage. Success: +
-Half damage. +
-Sleep Breath. Constitution Saving Throw: DC 21, each +
-creature in a 90-foot Cone. Failure: The target has the +
-Incapacitated condition until the end of its next turn, at +
-which point it repeats the save. Second Failure: The target has the Unconscious condition for 10 minutes. This +
-effect ends for the target if it takes damage or a creature +
-within 5 feet of it takes an action to wake it. +
-Spellcasting. The dragon casts one of the following +
-spells, requiring no Material components and using +
-Charisma as the spellcasting ability (spell save DC 20): +
-At Will: Detect Magic, Minor Illusion, Scorching Ray +
-(level 3 version), Shapechange (Beast or Humanoid +
-form only, no Temporary Hit Points gained from the +
-spell, and no Concentration or Temporary Hit Points +
-required to maintain the spell), Speak with Animals +
-1/Day Each: Control Weather, Detect Thoughts +
-Legendary Actions +
-Legendary Action Uses: 3 (4 in Lair). Immediately after +
-another creature’s turn, the dragon can expend a use to +
-take one of the following actions. The dragon regains all +
-expended uses at the start of each of its turns. +
-Blazing Light. The dragon uses Spellcasting to cast +
-Scorching Ray (level 3 version). +
-Pounce. The dragon moves up to half its Speed, and it +
-makes one Rend attack. +
-Scorching Sands. Dexterity Saving Throw: DC 20, one +
-creature the dragon can see within 120 feet. Failure: +
-36 (8d8) Fire damage, and the target’s Speed is halved +
-until the end of its next turn. Failure or Success: The +
-dragon can’t take this action again until the start of its +
-next turn. +
-Bronze Dragons +
-Bronze Dragon Wyrmling +
-Medium Dragon (Metallic), Lawful Good +
-AC 15 Initiative +2 (12) +
-HP 39 (6d8 + 12) +
-Speed 30 ft., Fly 60 ft., Swim 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 17 +3 +3 Dex 10 +0 +2 Con 15 +2 +2 +
-Int 12 +1 +1 Wis 11 +0 +2 Cha 15 +2 +2 +
-Skills Perception +4, Stealth +2 +
-Immunities Lightning +
-Senses Blindsight 10 ft., Darkvision 60 ft.; +
-Passive Perception 14 +
-Languages Draconic +
-CR 2 (XP 450; PB +2) +
-270 System Reference Document 5.2.1 +
-Traits +
-Amphibious. The dragon can breathe air and water. +
-Actions +
-Multiattack. The dragon makes two Rend attacks. +
-Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 +
-+ 3) Slashing damage. +
-Lightning Breath (Recharge 5–6). Dexterity Saving +
-Throw: DC 12, each creature in a 40-foot-long, 5-footwide Line. Failure: 16 (3d10) Lightning damage. Success: Half damage. +
-Repulsion Breath. Strength Saving Throw: DC 12, each +
-creature in a 30-foot Cone. Failure: The target is pushed +
-up to 30 feet straight away from the dragon and has the +
-Prone condition. +
-Young Bronze Dragon +
-Large Dragon (Metallic), Lawful Good +
-AC 17 Initiative +3 (13) +
-HP 142 (15d10 + 60) +
-Speed 40 ft., Fly 80 ft., Swim 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 21 +5 +5 Dex 10 +0 +3 Con 19 +4 +4 +
-Int 14 +2 +2 Wis 13 +1 +4 Cha 17 +3 +3 +
-Skills Insight +4, Perception +7, Stealth +3 +
-Immunities Lightning +
-Senses Blindsight 30 ft., Darkvision 120 ft.; +
-Passive Perception 17 +
-Languages Common, Draconic +
-CR 8 (XP 3,900; PB +3) +
-Traits +
-Amphibious. The dragon can breathe air and water. +
-Actions +
-Multiattack. The dragon makes three Rend attacks. It +
-can replace one attack with a use of Repulsion Breath. +
-Rend. Melee Attack Roll: +8, reach 10 ft. Hit: 16 (2d10 +
-+ 5) Slashing damage. +
-Lightning Breath (Recharge 5–6). Dexterity Saving +
-Throw: DC 15, each creature in a 60-foot-long, 5-footwide Line. Failure: 49 (9d10) Lightning damage. Success: Half damage. +
-Repulsion Breath. Strength Saving Throw: DC 15, each +
-creature in a 30-foot Cone. Failure: The target is pushed +
-up to 40 feet straight away from the dragon and has the +
-Prone condition. +
-Adult Bronze Dragon +
-Huge Dragon (Metallic), Lawful Good +
-AC 18 Initiative +10 (20) +
-HP 212 (17d12 + 102) +
-Speed 40 ft., Fly 80 ft., Swim 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 25 +7 +7 Dex 10 +0 +5 Con 23 +6 +6 +
-Int 16 +3 +3 Wis 15 +2 +7 Cha 20 +5 +5 +
-Skills Insight +7, Perception +12, Stealth +5 +
-Immunities Lightning +
-Senses Blindsight 60 ft., Darkvision 120 ft.; +
-Passive Perception 22 +
-Languages Common, Draconic +
-CR 15 (XP 13,000, or 15,000 in lair; PB +5) +
-Traits +
-Amphibious. The dragon can breathe air and water. +
-Legendary Resistance (3/Day, or 4/Day in Lair). If +
-the dragon fails a saving throw, it can choose to succeed instead. +
-Actions +
-Multiattack. The dragon makes three Rend attacks. +
-It can replace one attack with a use of (A) Repulsion +
-Breath or (B) Spellcasting to cast Guiding Bolt (level +
-2 version). +
-Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 +
-+ 7) Slashing damage plus 5 (1d10) Lightning damage. +
-Lightning Breath (Recharge 5–6). Dexterity Saving +
-Throw: DC 19, each creature in a 90-foot-long, 5-footwide Line. Failure: 55 (10d10) Lightning damage. Success: Half damage. +
-Repulsion Breath. Strength Saving Throw: DC 19, each +
-creature in a 30-foot Cone. Failure: The target is pushed +
-up to 60 feet straight away from the dragon and has the +
-Prone condition. +
-Spellcasting. The dragon casts one of the following +
-spells, requiring no Material components and using +
-Charisma as the spellcasting ability (spell save DC 17, +
-+10 to hit with spell attacks): +
-At Will: Detect Magic, Guiding Bolt (level 2 version), +
-Shapechange (Beast or Humanoid form only, no +
-Temporary Hit Points gained from the spell, and no +
-Concentration or Temporary Hit Points required to +
-maintain the spell), Speak with Animals, Thaumaturgy +
-1/Day Each: Detect Thoughts, Water Breathing +
-Legendary Actions +
-Legendary Action Uses: 3 (4 in Lair). Immediately after +
-another creature’s turn, the dragon can expend a use to +
-take one of the following actions. The dragon regains all +
-expended uses at the start of each of its turns. +
-Guiding Light. The dragon uses Spellcasting to cast +
-Guiding Bolt (level 2 version). +
-Pounce. The dragon moves up to half its Speed, and it +
-makes one Rend attack. +
-Thunderclap. Constitution Saving Throw: DC 17, each +
-creature in a 20-foot-radius Sphere centered on a point +
-the dragon can see within 90 feet. Failure: 10 (3d6) +
-271 System Reference Document 5.2.1 +
-Thunder damage, and the target has the Deafened condition until the end of its next turn. +
-Ancient Bronze Dragon +
-Gargantuan Dragon (Metallic), Lawful Good +
-AC 22 Initiative +14 (24) +
-HP 444 (24d20 + 192) +
-Speed 40 ft., Fly 80 ft., Swim 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 29 +9 +9 Dex 10 +0 +7 Con 27 +8 +8 +
-Int 18 +4 +4 Wis 17 +3 +10 Cha 25 +7 +7 +
-Skills Insight +10, Perception +17, Stealth +7 +
-Immunities Lightning +
-Senses Blindsight 60 ft., Darkvision 120 ft.; +
-Passive Perception 27 +
-Languages Common, Draconic +
-CR 22 (XP 41,000, or 50,000 in lair; PB +7) +
-Traits +
-Amphibious. The dragon can breathe air and water. +
-Legendary Resistance (4/Day, or 5/Day in Lair). If +
-the dragon fails a saving throw, it can choose to succeed instead. +
-Actions +
-Multiattack. The dragon makes three Rend attacks. +
-It can replace one attack with a use of (A) Repulsion +
-Breath or (B) Spellcasting to cast Guiding Bolt (level +
-2 version). +
-Rend. Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 +
-+ 9) Slashing damage plus 9 (2d8) Lightning damage. +
-Lightning Breath (Recharge 5–6). Dexterity Saving +
-Throw: DC 23, each creature in a 120-foot-long, +
-10-foot-wide Line. Failure: 82 (15d10) Lightning damage. Success: Half damage. +
-Repulsion Breath. Strength Saving Throw: DC 23, each +
-creature in a 30-foot Cone. Failure: The target is pushed +
-up to 60 feet straight away from the dragon and has the +
-Prone condition. +
-Spellcasting. The dragon casts one of the following +
-spells, requiring no Material components and using +
-Charisma as the spellcasting ability (spell save DC 22, +
-+14 to hit with spell attacks): +
-At Will: Detect Magic, Guiding Bolt (level 2 version), +
-Shapechange (Beast or Humanoid form only, no +
-Temporary Hit Points gained from the spell, and no +
-Concentration or Temporary Hit Points required to +
-maintain the spell), Speak with Animals, Thaumaturgy +
-1/Day Each: Detect Thoughts, Control Water, Scrying, +
-Water Breathing +
-Legendary Actions +
-Legendary Action Uses: 3 (4 in Lair). Immediately after +
-another creature’s turn, the dragon can expend a use to +
-take one of the following actions. The dragon regains all +
-expended uses at the start of each of its turns. +
-Guiding Light. The dragon uses Spellcasting to cast +
-Guiding Bolt (level 2 version). +
-Pounce. The dragon moves up to half its Speed, and it +
-makes one Rend attack. +
-Thunderclap. Constitution Saving Throw: DC 22, each +
-creature in a 20-foot-radius Sphere centered on a point +
-the dragon can see within 120 feet. Failure: 13 (3d8) +
-Thunder damage, and the target has the Deafened condition until the end of its next turn. +
-Bugbears +
-Bugbear Stalker +
-Medium Fey (Goblinoid), Chaotic Evil +
-AC 15 Initiative +2 (12) +
-HP 65 (10d8 + 20) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 17 +3 +3 Dex 14 +2 +2 Con 14 +2 +4 +
-Int 11 +0 +0 Wis 12 +1 +3 Cha 11 +0 +0 +
-Skills Stealth +6, Survival +3 +
-Gear Chain Shirt, Javelins (6), Morningstar +
-Senses Darkvision 60 ft.; Passive Perception 11 +
-Languages Common, Goblin +
-CR 3 (XP 700; PB +2) +
-Traits +
-Abduct. The bugbear needn’t spend extra movement to +
-move a creature it is grappling. +
-Actions +
-Multiattack. The bugbear makes two Javelin or Morningstar attacks. +
-Javelin. Melee or Ranged Attack Roll: +5, reach 10 ft. +
-or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing damage. +
-Morningstar. Melee Attack Roll: +5 (with Advantage if +
-the target is Grappled by the bugbear), reach 10 ft. Hit: +
-12 (2d8 + 3) Piercing damage. +
-Bonus Actions +
-Quick Grapple. Dexterity Saving Throw: DC 13, one +
-Medium or smaller creature the bugbear can see within +
-10 feet. Failure: The target has the Grappled condition +
-(escape DC 13). +
-272 System Reference Document 5.2.1 +
-Bugbear Warrior +
-Medium Fey (Goblinoid), Chaotic Evil +
-AC 14 Initiative +2 (12) +
-HP 33 (6d8 + 6) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 15 +2 +2 Dex 14 +2 +2 Con 13 +1 +1 +
-Int 8 −1 −1 Wis 11 +0 +0 Cha 9 −1 −1 +
-Skills Stealth +6, Survival +2 +
-Gear Hide Armor, Light Hammers (3) +
-Senses Darkvision 60 ft.; Passive Perception 10 +
-Languages Common, Goblin +
-CR 1 (XP 200; PB +2) +
-Traits +
-Abduct. The bugbear needn’t spend extra movement to +
-move a creature it is grappling. +
-Actions +
-Grab. Melee Attack Roll: +4, reach 10 ft. Hit: 9 (2d6 +
-+ 2) Bludgeoning damage. If the target is a Medium +
-or smaller creature, it has the Grappled condition (escape DC 12). +
-Light Hammer. Melee or Ranged Attack Roll: +4 (with +
-Advantage if the target is Grappled by the bugbear), +
-reach 10 ft. or range 20/60 ft. Hit: 9 (3d4 + 2) Bludgeoning damage. +
-Bulette +
-Bulette +
-Large Monstrosity, Unaligned +
-AC 17 Initiative +0 (10) +
-HP 94 (9d10 + 45) +
-Speed 40 ft., Burrow 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 19 +4 +4 Dex 11 +0 +0 Con 21 +5 +5 +
-Int 2 −4 −4 Wis 10 +0 +0 Cha 5 −3 −3 +
-Skills Perception +6 +
-Senses Darkvision 60 ft., Tremorsense 120 ft.; +
-Passive Perception 16 +
-Languages None +
-CR 5 (XP 1,800; PB +3) +
-Actions +
-Multiattack. The bulette makes two Bite attacks. +
-Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (2d12 +
-+ 4) Piercing damage. +
-Deadly Leap. The bulette spends 5 feet of movement +
-to jump to a space within 15 feet that contains one +
-or more Large or smaller creatures. Dexterity Saving +
-Throw: DC 15, each creature in the bulette’s destination space. Failure: 19 (3d12) Bludgeoning damage, and +
-the target has the Prone condition. Success: Half damage, and the target is pushed 5 feet straight away from +
-the bulette. +
-Bonus Actions +
-Leap. The bulette jumps up to 30 feet by spending 10 +
-feet of movement. +
-Centaur +
-Centaur Trooper +
-Large Fey, Neutral Good +
-AC 16 Initiative +2 (12) +
-HP 45 (6d10 + 12) +
-Speed 50 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 18 +4 +4 Dex 14 +2 +2 Con 14 +2 +2 +
-Int 9 −1 −1 Wis 13 +1 +1 Cha 11 +0 +0 +
-Skills Athletics +6, Perception +3 +
-Gear Breastplate, Longbow, Pike +
-Senses Passive Perception 13 +
-Languages Elvish, Sylvan +
-CR 2 (XP 450; PB +2) +
-Actions +
-Multiattack. The centaur makes two attacks, using Pike +
-or Longbow in any combination. +
-Pike. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 +
-+ 4) Piercing damage. +
-Longbow. Ranged Attack Roll: +4, range 150/600 ft. +
-Hit: 6 (1d8 + 2) Piercing damage. +
-Bonus Actions +
-Trampling Charge (Recharge 5–6). The centaur moves +
-up to its Speed without provoking Opportunity Attacks +
-and can move through the spaces of Medium or smaller +
-creatures. Each creature whose space the centaur enters is targeted once by the following effect. Strength +
-Saving Throw: DC 14. Failure: 7 (1d6 + 4) Bludgeoning +
-damage, and the target has the Prone condition. +
-Chain Devil +
-Chain Devil +
-Medium Fiend (Devil), Lawful Evil +
-AC 15 Initiative +5 (15) +
-HP 85 (10d8 + 40) +
-Speed 30 ft. +
-273 System Reference Document 5.2.1 +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 18 +4 +4 Dex 15 +2 +2 Con 18 +4 +7 +
-Int 11 +0 +0 Wis 12 +1 +4 Cha 14 +2 +2 +
-Resistances Bludgeoning, Cold, Piercing, Slashing +
-Immunities Fire, Poison; Poisoned +
-Senses Darkvision 120 ft. (unimpeded by magical +
-Darkness); Passive Perception 11 +
-Languages Infernal; telepathy 120 ft. +
-CR 8 (XP 3,900; PB +3) +
-Traits +
-Diabolical Restoration. If the devil dies outside the +
-Nine Hells, its body disappears in sulfurous smoke, and +
-it gains a new body instantly, reviving with all its Hit +
-Points somewhere in the Nine Hells. +
-Magic Resistance. The devil has Advantage on saving +
-throws against spells and other magical effects. +
-Actions +
-Multiattack. The devil makes two Chain attacks and +
-uses Conjure Infernal Chain. +
-Chain. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 +
-+ 4) Slashing damage. If the target is a Large or smaller +
-creature, it has the Grappled condition (escape DC 14) +
-from one of two chains, and it has the Restrained condition until the grapple ends. +
-Conjure Infernal Chain. The devil conjures a fiery +
-chain to bind a creature. Dexterity Saving Throw: +
-DC 15, one creature the devil can see within 60 feet. +
-Failure: 9 (2d4 + 4) Fire damage, and the target has +
-the Restrained condition until the end of the devil’s +
-next turn, at which point the chain disappears. If the +
-target is Large or smaller, the devil moves the target +
-up to 30 feet straight toward itself. Success: The chain +
-disappears. +
-Reactions +
-Unnerving Gaze. Trigger: A creature the devil can +
-see starts its turn within 30 feet of the devil and can +
-see the devil. Response—Wisdom Saving Throw: DC +
-15, the triggering creature. Failure: The target has the +
-Frightened condition until the end of its turn. Success: +
-The target is immune to this devil’s Unnerving Gaze +
-for 24 hours. +
-Chimera +
-Chimera +
-Large Monstrosity, Chaotic Evil +
-AC 14 Initiative +0 (10) +
-HP 114 (12d10 + 48) +
-Speed 30 ft., Fly 60 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 19 +4 +4 Dex 11 +0 +0 Con 19 +4 +4 +
-Int 3 −4 −4 Wis 14 +2 +2 Cha 10 +0 +0 +
-Skills Perception +8 +
-Senses Darkvision 60 ft.; Passive Perception 18 +
-Languages Understands Draconic but can’t speak +
-CR 6 (XP 2,300; PB +3) +
-Actions +
-Multiattack. The chimera makes one Ram attack, one +
-Bite attack, and one Claw attack. It can replace the +
-Claw attack with a use of Fire Breath if available. +
-Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) +
-Piercing damage, or 18 (4d6 + 4) Piercing damage if the +
-chimera had Advantage on the attack roll. +
-Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) +
-Slashing damage. +
-Ram. Melee Attack Roll: +7, reach 5 ft. Hit: 10 (1d12 +
-+ 4) Bludgeoning damage. If the target is a Medium or +
-smaller creature, it has the Prone condition. +
-Fire Breath (Recharge 5–6). Dexterity Saving Throw: +
-DC 15, each creature in a 15-foot Cone. Failure: 31 +
-(7d8) Fire damage. Success: Half damage. +
-Chuul +
-Chuul +
-Large Aberration, Chaotic Evil +
-AC 16 Initiative +0 (10) +
-HP 76 (9d10 + 27) +
-Speed 30 ft., Swim 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 19 +4 +4 Dex 10 +0 +0 Con 16 +3 +3 +
-Int 5 −3 −3 Wis 11 +0 +0 Cha 5 −3 −3 +
-Skills Perception +4 +
-Immunities Poison; Poisoned +
-Senses Darkvision 60 ft.; Passive Perception 14 +
-Languages Understands Deep Speech but can’t speak +
-CR 4 (XP 1,100; PB +2) +
-Traits +
-Amphibious. The chuul can breathe air and water. +
-Sense Magic. The chuul senses magic within 120 feet of +
-itself. This trait otherwise works like the Detect Magic +
-spell but isn’t itself magical. +
-Actions +
-Multiattack. The chuul makes two Pincer attacks and +
-uses Paralyzing Tentacles. +
-Pincer. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 +
-+ 4) Bludgeoning damage. If the target is a Large or +
-smaller creature, it has the Grappled condition (escape +
-DC 14) from one of two pincers. +
-274 System Reference Document 5.2.1 +
-Paralyzing Tentacles. Constitution Saving Throw: DC +
-13, one creature Grappled by the chuul. Failure: The +
-target has the Poisoned condition and repeats the save +
-at the end of each of its turns, ending the effect on itself +
-on a success. After 1 minute, it succeeds automatically. +
-While Poisoned, the target has the Paralyzed condition. +
-Clay Golem +
-Clay Golem +
-Large Construct, Unaligned +
-AC 14 Initiative +3 (13) +
-HP 123 (13d10 + 52) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 20 +5 +5 Dex 9 −1 −1 Con 18 +4 +4 +
-Int 3 −4 −4 Wis 8 −1 −1 Cha 1 −5 −5 +
-Resistances Bludgeoning, Piercing, Slashing +
-Immunities Acid, Poison, Psychic; Charmed, Exhaustion, +
-Frightened, Paralyzed, Petrified, Poisoned +
-Senses Darkvision 60 ft.; Passive Perception 9 +
-Languages Common plus one other language +
-CR 9 (XP 5,000; PB +4) +
-Traits +
-Acid Absorption. Whenever the golem is subjected to +
-Acid damage, it takes no damage and instead regains a +
-number of Hit Points equal to the Acid damage dealt. +
-Berserk. Whenever the golem starts its turn Bloodied, +
-roll 1d6. On a 6, the golem goes berserk. On each of +
-its turns while berserk, the golem attacks the nearest +
-creature it can see. If no creature is near enough to +
-move to and attack, the golem attacks an object. Once +
-the golem goes berserk, it continues to be berserk until +
-it is destroyed or it is no longer Bloodied. +
-Immutable Form. The golem can’t shape-shift. +
-Magic Resistance. The golem has Advantage on saving +
-throws against spells and other magical effects. +
-Actions +
-Multiattack. The golem makes two Slam attacks, or it +
-makes three Slam attacks if it used Hasten this turn. +
-Slam. Melee Attack Roll: +9, reach 5 ft. Hit: 10 (1d10 +
-+ 5) Bludgeoning damage plus 6 (1d12) Acid damage, +
-and the target’s Hit Point maximum decreases by an +
-amount equal to the Acid damage taken. +
-Bonus Actions +
-Hasten (Recharge 5–6). The golem takes the Dash and +
-Disengage actions. +
-Cloaker +
-Cloaker +
-Large Aberration, Chaotic Neutral +
-AC 14 Initiative +5 (15) +
-HP 91 (14d10 + 14) +
-Speed 10 ft., Fly 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 17 +3 +3 Dex 15 +2 +2 Con 12 +1 +1 +
-Int 13 +1 +1 Wis 14 +2 +2 Cha 7 −2 −2 +
-Skills Stealth +5 +
-Immunities Frightened +
-Senses Darkvision 120 ft.; Passive Perception 12 +
-Languages Deep Speech, Undercommon +
-CR 8 (XP 3,900; PB +3) +
-Traits +
-Light Sensitivity. While in Bright Light, the cloaker has +
-Disadvantage on attack rolls. +
-Actions +
-Multiattack. The cloaker makes one Attach attack and +
-two Tail attacks. +
-Attach. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (3d6 +
-+ 3) Piercing damage. If the target is a Large or smaller +
-creature, the cloaker attaches to it. While the cloaker +
-is attached, the target has the Blinded condition, and +
-the cloaker can’t make Attach attacks against other targets. In addition, the cloaker halves the damage it takes +
-(round down), and the target takes the same amount +
-of damage. +
-The cloaker can detach itself by spending 5 feet of +
-movement. The target or a creature within 5 feet of it +
-can take an action to try to detach the cloaker, doing so +
-by succeeding on a DC 14 Strength (Athletics) check. +
-Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d10 +
-+ 3) Slashing damage. +
-Bonus Actions +
-Moan. Wisdom Saving Throw: DC 13, each creature +
-in a 60-foot Emanation originating from the cloaker. +
-Failure: The target has the Frightened condition until +
-the end of the cloaker’s next turn. Success: The target is +
-immune to this cloaker’s Moan for the next 24 hours. +
-Phantasms (Recharge after a Short or Long Rest). The +
-cloaker casts the Mirror Image spell, requiring no spell +
-components and using Wisdom as the spellcasting ability. The spell ends early if the cloaker starts or ends its +
-turn in Bright Light. +
-275 System Reference Document 5.2.1 +
-Cloud Giant +
-Cloud Giant +
-Huge Giant, Neutral +
-AC 14 Initiative +4 (14) +
-HP 200 (16d12 + 96) +
-Speed 40 ft., Fly 20 ft. (hover) +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 27 +8 +8 Dex 10 +0 +0 Con 22 +6 +10 +
-Int 12 +1 +1 Wis 16 +3 +7 Cha 16 +3 +3 +
-Skills Insight +7, Perception +11 +
-Senses Passive Perception 21 +
-Languages Common, Giant +
-CR 9 (XP 5,000; PB +4) +
-Actions +
-Multiattack. The giant makes two attacks, using Thunderous Mace or Thundercloud in any combination. It +
-can replace one attack with a use of Spellcasting to cast +
-Fog Cloud. +
-Thunderous Mace. Melee Attack Roll: +12, reach 10 +
-ft. Hit: 21 (3d8 + 8) Bludgeoning damage plus 7 (2d6) +
-Thunder damage. +
-Thundercloud. Ranged Attack Roll: +12, range 240 +
-ft. Hit: 18 (3d6 + 8) Thunder damage, and the target +
-has the Incapacitated condition until the end of its +
-next turn. +
-Spellcasting. The giant casts one of the following spells, +
-requiring no Material components and using Charisma +
-as the spellcasting ability (spell save DC 15): +
-At Will: Detect Magic, Fog Cloud, Light +
-1/Day Each: Control Weather, Gaseous Form, +
-Telekinesis +
-Bonus Actions +
-Misty Step. The giant casts the Misty Step spell, using +
-the same spellcasting ability as Spellcasting. +
-Cockatrice +
-Cockatrice +
-Small Monstrosity, Unaligned +
-AC 11 Initiative +1 (11) +
-HP 22 (5d6 + 5) +
-Speed 20 ft., Fly 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 6 −2 −2 Dex 12 +1 +1 Con 12 +1 +1 +
-Int 2 −4 −4 Wis 13 +1 +1 Cha 5 −3 −3 +
-Immunities Petrified +
-Senses Darkvision 60 ft.; Passive Perception 11 +
-Languages None +
-CR 1/2 (XP 100; PB +2) +
-Actions +
-Petrifying Bite. Melee Attack Roll: +3, reach 5 ft. Hit: +
-3 (1d4 + 1) Piercing damage. If the target is a creature, +
-it is subjected to the following effect. Constitution +
-Saving Throw: DC 11. First Failure: The target has the +
-Restrained condition. The target repeats the save at the +
-end of its next turn if it is still Restrained, ending the +
-effect on itself on a success. Second Failure: The target +
-has the Petrified condition, instead of the Restrained +
-condition, for 24 hours. +
-Commoner +
-Commoner +
-Medium or Small Humanoid, Neutral +
-AC 10 Initiative +0 (10) +
-HP 4 (1d8) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 10 +0 +0 Dex 10 +0 +0 Con 10 +0 +0 +
-Int 10 +0 +0 Wis 10 +0 +0 Cha 10 +0 +0 +
-Gear Club +
-Senses Passive Perception 10 +
-Languages Common +
-CR 0 (XP 10; PB +2) +
-Traits +
-Training. The commoner has proficiency in one skill of +
-the GM’s choice and has Advantage whenever it makes +
-an ability check using that skill. +
-Actions +
-Club. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) +
-Bludgeoning damage. +
-Copper Dragons +
-Copper Dragon Wyrmling +
-Medium Dragon (Metallic), Chaotic Good +
-AC 16 Initiative +3 (13) +
-HP 22 (4d8 + 4) +
-Speed 30 ft., Climb 30 ft., Fly 60 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 15 +2 +2 Dex 12 +1 +3 Con 13 +1 +1 +
-Int 14 +2 +2 Wis 11 +0 +2 Cha 13 +1 +1 +
-Skills Perception +4, Stealth +3 +
-Immunities Acid +
-Senses Blindsight 10 ft., Darkvision 60 ft.; +
-Passive Perception 14 +
-Languages Draconic +
-CR 1 (XP 200; PB +2) +
-276 System Reference Document 5.2.1 +
-Actions +
-Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 +
-+ 2) Slashing damage. +
-Acid Breath (Recharge 5–6). Dexterity Saving Throw: +
-DC 11, each creature in a 20-foot-long, 5-footwide Line. Failure: 18 (4d8) Acid damage. Success: +
-Half damage. +
-Slowing Breath. Constitution Saving Throw: DC 11, +
-each creature in a 15-foot Cone. Failure: The target +
-can’t take Reactions; its Speed is halved; and it can take +
-either an action or a Bonus Action on its turn, not both. +
-This effect lasts until the end of its next turn. +
-Young Copper Dragon +
-Large Dragon (Metallic), Chaotic Good +
-AC 17 Initiative +4 (14) +
-HP 119 (14d10 + 42) +
-Speed 40 ft., Climb 40 ft., Fly 80 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 19 +4 +4 Dex 12 +1 +4 Con 17 +3 +3 +
-Int 16 +3 +3 Wis 13 +1 +4 Cha 15 +2 +2 +
-Skills Deception +5, Perception +7, Stealth +4 +
-Immunities Acid +
-Senses Blindsight 30 ft., Darkvision 120 ft.; +
-Passive Perception 17 +
-Languages Common, Draconic +
-CR 7 (XP 2,900; PB +3) +
-Actions +
-Multiattack. The dragon makes three Rend attacks. It +
-can replace one attack with a use of Slowing Breath. +
-Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 +
-+ 4) Slashing damage. +
-Acid Breath (Recharge 5–6). Dexterity Saving Throw: +
-DC 14, each creature in a 40-foot-long, 5-footwide Line. Failure: 40 (9d8) Acid damage. Success: +
-Half damage. +
-Slowing Breath. Constitution Saving Throw: DC 14, +
-each creature in a 30-foot Cone. Failure: The target +
-can’t take Reactions; its Speed is halved; and it can take +
-either an action or a Bonus Action on its turn, not both. +
-This effect lasts until the end of its next turn. +
-Adult Copper Dragon +
-Huge Dragon (Metallic), Chaotic Good +
-AC 18 Initiative +11 (21) +
-HP 184 (16d12 + 80) +
-Speed 40 ft., Climb 40 ft., Fly 80 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 23 +6 +6 Dex 12 +1 +6 Con 21 +5 +5 +
-Int 18 +4 +4 Wis 15 +2 +7 Cha 18 +4 +4 +
-Skills Deception +9, Perception +12, Stealth +6 +
-Immunities Acid +
-Senses Blindsight 60 ft., Darkvision 120 ft.; +
-Passive Perception 22 +
-Languages Common, Draconic +
-CR 14 (XP 11,500, or 13,000 in lair; PB +5) +
-Traits +
-Legendary Resistance (3/Day, or 4/Day in Lair). If +
-the dragon fails a saving throw, it can choose to succeed instead. +
-Actions +
-Multiattack. The dragon makes three Rend attacks. It +
-can replace one attack with a use of (A) Slowing Breath +
-or (B) Spellcasting to cast Mind Spike (level 4 version). +
-Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 +
-+ 6) Slashing damage plus 4 (1d8) Acid damage. +
-Acid Breath (Recharge 5–6). Dexterity Saving Throw: +
-DC 18, each creature in an 60-foot-long, 5-footwide Line. Failure: 54 (12d8) Acid damage. Success: +
-Half damage. +
-Slowing Breath. Constitution Saving Throw: DC 18, +
-each creature in a 60-foot Cone. Failure: The target +
-can’t take Reactions; its Speed is halved; and it can take +
-either an action or a Bonus Action on its turn, not both. +
-This effect lasts until the end of its next turn. +
-Spellcasting. The dragon casts one of the following +
-spells, requiring no Material components and using +
-Charisma as the spellcasting ability (spell save DC 17): +
-At Will: Detect Magic, Mind Spike (level 4 version), +
-Minor Illusion, Shapechange (Beast or Humanoid +
-form only, no Temporary Hit Points gained from the +
-spell, and no Concentration or Temporary Hit Points +
-required to maintain the spell) +
-1/Day Each: Greater Restoration, Major Image +
-Legendary Actions +
-Legendary Action Uses: 3 (4 in Lair). Immediately after +
-another creature’s turn, the dragon can expend a use to +
-take one of the following actions. The dragon regains all +
-expended uses at the start of each of its turns. +
-Giggling Magic. Charisma Saving Throw: DC 17, one +
-creature the dragon can see within 90 feet. Failure: 24 +
-(7d6) Psychic damage. Until the end of its next turn, +
-the target rolls 1d6 whenever it makes an ability check +
-or attack roll and subtracts the number rolled from the +
-D20 Test. Failure or Success: The dragon can’t take this +
-action again until the start of its next turn. +
-Mind Jolt. The dragon uses Spellcasting to cast Mind +
-Spike (level 4 version). The dragon can’t take this action +
-again until the start of its next turn. +
-277 System Reference Document 5.2.1 +
-Pounce. The dragon moves up to half its Speed, and it +
-makes one Rend attack. +
-Ancient Copper Dragon +
-Gargantuan Dragon (Metallic), Chaotic Good +
-AC 21 Initiative +15 (25) +
-HP 367 (21d20 + 147) +
-Speed 40 ft., Climb 40 ft., Fly 80 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 27 +8 +8 Dex 12 +1 +8 Con 25 +7 +7 +
-Int 20 +5 +5 Wis 17 +3 +10 Cha 22 +6 +6 +
-Skills Deception +13, Perception +17, Stealth +8 +
-Immunities Acid +
-Senses Blindsight 60 ft., Darkvision 120 ft.; +
-Passive Perception 27 +
-Languages Common, Draconic +
-CR 21 (XP 33,000, or 41,000 in lair; PB +7) +
-Traits +
-Legendary Resistance (4/Day, or 5/Day in Lair). If +
-the dragon fails a saving throw, it can choose to succeed instead. +
-Actions +
-Multiattack. The dragon makes three Rend attacks. It +
-can replace one attack with a use of (A) Slowing Breath +
-or (B) Spellcasting to cast Mind Spike (level 5 version). +
-Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 19 (2d10 +
-+ 8) Slashing damage plus 9 (2d8) Acid damage. +
-Acid Breath (Recharge 5–6). Dexterity Saving Throw: +
-DC 22, each creature in an 90-foot-long, 10-footwide Line. Failure: 63 (14d8) Acid damage. Success: +
-Half damage. +
-Slowing Breath. Constitution Saving Throw: DC 22, +
-each creature in a 90-foot Cone. Failure: The target +
-can’t take Reactions; its Speed is halved; and it can take +
-either an action or a Bonus Action on its turn, not both. +
-This effect lasts until the end of its next turn. +
-Spellcasting. The dragon casts one of the following +
-spells, requiring no Material components and using +
-Charisma as the spellcasting ability (spell save DC 21): +
-At Will: Detect Magic, Mind Spike (level 5 version), +
-Minor Illusion, Shapechange (Beast or Humanoid +
-form only, no Temporary Hit Points gained from the +
-spell, and no Concentration or Temporary Hit Points +
-required to maintain the spell) +
-1/Day Each: Greater Restoration, Major Image, +
-Project Image +
-Legendary Actions +
-Legendary Action Uses: 3 (4 in Lair). Immediately after +
-another creature’s turn, the dragon can expend a use to +
-take one of the following actions. The dragon regains all +
-expended uses at the start of each of its turns. +
-Giggling Magic. Charisma Saving Throw: DC 21, one +
-creature the dragon can see within 120 feet. Failure: +
-31 (9d6) Psychic damage. Until the end of its next turn, +
-the target rolls 1d8 whenever it makes an ability check +
-or attack roll and subtracts the number rolled from the +
-D20 Test. Failure or Success: The dragon can’t take this +
-action again until the start of its next turn. +
-Mind Jolt. The dragon uses Spellcasting to cast Mind +
-Spike (level 5 version). The dragon can’t take this action +
-again until the start of its next turn. +
-Pounce. The dragon moves up to half its Speed, and it +
-makes one Rend attack. +
-Couatl +
-Couatl +
-Medium Celestial, Lawful Good +
-AC 19 Initiative +5 (15) +
-HP 60 (8d8 + 24) +
-Speed 30 ft., Fly 90 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 16 +3 +3 Dex 20 +5 +5 Con 17 +3 +5 +
-Int 18 +4 +4 Wis 20 +5 +7 Cha 18 +4 +4 +
-Resistances Bludgeoning, Piercing, Slashing +
-Immunities Psychic, Radiant +
-Senses Truesight 120 ft.; Passive Perception 15 +
-Languages All; telepathy 120 ft. +
-CR 4 (XP 1,100; PB +2) +
-Traits +
-Shielded Mind. The couatl’s thoughts can’t be read by +
-any means, and other creatures can communicate with +
-it telepathically only if it allows them. +
-Actions +
-Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (1d12 +
-+ 5) Piercing damage, and the target has the Poisoned +
-condition until the end of the couatl’s next turn. +
-Constrict. Strength Saving Throw: DC 15, one Medium +
-or smaller creature the couatl can see within 5 feet. +
-Failure: 8 (1d6 + 5) Bludgeoning damage. The target has +
-the Grappled condition (escape DC 13), and it has the +
-Restrained condition until the grapple ends. +
-Spellcasting. The couatl casts one of the following +
-spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 15): +
-At Will: Detect Evil and Good, Detect Magic, Detect +
-Thoughts, Shapechange (Beast or Humanoid form +
-only, no Temporary Hit Points gained from the spell, +
-278 System Reference Document 5.2.1 +
-and no Concentration or Temporary Hit Points required to maintain the spell) +
-1/Day Each: Create Food and Water, Dream, Greater +
-Restoration, Scrying, Sleep +
-Bonus Actions +
-Divine Aid (2/Day). The couatl casts Bless, Lesser Restoration, or Sanctuary, requiring no spell components +
-and using the same spellcasting ability as Spellcasting. +
-Crawling Claw +
-Swarm of Crawling Claws +
-Medium Swarm of Tiny Undead, Neutral Evil +
-AC 12 Initiative +2 (12) +
-HP 49 (11d8) +
-Speed 30 ft., Climb 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 14 +2 +2 Dex 14 +2 +2 Con 11 +0 +0 +
-Int 5 −3 −3 Wis 10 +0 +0 Cha 4 −3 −3 +
-Resistances Bludgeoning, Piercing, Slashing +
-Immunities Necrotic, Poison; Charmed, Exhaustion, +
-Frightened, Grappled, Incapacitated, Paralyzed, +
-Petrified, Poisoned, Prone, Restrained, Stunned +
-Senses Blindsight 30 ft.; Passive Perception 10 +
-Languages Understands Common but can’t speak +
-CR 3 (XP 700; PB +2) +
-Traits +
-Swarm. The swarm can occupy another creature’s +
-space and vice versa, and the swarm can move +
-through any opening large enough for a Tiny creature. +
-The swarm can’t regain Hit Points or gain Temporary +
-Hit Points. +
-Actions +
-Swarm of Grasping Hands. Melee Attack Roll: +4, +
-reach 5 ft. Hit: 20 (4d8 + 2) Necrotic damage, or 11 +
-(2d8 + 2) Necrotic damage if the swarm is Bloodied. +
-If the target is a Medium or smaller creature, it has the +
-Prone condition. +
-Cultists +
-Cultist +
-Medium or Small Humanoid, Neutral +
-AC 12 Initiative +1 (11) +
-HP 9 (2d8) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 11 +0 +0 Dex 12 +1 +1 Con 10 +0 +0 +
-Int 10 +0 +0 Wis 11 +0 +2 Cha 10 +0 +0 +
-Skills Deception +2, Religion +2 +
-Gear Leather Armor, Sickle +
-Senses Passive Perception 10 +
-Languages Common +
-CR 1/8 (XP 25; PB +2) +
-Actions +
-Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 +
-(1d4 + 1) Slashing damage plus 1 Necrotic damage. +
-Cultist Fanatic +
-Medium or Small Humanoid, Neutral +
-AC 13 Initiative +2 (12) +
-HP 44 (8d8 + 8) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 11 +0 +0 Dex 14 +2 +2 Con 12 +1 +1 +
-Int 10 +0 +0 Wis 14 +2 +4 Cha 13 +1 +1 +
-Skills Deception +3, Persuasion +3, Religion +2 +
-Gear Holy Symbol, Leather Armor +
-Senses Passive Perception 12 +
-Languages Common +
-CR 2 (XP 450; PB +2) +
-Actions +
-Pact Blade. Melee Attack Roll: +4, reach 5 ft. +
-Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage. +
-Spellcasting. The cultist casts one of the following +
-spells, using Wisdom as the spellcasting ability (spell +
-save DC 12, +4 to hit with spell attacks): +
-At Will: Light, Thaumaturgy +
-2/Day: Command +
-1/Day: Hold Person +
-Bonus Actions +
-Spiritual Weapon (2/Day). The cultist casts the Spiritual +
-Weapon spell, using the same spellcasting ability as +
-Spellcasting. +
-Darkmantle +
-Darkmantle +
-Small Aberration, Unaligned +
-AC 11 Initiative +3 (13) +
-HP 22 (5d6 + 5) +
-Speed 10 ft., Fly 30 ft. +
-279 System Reference Document 5.2.1 +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 16 +3 +3 Dex 12 +1 +1 Con 13 +1 +1 +
-Int 2 −4 −4 Wis 10 +0 +0 Cha 5 −3 −3 +
-Skills Stealth +3 +
-Senses Blindsight 60 ft.; Passive Perception 10 +
-Languages None +
-CR 1/2 (XP 100; PB +2) +
-Actions +
-Crush. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 +
-+ 3) Bludgeoning damage, and the darkmantle attaches +
-to the target. If the target is a Medium or smaller creature and the darkmantle had Advantage on the attack +
-roll, it covers the target, which has the Blinded condition and is suffocating while the darkmantle is attached +
-in this way. +
-While attached to a target, the darkmantle can attack +
-only the target but has Advantage on its attack rolls. Its +
-Speed becomes 0, it can’t benefit from any bonus to its +
-Speed, and it moves with the target. +
-A creature can take an action to try to detach the +
-darkmantle from itself, doing so with a successful DC +
-13 Strength (Athletics) check. On its turn, the darkmantle can detach itself by using 5 feet of movement. +
-Darkness Aura (1/Day). Magical Darkness fills a 15-foot +
-Emanation originating from the darkmantle. This effect +
-lasts while the darkmantle maintains Concentration +
-on it, up to 10 minutes. Darkvision can’t penetrate this +
-area, and no light can illuminate it. +
-Death Dog +
-Death Dog +
-Medium Monstrosity, Neutral Evil +
-AC 12 Initiative +2 (12) +
-HP 39 (6d8 + 12) +
-Speed 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 15 +2 +2 Dex 14 +2 +2 Con 14 +2 +2 +
-Int 3 −4 −4 Wis 13 +1 +1 Cha 6 −2 −2 +
-Skills Perception +5, Stealth +4 +
-Immunities Blinded, Charmed, Deafened, Frightened, +
-Stunned, Unconscious +
-Senses Darkvision 120 ft.; Passive Perception 15 +
-Languages None +
-CR 1 (XP 200; PB +2) +
-Actions +
-Multiattack. The death dog makes two Bite attacks. +
-Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 +
-+ 2) Piercing damage. If the target is a creature, it is +
-subjected to the following effect. Constitution Saving +
-Throw: DC 12. First Failure: The target has the Poisoned +
-condition. While Poisoned, the target’s Hit Point maximum doesn’t return to normal when finishing a Long +
-Rest, and it repeats the save every 24 hours that elapse, +
-ending the effect on itself on a success. Subsequent +
-Failures: The Poisoned target’s Hit Point maximum decreases by 5 (1d10). +
-Deva +
-Deva +
-Medium Celestial (Angel), Lawful Good +
-AC 17 Initiative +4 (14) +
-HP 229 (27d8 + 108) +
-Speed 30 ft., Fly 90 ft. (hover) +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 18 +4 +4 Dex 18 +4 +4 Con 18 +4 +4 +
-Int 17 +3 +3 Wis 20 +5 +9 Cha 20 +5 +9 +
-Skills Insight +9, Perception +9 +
-Resistances Radiant +
-Immunities Charmed, Exhaustion, Frightened +
-Senses Darkvision 120 ft.; Passive Perception 19 +
-Languages All; telepathy 120 ft. +
-CR 10 (XP 5,900; PB +4) +
-Traits +
-Exalted Restoration. If the deva dies outside Mount +
-Celestia, its body disappears, and it gains a new body +
-instantly, reviving with all its Hit Points somewhere in +
-Mount Celestia. +
-Magic Resistance. The deva has Advantage on saving +
-throws against spells and other magical effects. +
-Actions +
-Multiattack. The deva makes two Holy Mace attacks. +
-Holy Mace. Melee Attack Roll: +8, reach 5 ft. Hit: +
-7 (1d6 + 4) Bludgeoning damage plus 18 (4d8) Radiant damage. +
-Spellcasting. The deva casts one of the following spells, +
-requiring no Material components and using Charisma +
-as the spellcasting ability (spell save DC 17): +
-At Will: Detect Evil and Good, Shapechange (Beast or +
-Humanoid form only, no Temporary Hit Points gained +
-from the spell, and no Concentration or Temporary +
-Hit Points required to maintain the spell) +
-1/Day Each: Commune, Raise Dead +
-Bonus Actions +
-Divine Aid (2/Day). The deva casts Cure Wounds, +
-Lesser Restoration, or Remove Curse, using the same +
-spellcasting ability as Spellcasting. +
-280 System Reference Document 5.2.1 +
-Djinni +
-Djinni +
-Large Elemental (Genie), Neutral +
-AC 17 Initiative +2 (12) +
-HP 218 (19d10 + 114) +
-Speed 30 ft., Fly 90 ft. (hover) +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 21 +5 +5 Dex 15 +2 +6 Con 22 +6 +6 +
-Int 15 +2 +2 Wis 16 +3 +7 Cha 20 +5 +5 +
-Immunities Lightning, Thunder +
-Senses Darkvision 120 ft.; Passive Perception 13 +
-Languages Primordial (Auran) +
-CR 11 (XP 7,200; PB +4) +
-Traits +
-Elemental Restoration. If the djinni dies outside the +
-Elemental Plane of Air, its body dissolves into mist, and +
-it gains a new body in 1d4 days, reviving with all its Hit +
-Points somewhere on the Plane of Air. +
-Magic Resistance. The djinni has Advantage on saving +
-throws against spells and other magical effects. +
-Wishes. The djinni has a 30 percent chance of knowing +
-the Wish spell. If the djinni knows it, the djinni can cast +
-it only on behalf of a non-genie creature who communicates a wish in a way the djinni can understand. If the +
-djinni casts the spell for the creature, the djinni suffers +
-none of the spell’s stress. Once the djinni has cast it +
-three times, the djinni can’t do so again for 365 days. +
-Actions +
-Multiattack. The djinni makes three attacks, using +
-Storm Blade or Storm Bolt in any combination. +
-Storm Blade. Melee Attack Roll: +9, reach 5 feet. +
-Hit: 12 (2d6 + 5) Slashing damage plus 7 (2d6) Lightning damage. +
-Storm Bolt. Ranged Attack Roll: +9, range 120 feet. +
-Hit: 13 (3d8) Thunder damage. If the target is a Large or +
-smaller creature, it has the Prone condition. +
-Create Whirlwind. The djinni conjures a whirlwind at +
-a point it can see within 120 feet. The whirlwind fills a +
-20-foot-radius, 60-foot-high Cylinder centered on that +
-point. The whirlwind lasts until the djinni’s Concentration on it ends. The djinni can move the whirlwind up +
-to 20 feet at the start of each of its turns. +
-Whenever the whirlwind enters a creature’s space or +
-a creature enters the whirlwind, that creature is subjected to the following effect. Strength Saving Throw: +
-DC 17 (a creature makes this save only once per turn, +
-and the djinni is unaffected). Failure: While in the +
-whirlwind, the target has the Restrained condition +
-and moves with the whirlwind. At the start of each of +
-its turns, the Restrained target takes 21 (6d6) Thunder +
-damage. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. +
-Spellcasting. The djinni casts one of the following +
-spells, requiring no Material components and using +
-Charisma as the spellcasting ability (spell save DC 17): +
-At Will: Detect Evil and Good, Detect Magic +
-2/Day Each: Create Food and Water (can create wine +
-instead of water), Tongues, Wind Walk +
-1/Day Each: Creation, Gaseous Form, Invisibility, Major +
-Image, Plane Shift +
-Doppelganger +
-Doppelganger +
-Medium Monstrosity, Neutral +
-AC 14 Initiative +4 (14) +
-HP 52 (8d8 + 16) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 11 +0 +0 Dex 18 +4 +4 Con 14 +2 +2 +
-Int 11 +0 +0 Wis 12 +1 +1 Cha 14 +2 +2 +
-Skills Deception +6, Insight +3 +
-Immunities Charmed +
-Senses Darkvision 60 ft.; Passive Perception 11 +
-Languages Common plus three other languages +
-CR 3 (XP 700; PB +2) +
-Actions +
-Multiattack. The doppelganger makes two Slam attacks +
-and uses Unsettling Visage if available. +
-Slam. Melee Attack Roll: +6 (with Advantage during the +
-first round of each combat), reach 5 ft. Hit: 11 (2d6 + 4) +
-Bludgeoning damage. +
-Read Thoughts. The doppelganger casts Detect +
-Thoughts, requiring no spell components and using +
-Charisma as the spellcasting ability (spell save DC 12). +
-Unsettling Visage (Recharge 6). Wisdom Saving Throw: +
-DC 12, each creature in a 15-foot Emanation originating +
-from the doppelganger that can see the doppelganger. +
-Failure: The target has the Frightened condition and repeats the save at the end of each of its turns, ending the +
-effect on itself on a success. After 1 minute, it succeeds +
-automatically. +
-Bonus Actions +
-Shape-Shift. The doppelganger shape-shifts into a Medium or Small Humanoid, or it returns to its true form. +
-Its game statistics, other than its size, are the same in +
-each form. Any equipment it is wearing or carrying isn’t +
-transformed. +
-281 System Reference Document 5.2.1 +
-Dragon Turtle +
-Dragon Turtle +
-Gargantuan Dragon, Neutral +
-AC 20 Initiative +6 (16) +
-HP 356 (23d20 + 115) +
-Speed 20 ft., Swim 50 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 25 +7 +7 Dex 10 +0 +0 Con 20 +5 +11 +
-Int 10 +0 +0 Wis 12 +1 +7 Cha 12 +1 +1 +
-Resistances Fire +
-Senses Darkvision 120 ft.; Passive Perception 11 +
-Languages Draconic, Primordial (Aquan) +
-CR 17 (XP 18,000; PB +6) +
-Traits +
-Amphibious. The dragon can breathe air and water. +
-Actions +
-Multiattack. The dragon makes three Bite attacks. It +
-can replace one attack with a Tail attack. +
-Bite. Melee Attack Roll: +13, reach 15 ft. Hit: 23 +
-(3d10 + 7) Piercing damage plus 7 (2d6) Fire damage. +
-Being underwater doesn’t grant Resistance to this +
-Fire damage. +
-Tail. Melee Attack Roll: +13, reach 15 ft. Hit: 18 (2d10 +
-+ 7) Bludgeoning damage. If the target is a Huge or +
-smaller creature, it has the Prone condition. +
-Steam Breath (Recharge 5–6). Constitution Saving +
-Throw: DC 19, each creature in a 60-foot Cone. Failure: +
-56 (16d6) Fire damage. Success: Half damage. Failure or +
-Success: Being underwater doesn’t grant Resistance to +
-this Fire damage. +
-Dretch +
-Dretch +
-Small Fiend (Demon), Chaotic Evil +
-AC 11 Initiative +0 (10) +
-HP 18 (4d6 + 4) +
-Speed 20 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 12 +1 +1 Dex 11 +0 +0 Con 12 +1 +1 +
-Int 5 −3 −3 Wis 8 −1 −1 Cha 3 −4 −4 +
-Resistances Cold, Fire, Lightning +
-Immunities Poison; Poisoned +
-Senses Darkvision 60 ft.; Passive Perception 9 +
-Languages Abyssal; telepathy 60 ft. (works only with +
-creatures that understand Abyssal) +
-CR 1/4 (XP 50; PB +2) +
-Actions +
-Rend. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) +
-Slashing damage. +
-Fetid Cloud (1/Day). Constitution Saving Throw: DC 11, +
-each creature in a 10-foot Emanation originating from +
-the dretch. Failure: The target has the Poisoned condition until the end of its next turn. While Poisoned, the +
-creature can take either an action or a Bonus Action on +
-its turn, not both, and it can’t take Reactions. +
-Drider +
-Drider +
-Large Monstrosity, Chaotic Evil +
-AC 19 Initiative +4 (14) +
-HP 123 (13d10 + 52) +
-Speed 30 ft., Climb 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 16 +3 +3 Dex 19 +4 +4 Con 18 +4 +4 +
-Int 13 +1 +1 Wis 16 +3 +3 Cha 12 +1 +1 +
-Skills Perception +6, Stealth +10 +
-Senses Darkvision 120 ft.; Passive Perception 16 +
-Languages Elvish, Undercommon +
-CR 6 (XP 2,300; PB +3) +
-Traits +
-Spider Climb. The drider can climb difficult surfaces, +
-including along ceilings, without needing to make an +
-ability check. +
-Sunlight Sensitivity. While in sunlight, the drider has +
-Disadvantage on ability checks and attack rolls. +
-Web Walker. The drider ignores movement restrictions +
-caused by webs, and the drider knows the location of +
-any other creature in contact with the same web. +
-Actions +
-Multiattack. The drider makes three attacks, using +
-Foreleg or Poison Burst in any combination. +
-Foreleg. Melee Attack Roll: +7, reach 10 ft. Hit: 13 (2d8 +
-+ 4) Piercing damage. +
-Poison Burst. Ranged Attack Roll: +6, range 120 ft. Hit: +
-13 (3d6 + 3) Poison damage. +
-Bonus Actions +
-Magic of the Spider Queen (Recharge 5–6). The drider +
-casts Darkness, Faerie Fire, or Web, requiring no Material components and using Wisdom as the spellcasting +
-ability (spell save DC 14). +
-282 System Reference Document 5.2.1 +
-Druid +
-Druid +
-Medium or Small Humanoid (Druid), Neutral +
-AC 13 Initiative +1 (11) +
-HP 44 (8d8 + 8) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 10 +0 +0 Dex 12 +1 +1 Con 13 +1 +1 +
-Int 12 +1 +1 Wis 16 +3 +3 Cha 11 +0 +0 +
-Skills Medicine +5, Nature +3, Perception +5 +
-Gear Studded Leather Armor +
-Senses Passive Perception 15 +
-Languages Common, Druidic, Sylvan +
-CR 2 (XP 450; PB +2) +
-Actions +
-Multiattack. The druid makes two attacks, using Vine +
-Staff or Verdant Wisp in any combination. +
-Vine Staff. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 +
-+ 3) Bludgeoning damage plus 2 (1d4) Poison damage. +
-Verdant Wisp. Ranged Attack Roll: +5, range 90 ft. Hit: +
-10 (3d6) Radiant damage. +
-Spellcasting. The druid casts one of the following +
-spells, using Wisdom as the spellcasting ability (spell +
-save DC 13): +
-At Will: Druidcraft, Speak with Animals +
-2/Day Each: Entangle, Thunderwave +
-1/Day Each: Animal Messenger, Longstrider, Moonbeam +
-Dryad +
-Dryad +
-Medium Fey, Neutral +
-AC 16 Initiative +1 (11) +
-HP 22 (5d8) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 10 +0 +0 Dex 12 +1 +1 Con 11 +0 +0 +
-Int 14 +2 +2 Wis 15 +2 +2 Cha 18 +4 +4 +
-Skills Perception +4, Stealth +5 +
-Senses Darkvision 60 ft.; Passive Perception 14 +
-Languages Elvish, Sylvan +
-CR 1 (XP 200; PB +2) +
-Traits +
-Magic Resistance. The dryad has Advantage on saving +
-throws against spells and other magical effects. +
-Speak with Beasts and Plants. The dryad can communicate with Beasts and Plants as if they shared +
-a language. +
-Actions +
-Multiattack. The dryad makes one Vine Lash or +
-Thorn Burst attack, and it can use Spellcasting to cast +
-Charm Monster. +
-Vine Lash. Melee Attack Roll: +6, reach 10 ft. Hit: 8 +
-(1d8 + 4) Slashing damage. +
-Thorn Burst. Ranged Attack Roll: +6, range 60 ft. Hit: 7 +
-(1d6 + 4) Piercing damage. +
-Spellcasting. The dryad casts one of the following +
-spells, requiring no Material components and using +
-Charisma as the spellcasting ability (spell save DC 14): +
-At Will: Animal Friendship, Charm Monster (lasts 24 +
-hours; ends early if the dryad casts the spell again), +
-Druidcraft +
-1/Day Each: Entangle, Pass without Trace +
-Bonus Actions +
-Tree Stride. If within 5 feet of a Large or bigger tree, the +
-dryad teleports to an unoccupied space within 5 feet +
-of a second Large or bigger tree that is within 60 feet of +
-the previous tree. +
-Earth Elemental +
-Earth Elemental +
-Large Elemental, Neutral +
-AC 17 Initiative −1 (9) +
-HP 147 (14d10 + 70) +
-Speed 30 ft., Burrow 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 20 +5 +5 Dex 8 −1 −1 Con 20 +5 +5 +
-Int 5 −3 −3 Wis 10 +0 +0 Cha 5 −3 −3 +
-Vulnerabilities Thunder +
-Immunities Poison; Exhaustion, Paralyzed, Petrified, +
-Poisoned, Unconscious +
-Senses Darkvision 60 ft., Tremorsense 60 ft.; +
-Passive Perception 10 +
-Languages Primordial (Terran) +
-CR 5 (XP 1,800; PB +3) +
-Traits +
-Earth Glide. The elemental can burrow through +
-nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it +
-moves through. +
-Siege Monster. The elemental deals double damage to +
-objects and structures. +
-Actions +
-Multiattack. The elemental makes two attacks, using +
-Slam or Rock Launch in any combination. +
-Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 +
-+ 5) Bludgeoning damage. +
-283 System Reference Document 5.2.1 +
-Rock Launch. Ranged Attack Roll: +8, range 60 ft. Hit: +
-8 (1d6 + 5) Bludgeoning damage. If the target is a Large +
-or smaller creature, it has the Prone condition. +
-Efreeti +
-Efreeti +
-Large Elemental (Genie), Neutral +
-AC 17 Initiative +1 (11) +
-HP 212 (17d10 + 119) +
-Speed 40 ft., Fly 60 ft. (hover) +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 22 +6 +6 Dex 12 +1 +1 Con 24 +7 +7 +
-Int 16 +3 +3 Wis 15 +2 +6 Cha 19 +4 +8 +
-Immunities Fire +
-Senses Darkvision 120 ft.; Passive Perception 12 +
-Languages Primordial (Ignan) +
-CR 11 (XP 7,200; PB +4) +
-Traits +
-Elemental Restoration. If the efreeti dies outside the +
-Elemental Plane of Fire, its body dissolves into ash, and +
-it gains a new body in 1d4 days, reviving with all its Hit +
-Points somewhere on the Plane of Fire. +
-Magic Resistance. The efreeti has Advantage on saving +
-throws against spells and other magical effects. +
-Wishes. The efreeti has a 30 percent chance of knowing the Wish spell. If the efreeti knows it, the efreeti +
-can cast it only on behalf of a non-genie creature who +
-communicates a wish in a way the efreeti can understand. If the efreeti casts the spell for the creature, the +
-efreeti suffers none of the spell’s stress. Once the efreeti +
-has cast it three times, the efreeti can’t do so again +
-for 365 days. +
-Actions +
-Multiattack. The efreeti makes three attacks, using +
-Heated Blade or Hurl Flame in any combination. +
-Heated Blade. Melee Attack Roll: +10, reach 5 ft. +
-Hit: 13 (2d6 + 6) Slashing damage plus 13 (2d12) +
-Fire damage. +
-Hurl Flame. Ranged Attack Roll: +8, range 120 ft. Hit: +
-24 (7d6) Fire damage. +
-Spellcasting. The efreeti casts one of the following +
-spells, requiring no Material components and using +
-Charisma as the spellcasting ability (spell save DC 16): +
-At Will: Detect Magic, Elementalism +
-1/Day Each: Gaseous Form, Invisibility, Major Image, +
-Plane Shift, Tongues, Wall of Fire (level 7 version) +
-Erinyes +
-Erinyes +
-Medium Fiend (Devil), Lawful Evil +
-AC 18 Initiative +7 (17) +
-HP 178 (21d8 + 84) +
-Speed 30 ft., Fly 60 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 18 +4 +4 Dex 16 +3 +7 Con 18 +4 +8 +
-Int 14 +2 +2 Wis 14 +2 +2 Cha 18 +4 +8 +
-Skills Perception +6, Persuasion +8 +
-Resistances Cold +
-Immunities Fire, Poison; Poisoned +
-Senses Truesight 120 ft.; Passive Perception 16 +
-Languages Infernal; telepathy 120 ft. +
-CR 12 (XP 8,400; PB +4) +
-Traits +
-Diabolical Restoration. If the erinyes dies outside the +
-Nine Hells, its body disappears in sulfurous smoke, and +
-it gains a new body instantly, reviving with all its Hit +
-Points somewhere in the Nine Hells. +
-Magic Resistance. The erinyes has Advantage on saving +
-throws against spells and other magical effects. +
-Magic Rope. The erinyes has a magic rope. While bearing it, the erinyes can use the Entangling Rope action. +
-The rope has AC 20, HP 90, and Immunity to Poison +
-and Psychic damage. The rope turns to dust if reduced +
-to 0 Hit Points, if it is 5+ feet away from the erinyes +
-for 1 hour or more, or if the erinyes dies. If the rope is +
-damaged or destroyed, the erinyes can fully restore it +
-when finishing a Short or Long Rest. +
-Actions +
-Multiattack. The erinyes makes three Withering Sword +
-attacks and can use Entangling Rope. +
-Withering Sword. Melee Attack Roll: +8, reach 5 ft. +
-Hit: 13 (2d8 + 4) Slashing damage plus 11 (2d10) Necrotic damage. +
-Entangling Rope (Requires Magic Rope). Strength +
-Saving Throw: DC 16, one creature the erinyes can see +
-within 120 feet. Failure: 14 (4d6) Force damage, and the +
-target has the Restrained condition until the rope is destroyed, the erinyes uses a Bonus Action to release the +
-target, or the erinyes uses Entangling Rope again. +
-Reactions +
-Parry. Trigger: The erinyes is hit by a melee attack roll +
-while holding a weapon. Response: The erinyes adds 4 +
-to its AC against that attack, possibly causing it to miss. +
-284 System Reference Document 5.2.1 +
-Ettercap +
-Ettercap +
-Medium Monstrosity, Neutral Evil +
-AC 13 Initiative +2 (12) +
-HP 44 (8d8 + 8) +
-Speed 30 ft., Climb 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 14 +2 +2 Dex 15 +2 +2 Con 13 +1 +1 +
-Int 7 −2 −2 Wis 12 +1 +1 Cha 8 −1 −1 +
-Skills Perception +3, Stealth +4, Survival +3 +
-Senses Darkvision 60 ft.; Passive Perception 13 +
-Languages None +
-CR 2 (XP 450; PB +2) +
-Traits +
-Spider Climb. The ettercap can climb difficult surfaces, +
-including along ceilings, without needing to make an +
-ability check. +
-Web Walker. The ettercap ignores movement restrictions caused by webs, and the ettercap knows +
-the location of any other creature in contact with +
-the same web. +
-Actions +
-Multiattack. The ettercap makes one Bite attack and +
-one Claw attack. +
-Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) +
-Piercing damage plus 2 (1d4) Poison damage, and the +
-target has the Poisoned condition until the start of the +
-ettercap’s next turn. +
-Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) +
-Slashing damage. +
-Web Strand (Recharge 5–6). Dexterity Saving Throw: +
-DC 12, one Large or smaller creature the ettercap can +
-see within 30 feet. Failure: The target has the Restrained +
-condition until the web is destroyed (AC 10; HP 5; +
-Vulnerability to Fire damage; Immunity to Bludgeoning, +
-Poison, and Psychic damage). +
-Bonus Actions +
-Reel. The ettercap pulls one creature within 30 feet of +
-itself that is Restrained by its Web Strand up to 25 feet +
-straight toward itself. +
-Ettin +
-Ettin +
-Large Giant, Chaotic Evil +
-AC 12 Initiative −1 (9) +
-HP 85 (10d10 + 30) +
-Speed 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 21 +5 +5 Dex 8 −1 −1 Con 17 +3 +3 +
-Int 6 −2 −2 Wis 10 +0 +0 Cha 8 −1 −1 +
-Skills Perception +4 +
-Immunities Blinded, Charmed, Deafened, Frightened, +
-Stunned, Unconscious +
-Gear Battleaxe, Morningstar +
-Senses Darkvision 60 ft.; Passive Perception 14 +
-Languages Giant +
-CR 4 (XP 1,100; PB +2) +
-Actions +
-Multiattack. The ettin makes one Battleaxe attack and +
-one Morningstar attack. +
-Battleaxe. Melee Attack Roll: +7, reach 5 ft. Hit: 14 +
-(2d8 + 5) Slashing damage. If the target is a Large or +
-smaller creature, it has the Prone condition. +
-Morningstar. Melee Attack Roll: +7, reach 5 ft. Hit: 14 +
-(2d8 + 5) Piercing damage, and the target has Disadvantage on the next attack roll it makes before the end +
-of its next turn. +
-Fire Elemental +
-Fire Elemental +
-Large Elemental, Neutral +
-AC 13 Initiative +3 (13) +
-HP 93 (11d10 + 33) +
-Speed 50 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 10 +0 +0 Dex 17 +3 +3 Con 16 +3 +3 +
-Int 6 −2 −2 Wis 10 +0 +0 Cha 7 −2 −2 +
-Resistances Bludgeoning, Piercing, Slashing +
-Immunities Fire, Poison; Exhaustion, Grappled, Paralyzed, +
-Petrified, Poisoned, Prone, Restrained, Unconscious +
-Senses Darkvision 60 ft.; Passive Perception 10 +
-Languages Primordial (Ignan) +
-CR 5 (XP 1,800; PB +3) +
-Traits +
-Fire Aura. At the end of each of the elemental’s turns, +
-each creature in a 10-foot Emanation originating from +
-the elemental takes 5 (1d10) Fire damage. Creatures and +
-flammable objects in the Emanation start burning. +
-Fire Form. The elemental can move through a space as +
-narrow as 1 inch without expending extra movement +
-to do so, and it can enter a creature’s space and stop +
-there. The first time it enters a creature’s space on a +
-turn, that creature takes 5 (1d10) Fire damage. +
-Illumination. The elemental sheds Bright Light in a 30- +
-foot radius and Dim Light for an additional 30 feet. +
-285 System Reference Document 5.2.1 +
-Water Susceptibility. The elemental takes 3 (1d6) Cold +
-damage for every 5 feet the elemental moves in water +
-or for every gallon of water splashed on it. +
-Actions +
-Multiattack. The elemental makes two Burn attacks. +
-Burn. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + +
-3) Fire damage. If the target is a creature or a flammable +
-object, it starts burning. +
-Fire Giant +
-Fire Giant +
-Huge Giant, Lawful Evil +
-AC 18 Initiative +3 (13) +
-HP 162 (13d12 + 78) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 25 +7 +7 Dex 9 −1 +3 Con 23 +6 +10 +
-Int 10 +0 +0 Wis 14 +2 +2 Cha 13 +1 +5 +
-Skills Athletics +11, Perception +6 +
-Immunities Fire +
-Senses Passive Perception 16 +
-Languages Giant +
-CR 9 (XP 5,000; PB +4) +
-Actions +
-Multiattack. The giant makes two attacks, using Flame +
-Sword or Hammer Throw in any combination. +
-Flame Sword. Melee Attack Roll: +11, reach 10 ft. +
-Hit: 21 (4d6 + 7) Slashing damage plus 10 (3d6) +
-Fire damage. +
-Hammer Throw. Ranged Attack Roll: +11, range 60/240 +
-ft. Hit: 23 (3d10 + 7) Bludgeoning damage plus 4 (1d8) +
-Fire damage, and the target is pushed up to 15 feet +
-straight away from the giant and has Disadvantage +
-on the next attack roll it makes before the end of its +
-next turn. +
-Flesh Golem +
-Flesh Golem +
-Medium Construct, Neutral +
-AC 9 Initiative −1 (9) +
-HP 127 (15d8 + 60) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 19 +4 +4 Dex 9 −1 −1 Con 18 +4 +4 +
-Int 6 −2 −2 Wis 10 +0 +0 Cha 5 −3 −3 +
-Immunities Lightning, Poison; Charmed, Exhaustion, +
-Frightened, Paralyzed, Petrified, Poisoned +
-Senses Darkvision 60 ft.; Passive Perception 10 +
-Languages Understands Common plus one other language +
-but can’t speak +
-CR 5 (XP 1,800; PB +3) +
-Traits +
-Aversion to Fire. If the golem takes Fire damage, it has +
-Disadvantage on attack rolls and ability checks until the +
-end of its next turn. +
-Berserk. Whenever the golem starts its turn Bloodied, +
-roll 1d6. On a 6, the golem goes berserk. On each of +
-its turns while berserk, the golem attacks the nearest +
-creature it can see. If no creature is near enough to +
-move to and attack, the golem attacks an object. Once +
-the golem goes berserk, it remains so until it is destroyed or it is no longer Bloodied. +
-The golem’s creator, if within 60 feet of the berserk +
-golem, can try to calm it by taking an action to make a +
-DC 15 Charisma (Persuasion) check; the golem must be +
-able to hear its creator. If this check succeeds, the golem ceases being berserk until the start of its next turn, +
-at which point it resumes rolling for the Berserk trait +
-again if it is still Bloodied. +
-Immutable Form. The golem can’t shape-shift. +
-Lightning Absorption. Whenever the golem is subjected to Lightning damage, it regains a number of Hit +
-Points equal to the Lightning damage dealt. +
-Magic Resistance. The golem has Advantage on saving +
-throws against spells and other magical effects. +
-Actions +
-Multiattack. The golem makes two Slam attacks. +
-Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + +
-4) Bludgeoning damage plus 4 (1d8) Lightning damage. +
-Frost Giant +
-Frost Giant +
-Huge Giant, Neutral Evil +
-AC 15 Initiative +2 (12) +
-HP 149 (13d12 + 65) +
-Speed 40 ft. +
-286 System Reference Document 5.2.1 +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 23 +6 +6 Dex 9 −1 −1 Con 21 +5 +8 +
-Int 9 −1 −1 Wis 10 +0 +3 Cha 12 +1 +4 +
-Skills Athletics +9, Perception +3 +
-Immunities Cold +
-Senses Passive Perception 13 +
-Languages Giant +
-CR 8 (XP 3,900; PB +3) +
-Actions +
-Multiattack. The giant makes two attacks, using Frost +
-Axe or Great Bow in any combination. +
-Frost Axe. Melee Attack Roll: +9, reach 10 ft. Hit: 19 +
-(2d12 + 6) Slashing damage plus 9 (2d8) Cold damage. +
-Great Bow. Ranged Attack Roll: +9, range 150/600 ft. +
-Hit: 17 (2d10 + 6) Piercing damage plus 7 (2d6) Cold +
-damage, and the target’s Speed decreases by 10 feet +
-until the end of its next turn. +
-Bonus Actions +
-War Cry (Recharge 5–6). The giant or one creature of +
-its choice that can see or hear it gains 16 (2d10 + 5) +
-Temporary Hit Points and has Advantage on attack rolls +
-until the start of the giant’s next turn. +
-Fungi +
-Shrieker Fungus +
-Medium Plant, Unaligned +
-AC 5 Initiative −5 (5) +
-HP 13 (3d8) +
-Speed 5 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 1 −5 −5 Dex 1 −5 −5 Con 10 +0 +0 +
-Int 1 −5 −5 Wis 3 −4 −4 Cha 1 −5 −5 +
-Immunities Blinded, Charmed, Deafened, Frightened +
-Senses Blindsight 30 ft.; Passive Perception 6 +
-Languages None +
-CR 0 (XP 0; PB +2) +
-Reactions +
-Shriek. Trigger: A creature or a source of Bright Light +
-moves within 30 feet of the shrieker. ResponseThe +
-shrieker emits a shriek audible within 300 feet of itself +
-for 1 minute or until the shrieker dies. +
-Violet Fungus +
-Medium Plant, Unaligned +
-AC 5 Initiative −5 (5) +
-HP 18 (4d8) +
-Speed 5 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 3 −4 −4 Dex 1 −5 −5 Con 10 +0 +0 +
-Int 1 −5 −5 Wis 3 −4 −4 Cha 1 −5 −5 +
-Immunities Blinded, Charmed, Deafened, Frightened +
-Senses Blindsight 30 ft.; Passive Perception 6 +
-Languages None +
-CR 1/4 (XP 50; PB +2) +
-Actions +
-Multiattack. The fungus makes two Rotting +
-Touch attacks. +
-Rotting Touch. Melee Attack Roll+2, reach 10 ft. Hit: +
-4 (1d8) Necrotic damage. +
-Gargoyle +
-Gargoyle +
-Medium Elemental, Chaotic Evil +
-AC 15 Initiative +2 (12) +
-HP 67 (9d8 + 27) +
-Speed 30 ft., Fly 60 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 15 +2 +2 Dex 11 +0 +0 Con 16 +3 +3 +
-Int 6 −2 −2 Wis 11 +0 +0 Cha 7 −2 −2 +
-Skills Stealth +4 +
-Immunities Poison; Exhaustion, Petrified, Poisoned +
-Senses Darkvision 60 ft.; Passive Perception 10 +
-Languages Primordial (Terran) +
-CR 2 (XP 450; PB +2) +
-Traits +
-Flyby. The gargoyle doesn’t provoke an Opportunity +
-Attack when it flies out of an enemy’s reach. +
-Actions +
-Multiattack. The gargoyle makes two Claw attacks. +
-Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) +
-Slashing damage. +
-Gelatinous Cube +
-Gelatinous Cube +
-Large Ooze, Unaligned +
-AC 6 Initiative −4 (6) +
-HP 63 (6d10 + 30) +
-Speed 15 ft. +
-287 System Reference Document 5.2.1 +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 14 +2 +2 Dex 3 −4 −4 Con 20 +5 +5 +
-Int 1 −5 −5 Wis 6 −2 −2 Cha 1 −5 −5 +
-Immunities Acid; Blinded, Charmed, Deafened, +
-Exhaustion, Frightened, Prone +
-Senses Blindsight 60 ft.; Passive Perception 8 +
-Languages None +
-CR 2 (XP 450; PB +2) +
-Traits +
-Ooze Cube. The cube fills its entire space and is transparent. Other creatures can enter that space, but a +
-creature that does so is subjected to the cube’s Engulf +
-and has Disadvantage on the saving throw. +
-Creatures inside the cube have Total Cover, and the +
-cube can hold one Large creature or up to four Medium +
-or Small creatures inside itself at a time. +
-As an action, a creature within 5 feet of the cube can +
-pull a creature or an object out of the cube by succeeding on a DC 12 Strength (Athletics) check, and the +
-puller takes 10 (3d6) Acid damage. +
-Transparent. Even when the cube is in plain sight, a +
-creature must succeed on a DC 15 Wisdom (Perception) check to notice the cube if the creature hasn’t witnessed the cube move or otherwise act. +
-Actions +
-Pseudopod. Melee Attack Roll: +4, reach 5 ft. Hit: 12 +
-(3d6 + 2) Acid damage. +
-Engulf. The cube moves up to its Speed without +
-provoking Opportunity Attacks. The cube can move +
-through the spaces of Large or smaller creatures if it has +
-room inside itself to contain them (see the Ooze Cube +
-trait). Dexterity Saving Throw: DC 12, each creature +
-whose space the cube enters for the first time during +
-this move. Failure: 10 (3d6) Acid damage, and the target +
-is engulfed. An engulfed target is suffocating, can’t cast +
-spells with a Verbal component, has the Restrained +
-condition, and takes 10 (3d6) Acid damage at the start +
-of each of the cube’s turns. When the cube moves, +
-the engulfed target moves with it. An engulfed target +
-can try to escape by taking an action to make a DC +
-12 Strength (Athletics) check. On a successful check, +
-the target escapes and enters the nearest unoccupied +
-space. Success: Half damage, and the target moves to +
-an unoccupied space within 5 feet of the cube. If there +
-is no unoccupied space, the target fails the save instead. +
-Ghast +
-Ghast +
-Medium Undead, Chaotic Evil +
-AC 13 Initiative +3 (13) +
-HP 36 (8d8) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 16 +3 +3 Dex 17 +3 +3 Con 10 +0 +0 +
-Int 11 +0 +0 Wis 10 +0 +2 Cha 8 −1 −1 +
-Resistances Necrotic +
-Immunities Poison; Charmed, Exhaustion, Poisoned +
-Senses Darkvision 60 ft.; Passive Perception 10 +
-Languages Common +
-CR 2 (XP 450; PB +2) +
-Traits +
-Stench. Constitution Saving Throw: DC 10, any creature +
-that starts its turn in a 5-foot Emanation originating from +
-the ghast. Failure: The target has the Poisoned condition until the start of its next turn. Success: The target is +
-immune to this ghast’s Stench for 24 hours. +
-Actions +
-Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) +
-Piercing damage plus 9 (2d8) Necrotic damage. +
-Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 +
-+ 3) Slashing damage. If the target is a non-Undead +
-creature, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the +
-Paralyzed condition until the end of its next turn. +
-Ghost +
-Ghost +
-Medium Undead, Neutral +
-AC 11 Initiative +1 (11) +
-HP 45 (10d8) +
-Speed 5 ft., Fly 40 ft. (hover) +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 7 −2 −2 Dex 13 +1 +1 Con 10 +0 +0 +
-Int 10 +0 +0 Wis 12 +1 +1 Cha 17 +3 +3 +
-Resistances Acid, Bludgeoning, Cold, Fire, Lightning, +
-Piercing, Slashing, Thunder +
-Immunities Necrotic, Poison; Charmed, Exhaustion, +
-Frightened, Grappled, Paralyzed, Petrified, Poisoned, +
-Prone, Restrained +
-Senses Darkvision 60 ft.; Passive Perception 11 +
-Languages Common plus one other language +
-CR 4 (XP 1,100; PB +2) +
-Traits +
-Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane. +
-Incorporeal Movement. The ghost can move through +
-other creatures and objects as if they were Difficult +
-Terrain. It takes 5 (1d10) Force damage if it ends its turn +
-inside an object. +
-288 System Reference Document 5.2.1 +
-Actions +
-Multiattack. The ghost makes two Withering +
-Touch attacks. +
-Withering Touch. Melee Attack Roll: +5, reach 5 ft. +
-Hit: 19 (3d10 + 3) Necrotic damage. +
-Etherealness. The ghost casts the Etherealness spell, +
-requiring no spell components and using Charisma as +
-the spellcasting ability. The ghost is visible on the Material Plane while on the Border Ethereal and vice versa, +
-but it can’t affect or be affected by anything on the +
-other plane. +
-Horrific Visage. Wisdom Saving Throw: DC 13, each +
-creature in a 60-foot Cone that can see the ghost and +
-isn’t an Undead. Failure: 10 (2d6 + 3) Psychic damage, +
-and the target has the Frightened condition until the +
-start of the ghost’s next turn. Success: The target is immune to this ghost’s Horrific Visage for 24 hours. +
-Possession (Recharge 6). Charisma Saving Throw: DC +
-13, one Humanoid the ghost can see within 5 feet. Failure: The target is possessed by the ghost; the ghost disappears, and the target has the Incapacitated condition +
-and loses control of its body. The ghost now controls +
-the body, but the target retains awareness. The ghost +
-can’t be targeted by any attack, spell, or other effect, +
-except ones that specifically target Undead. The ghost’s +
-game statistics are the same, except it uses the possessed target’s Speed, as well as the target’s Strength, +
-Dexterity, and Constitution modifiers. +
-The possession lasts until the body drops to 0 Hit +
-Points or the ghost leaves as a Bonus Action. When the +
-possession ends, the ghost appears in an unoccupied +
-space within 5 feet of the target, and the target is immune to this ghost’s Possession for 24 hours. +
-Success: The target is immune to this ghost’s Possession for 24 hours. +
-Ghoul +
-Ghoul +
-Medium Undead, Chaotic Evil +
-AC 12 Initiative +2 (12) +
-HP 22 (5d8) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 13 +1 +1 Dex 15 +2 +2 Con 10 +0 +0 +
-Int 7 −2 −2 Wis 10 +0 +0 Cha 6 −2 −2 +
-Immunities Poison; Charmed, Exhaustion, Poisoned +
-Senses Darkvision 60 ft.; Passive Perception 10 +
-Languages Common +
-CR 1 (XP 200; PB +2) +
-Actions +
-Multiattack. The ghoul makes two Bite attacks. +
-Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) +
-Piercing damage plus 3 (1d6) Necrotic damage. +
-Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 +
-+ 2) Slashing damage. If the target is a creature that +
-isn’t an Undead or elf, it is subjected to the following +
-effect. Constitution Saving Throw: DC 10. Failure: The +
-target has the Paralyzed condition until the end of its +
-next turn. +
-Gibbering Mouther +
-Gibbering Mouther +
-Medium Aberration, Chaotic Neutral +
-AC 9 Initiative −1 (9) +
-HP 52 (7d8 + 21) +
-Speed 20 ft., Swim 20 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 10 +0 +0 Dex 8 −1 −1 Con 16 +3 +3 +
-Int 3 −4 −4 Wis 10 +0 +0 Cha 6 −2 −2 +
-Immunities Prone +
-Senses Darkvision 60 ft.; Passive Perception 10 +
-Languages None +
-CR 2 (XP 450; PB +2) +
-Traits +
-Aberrant Ground. The ground in a 10-foot Emanation +
-originating from the mouther is Difficult Terrain. +
-Gibbering. The mouther babbles incoherently while +
-it doesn’t have the Incapacitated condition. Wisdom +
-Saving Throw: DC 10, any creature that starts its turn +
-within 20 feet of the mouther while it is babbling. +
-Failure: The target rolls 1d8 to determine what it does +
-during the current turn: +
-1–4. The target does nothing. +
-5–6. The target takes no action or Bonus Action and +
-uses all its movement to move in a random direction. +
-7–8. The target makes a melee attack against a randomly determined creature within its reach or does +
-nothing if it can’t make such an attack. +
-Actions +
-Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 7 (2d6) +
-Piercing damage. If the target is a Medium or smaller +
-creature, it has the Prone condition. The target dies if +
-it is reduced to 0 Hit Points by this attack. Its body is +
-then absorbed into the mouther, leaving only equipment behind. +
-Blinding Spittle (Recharge 5–6). Dexterity Saving +
-Throw: DC 10, each creature in a 10-foot-radius Sphere +
-centered on a point within 30 feet. Failure: 7 (2d6) Radiant damage, and the target has the Blinded condition +
-until the end of the mouther’s next turn. +
-289 System Reference Document 5.2.1 +
-Glabrezu +
-Glabrezu +
-Large Fiend (Demon), Chaotic Evil +
-AC 17 Initiative +6 (16) +
-HP 189 (18d10 + 90) +
-Speed 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 20 +5 +9 Dex 15 +2 +2 Con 21 +5 +9 +
-Int 19 +4 +4 Wis 17 +3 +7 Cha 16 +3 +7 +
-Skills Deception +7, Perception +7 +
-Resistances Cold, Fire, Lightning +
-Immunities Poison; Poisoned +
-Senses Truesight 120 ft.; Passive Perception 17 +
-Languages Abyssal; telepathy 120 ft. +
-CR 9 (XP 5,000; PB +4) +
-Traits +
-Demonic Restoration. If the glabrezu dies outside the +
-Abyss, its body dissolves into ichor, and it gains a new +
-body instantly, reviving with all its Hit Points somewhere in the Abyss. +
-Magic Resistance. The glabrezu has Advantage on saving throws against spells and other magical effects. +
-Actions +
-Multiattack. The glabrezu makes two Pincer attacks +
-and uses Pummel or Spellcasting. +
-Pincer. Melee Attack Roll: +9, reach 10 ft. Hit: 16 (2d10 +
-+ 5) Slashing damage. If the target is a Medium or +
-smaller creature, it has the Grappled condition (escape +
-DC 15) from one of two pincers. +
-Pummel. Dexterity Saving Throw: DC 17, one creature +
-Grappled by the glabrezu. Failure: 15 (3d6 + 5) Bludgeoning damage. Success: Half damage. +
-Spellcasting. The glabrezu casts one of the following +
-spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16): +
-At Will: Darkness, Detect Magic, Dispel Magic +
-1/Day Each: Confusion, Fly, Power Word Stun +
-Gladiator +
-Gladiator +
-Medium or Small Humanoid, Neutral +
-AC 16 Initiative +5 (15) +
-HP 112 (15d8 + 45) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 18 +4 +7 Dex 15 +2 +5 Con 16 +3 +6 +
-Int 10 +0 +0 Wis 12 +1 +4 Cha 15 +2 +2 +
-Skills Athletics +10, Performance +5 +
-Gear Shield, Spears (3), Studded Leather Armor +
-Senses Passive Perception 11 +
-Languages Common +
-CR 5 (XP 1,800; PB +3) +
-Actions +
-Multiattack. The gladiator makes three Spear attacks. It +
-can replace one attack with a use of Shield Bash. +
-Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or +
-range 20/60 ft. Hit: 11 (2d6 + 4) Piercing damage. +
-Shield Bash. Strength Saving Throw: DC 15, one creature within 5 feet that the gladiator can see. Failure: 9 +
-(2d4 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition. +
-Reactions +
-Parry. Trigger: The gladiator is hit by a melee attack +
-roll while holding a weapon. Response: The gladiator +
-adds 3 to its AC against that attack, possibly causing +
-it to miss. +
-Gnoll +
-Gnoll Warrior +
-Medium Fiend, Chaotic Evil +
-AC 15 Initiative +1 (11) +
-HP 27 (6d8) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 14 +2 +2 Dex 12 +1 +1 Con 11 +0 +0 +
-Int 6 −2 −2 Wis 10 +0 +0 Cha 7 −2 −2 +
-Senses Darkvision 60 ft.; Passive Perception 10 +
-Languages Gnoll +
-CR 1/2 (XP 100; PB +2) +
-Actions +
-Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) +
-Piercing damage. +
-Bone Bow. Ranged Attack Roll: +3, range 150/600 ft. +
-Hit: 6 (1d10 + 1) Piercing damage. +
-Bonus Actions +
-Rampage (1/Day). Immediately after dealing damage to +
-a creature that is already Bloodied, the gnoll moves up +
-to half its Speed, and it makes one Rend attack. +
-290 System Reference Document 5.2.1 +
-Goblins +
-Goblin Minion +
-Small Fey (Goblinoid), Chaotic Neutral +
-AC 12 Initiative +2 (12) +
-HP 7 (2d6) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 8 −1 −1 Dex 15 +2 +2 Con 10 +0 +0 +
-Int 10 +0 +0 Wis 8 −1 −1 Cha 8 −1 −1 +
-Skills Stealth +6 +
-Gear Daggers (3) +
-Senses Darkvision 60 ft.; Passive Perception 9 +
-Languages Common, Goblin +
-CR 1/8 (XP 25; PB +2) +
-Actions +
-Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or +
-range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage. +
-Bonus Actions +
-Nimble Escape. The goblin takes the Disengage or +
-Hide action. +
-Goblin Warrior +
-Small Fey (Goblinoid), Chaotic Neutral +
-AC 15 Initiative +2 (12) +
-HP 10 (3d6) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 8 −1 −1 Dex 15 +2 +2 Con 10 +0 +0 +
-Int 10 +0 +0 Wis 8 −1 −1 Cha 8 −1 −1 +
-Skills Stealth +6 +
-Gear Leather Armor, Scimitar, Shield, Shortbow +
-Senses Darkvision 60 ft.; Passive Perception 9 +
-Languages Common, Goblin +
-CR 1/4 (XP 50; PB +2) +
-Actions +
-Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 +
-+ 2) Slashing damage, plus 2 (1d4) Slashing damage if +
-the attack roll had Advantage. +
-Shortbow. Ranged Attack Roll: +4, range 80/320 ft. +
-Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing +
-damage if the attack roll had Advantage. +
-Bonus Actions +
-Nimble Escape. The goblin takes the Disengage or +
-Hide action. +
-Goblin Boss +
-Small Fey (Goblinoid), Chaotic Neutral +
-AC 17 Initiative +2 (12) +
-HP 21 (6d6) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 10 +0 +0 Dex 15 +2 +2 Con 10 +0 +0 +
-Int 10 +0 +0 Wis 8 −1 −1 Cha 10 +0 +0 +
-Skills Stealth +6 +
-Gear Chain Shirt, Scimitar, Shield, Shortbow +
-Senses Darkvision 60 ft.; Passive Perception 9 +
-Languages Common, Goblin +
-CR 1 (XP 200; PB +2) +
-Actions +
-Multiattack. The goblin makes two attacks, using Scimitar or Shortbow in any combination. +
-Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 +
-+ 2) Slashing damage, plus 2 (1d4) Slashing damage if +
-the attack roll had Advantage. +
-Shortbow. Ranged Attack Roll: +4, range 80/320 ft. +
-Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing +
-damage if the attack roll had Advantage. +
-Bonus Actions +
-Nimble Escape. The goblin takes the Disengage or +
-Hide action. +
-Reactions +
-Redirect Attack. Trigger: A creature the goblin can see +
-makes an attack roll against it. Response: The goblin +
-chooses a Small or Medium ally within 5 feet of itself. +
-The goblin and that ally swap places, and the ally becomes the target of the attack instead. +
-Gold Dragons +
-Gold Dragon Wyrmling +
-Medium Dragon (Metallic), Lawful Good +
-AC 17 Initiative +4 (14) +
-HP 60 (8d8 + 24) +
-Speed 30 ft., Fly 60 ft., Swim 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 19 +4 +4 Dex 14 +2 +4 Con 17 +3 +3 +
-Int 14 +2 +2 Wis 11 +0 +2 Cha 16 +3 +3 +
-Skills Perception +4, Stealth +4 +
-Immunities Fire +
-Senses Blindsight 10 ft., Darkvision 60 ft.; +
-Passive Perception 14 +
-Languages Draconic +
-CR 3 (700 XP; PB +2) +
-291 System Reference Document 5.2.1 +
-Traits +
-Amphibious. The dragon can breathe air and water. +
-Actions +
-Multiattack. The dragon makes two Rend attacks. +
-Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 +
-+ 4) Slashing damage. +
-Fire Breath (Recharge 5–6). Dexterity Saving Throw: +
-DC 13, each creature in a 15-foot Cone. Failure: 22 +
-(4d10) Fire damage. Success: Half damage. +
-Weakening Breath. Strength Saving Throw: DC 13, +
-each creature that isn’t currently affected by this breath +
-in a 15-foot Cone. Failure: The target has Disadvantage +
-on Strength-based D20 Tests and subtracts 2 (1d4) from +
-its damage rolls. It repeats the save at the end of each +
-of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. +
-Young Gold Dragon +
-Large Dragon (Metallic), Lawful Good +
-AC 18 Initiative +6 (16) +
-HP 178 (17d10 + 85) +
-Speed 40 ft., Fly 80 ft., Swim 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 23 +6 +6 Dex 14 +2 +6 Con 21 +5 +5 +
-Int 16 +3 +3 Wis 13 +1 +5 Cha 20 +5 +5 +
-Skills Insight +5, Perception +9, Persuasion +9, Stealth +6 +
-Immunities Fire +
-Senses Blindsight 30 ft., Darkvision 120 ft.; +
-Passive Perception 19 +
-Languages Common, Draconic +
-CR 10 (XP 5,900; PB +4) +
-Traits +
-Amphibious. The dragon can breathe air and water. +
-Actions +
-Multiattack. The dragon makes three Rend attacks. It +
-can replace one attack with a use of Weakening Breath. +
-Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 17 (2d10 +
-+ 6) Slashing damage. +
-Fire Breath (Recharge 5–6). Dexterity Saving Throw: +
-DC 17, each creature in a 30-foot Cone. Failure: 55 +
-(10d10) Fire damage. Success: Half damage. +
-Weakening Breath. Strength Saving Throw: DC 17, +
-each creature that isn’t currently affected by this breath +
-in a 30-foot Cone. Failure: The target has Disadvantage +
-on Strength-based D20 Tests and subtracts 3 (1d6) from +
-its damage rolls. It repeats the save at the end of each +
-of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. +
-Adult Gold Dragon +
-Huge Dragon (Metallic), Lawful Good +
-AC 19 Initiative +14 (24) +
-HP 243 (18d12 + 126) +
-Speed 40 ft., Fly 80 ft., Swim 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 27 +8 +8 Dex 14 +2 +8 Con 25 +7 +7 +
-Int 16 +3 +3 Wis 15 +2 +8 Cha 24 +7 +7 +
-Skills Insight +8, Perception +14, Persuasion +13, Stealth +
-+8 +
-Immunities Fire +
-Senses Blindsight 60 ft., Darkvision 120 ft.; +
-Passive Perception 24 +
-Languages Common, Draconic +
-CR 17 (XP 18,000, or 20,000 in lair; PB +6) +
-Traits +
-Amphibious. The dragon can breathe air and water. +
-Legendary Resistance (3/Day, or 4/Day in Lair). If +
-the dragon fails a saving throw, it can choose to succeed instead. +
-Actions +
-Multiattack. The dragon makes three Rend attacks. It +
-can replace one attack with a use of (A) Spellcasting +
-to cast Guiding Bolt (level 2 version) or (B) Weakening Breath. +
-Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 17 (2d8 +
-+ 8) Slashing damage plus 4 (1d8) Fire damage. +
-Fire Breath (Recharge 5–6). Dexterity Saving Throw: +
-DC 21, each creature in a 60-foot Cone. Failure: 66 +
-(12d10) Fire damage. Success: Half damage. +
-Spellcasting. The dragon casts one of the following +
-spells, requiring no Material components and using +
-Charisma as the spellcasting ability (spell save DC 21, +
-+13 to hit with spell attacks): +
-At Will: Detect Magic, Guiding Bolt (level 2 version), +
-Shapechange (Beast or Humanoid form only, no +
-Temporary Hit Points gained from the spell, and no +
-Concentration or Temporary Hit Points required to +
-maintain the spell) +
-1/Day Each: Flame Strike, Zone of Truth +
-Weakening Breath. Strength Saving Throw: DC 21, +
-each creature that isn’t currently affected by this breath +
-in a 60-foot Cone. Failure: The target has Disadvantage +
-on Strength-based D20 Tests and subtracts 3 (1d6) from +
-its damage rolls. It repeats the save at the end of each +
-of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. +
-292 System Reference Document 5.2.1 +
-Legendary Actions +
-Legendary Action Uses: 3 (4 in Lair). Immediately after +
-another creature’s turn, the dragon can expend a use to +
-take one of the following actions. The dragon regains all +
-expended uses at the start of each of its turns. +
-Banish. Charisma Saving Throw: DC 21, one creature +
-the dragon can see within 120 feet. Failure: 10 (3d6) +
-Force damage, and the target has the Incapacitated +
-condition and is transported to a harmless demiplane +
-until the start of the dragon’s next turn, at which point +
-it reappears in an unoccupied space of the dragon’s +
-choice within 120 feet of the dragon. Failure or Success: +
-The dragon can’t take this action again until the start of +
-its next turn. +
-Guiding Light. The dragon uses Spellcasting to cast +
-Guiding Bolt (level 2 version). +
-Pounce. The dragon moves up to half its Speed, and it +
-makes one Rend attack. +
-Ancient Gold Dragon +
-Gargantuan Dragon (Metallic), Lawful Good +
-AC 22 Initiative +16 (26) +
-HP 546 (28d20 + 252) +
-Speed 40 ft., Fly 80 ft., Swim 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 30 +10 +10 Dex 14 +2 +9 Con 29 +9 +9 +
-Int 18 +4 +4 Wis 17 +3 +10 Cha 28 +9 +9 +
-Skills Insight +10, Perception +17, Persuasion +16, Stealth +
-+9 +
-Immunities Fire +
-Senses Blindsight 60 ft., Darkvision 120 ft.; +
-Passive Perception 27 +
-Languages Common, Draconic +
-CR 24 (XP 62,000, or 75,000 in lair; PB +7) +
-Traits +
-Amphibious. The dragon can breathe air and water. +
-Legendary Resistance (4/Day, or 5/Day in Lair). If +
-the dragon fails a saving throw, it can choose to succeed instead. +
-Actions +
-Multiattack. The dragon makes three Rend attacks. It +
-can replace one attack with a use of (A) Spellcasting +
-to cast Guiding Bolt (level 4 version) or (B) Weakening Breath. +
-Rend. Melee Attack Roll: +17 to hit, reach 15 ft. Hit: 19 +
-(2d8 + 10) Slashing damage plus 9 (2d8) Fire damage. +
-Fire Breath (Recharge 5–6). Dexterity Saving Throw: +
-DC 24, each creature in a 90-foot Cone. Failure: 71 +
-(13d10) Fire damage. Success: Half damage. +
-Spellcasting. The dragon casts one of the following +
-spells, requiring no Material components and using +
-Charisma as the spellcasting ability (spell save DC 24, +
-+16 to hit with spell attacks): +
-At Will: Detect Magic, Guiding Bolt (level 4 version), +
-Shapechange (Beast or Humanoid form only, no +
-Temporary Hit Points gained from the spell, and no +
-Concentration or Temporary Hit Points required to +
-maintain the spell) +
-1/Day Each: Flame Strike (level 6 version), Word of Recall, Zone of Truth +
-Weakening Breath. Strength Saving Throw: DC 24, +
-each creature that isn’t currently affected by this breath +
-in a 90-foot Cone. Failure: The target has Disadvantage +
-on Strength-based D20 Tests and subtracts 5 (1d10) +
-from its damage rolls. It repeats the save at the end of +
-each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. +
-Legendary Actions +
-Legendary Action Uses: 3 (4 in Lair). Immediately after +
-another creature’s turn, the dragon can expend a use to +
-take one of the following actions. The dragon regains all +
-expended uses at the start of each of its turns. +
-Banish. Charisma Saving Throw: DC 24, one creature +
-the dragon can see within 120 feet. Failure: 24 (7d6) +
-Force damage, and the target has the Incapacitated +
-condition and is transported to a harmless demiplane +
-until the start of the dragon’s next turn, at which point +
-it reappears in an unoccupied space of the dragon’s +
-choice within 120 feet of the dragon. Failure or Success: +
-The dragon can’t take this action again until the start of +
-its next turn. +
-Guiding Light. The dragon uses Spellcasting to cast +
-Guiding Bolt (level 4 version). +
-Pounce. The dragon moves up to half its Speed, and it +
-makes one Rend attack. +
-Gorgon +
-Gorgon +
-Large Construct, Unaligned +
-AC 19 Initiative +0 (10) +
-HP 114 (12d10 + 48) +
-Speed 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 20 +5 +5 Dex 11 +0 +0 Con 18 +4 +4 +
-Int 2 −4 −4 Wis 12 +1 +1 Cha 7 −2 −2 +
-Skills Perception +7 +
-Immunities Exhaustion, Petrified +
-Senses Darkvision 60 ft.; Passive Perception 17 +
-Languages None +
-CR 5 (XP 1,800; PB +3) +
-293 System Reference Document 5.2.1 +
-Actions +
-Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 18 (2d12 +
-+ 5) Piercing damage. If the target is a Large or smaller +
-creature and the gorgon moved 20+ feet straight toward +
-it immediately before the hit, the target has the Prone +
-condition. +
-Petrifying Breath (Recharge 5–6). Constitution Saving +
-Throw: DC 15, each creature in a 30-foot Cone. First +
-Failure: The target has the Restrained condition and +
-repeats the save at the end of its next turn if it is still +
-Restrained, ending the effect on itself on a success. +
-Second Failure: The target has the Petrified condition +
-instead of the Restrained condition. +
-Bonus Actions +
-Trample. Dexterity Saving Throw: DC 16, one creature +
-within 5 feet that has the Prone condition. Failure: 16 +
-(2d10 + 5) Bludgeoning damage. Success: Half damage. +
-Gray Ooze +
-Gray Ooze +
-Medium Ooze, Unaligned +
-AC 9 Initiative −2 (13) +
-HP 22 (3d8 + 9) +
-Speed 10 ft., Climb 10 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 12 +1 +1 Dex 6 −2 −2 Con 16 +3 +3 +
-Int 1 −5 −5 Wis 6 −2 −2 Cha 2 −4 −4 +
-Skills Stealth +2 +
-Resistances Acid, Cold, Fire +
-Immunities Blinded, Charmed, Deafened, Exhaustion, +
-Frightened, Grappled, Prone, Restrained +
-Senses Blindsight 60 ft.; Passive Perception 8 +
-Languages None +
-CR 1/2 (XP 100; PB +2) +
-Traits +
-Amorphous. The ooze can move through a space +
-as narrow as 1 inch without expending extra movement to do so. +
-Corrosive Form. Nonmagical ammunition is destroyed +
-immediately after hitting the ooze and dealing any +
-damage. Any nonmagical weapon takes a cumulative +
-−1 penalty to attack rolls immediately after dealing +
-damage to the ooze and coming into contact with it. +
-The weapon is destroyed if the penalty reaches −5. The +
-penalty can be removed by casting the Mending spell +
-on the weapon. +
-The ooze can eat through 2-inch-thick, nonmagical +
-metal or wood in 1 round. +
-Actions +
-Pseudopod. Melee Attack Roll: +3, reach 5 ft. Hit: 10 +
-(2d8 + 1) Acid damage. Nonmagical armor worn by the +
-target takes a −1 penalty to the AC it offers. The armor +
-is destroyed if the penalty reduces its AC to 10. The +
-penalty can be removed by casting the Mending spell +
-on the armor. +
-Green Dragons +
-Green Dragon Wyrmling +
-Medium Dragon (Chromatic), Lawful Evil +
-AC 17 Initiative +3 (13) +
-HP 38 (7d8 + 7) +
-Speed 30 ft., Fly 60 ft., Swim 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 15 +2 +2 Dex 12 +1 +3 Con 13 +1 +1 +
-Int 14 +2 +2 Wis 11 +0 +2 Cha 13 +1 +1 +
-Skills Perception +4, Stealth +3 +
-Immunities Poison; Poisoned +
-Senses Blindsight 10 ft., Darkvision 60 ft.; +
-Passive Perception 14 +
-Languages Draconic +
-CR 2 (XP 450; PB +2) +
-Traits +
-Amphibious. The dragon can breathe air and water. +
-Actions +
-Multiattack. The dragon makes two Rend attacks. +
-Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 +
-+ 2) Slashing damage plus 3 (1d6) Poison damage. +
-Poison Breath (Recharge 5–6). Constitution Saving +
-Throw: DC 11, each creature in a 15-foot Cone. Failure: +
-21 (6d6) Poison damage. Success: Half damage. +
-Young Green Dragon +
-Large Dragon (Chromatic), Lawful Evil +
-AC 18 Initiative +4 (14) +
-HP 136 (16d10 + 48) +
-Speed 40 ft., Fly 80 ft., Swim 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 19 +4 +4 Dex 12 +1 +4 Con 17 +3 +3 +
-Int 16 +3 +3 Wis 13 +1 +4 Cha 15 +2 +2 +
-Skills Deception +5, Perception +7, Stealth +4 +
-Immunities Poison; Poisoned +
-Senses Blindsight 30 ft., Darkvision 120 ft.; +
-Passive Perception 17 +
-Languages Common, Draconic +
-CR 8 (XP 3,900; PB +3) +
-Traits +
-Amphibious. The dragon can breathe air and water. +
-294 System Reference Document 5.2.1 +
-Actions +
-Multiattack. The dragon makes three Rend attacks. +
-Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 +
-+ 4) Slashing damage plus 7 (2d6) Poison damage. +
-Poison Breath (Recharge 5–6). Constitution Saving +
-Throw: DC 14, each creature in a 30-foot Cone. Failure: +
-42 (12d6) Poison damage. Success: Half damage. +
-Adult Green Dragon +
-Huge Dragon (Chromatic), Lawful Evil +
-AC 19 Initiative +11 (21) +
-HP 207 (18d12 + 90) +
-Speed 40 ft., Fly 80 ft., Swim 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 23 +6 +6 Dex 12 +1 +6 Con 21 +5 +5 +
-Int 18 +4 +4 Wis 15 +2 +7 Cha 18 +4 +4 +
-Skills Deception +9, Perception +12, Persuasion +9, +
-Stealth +6 +
-Immunities Poison; Poisoned +
-Senses Blindsight 60 ft., Darkvision 120 ft.; +
-Passive Perception 22 +
-Languages Common, Draconic +
-CR 15 (XP 13,000, or 15,000 in lair; PB +5) +
-Traits +
-Amphibious. The dragon can breathe air and water. +
-Legendary Resistance (3/Day, or 4/Day in Lair). If +
-the dragon fails a saving throw, it can choose to succeed instead. +
-Actions +
-Multiattack. The dragon makes three Rend attacks. It +
-can replace one attack with a use of Spellcasting to cast +
-Mind Spike (level 3 version). +
-Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 15 (2d8 +
-+ 6) Slashing damage plus 7 (2d6) Poison damage. +
-Poison Breath (Recharge 5–6). Constitution Saving +
-Throw: DC 18, each creature in a 60-foot Cone. Failure: 56 (16d6) Poison damage. Success: Half damage. +
-Spellcasting. The dragon casts one of the following +
-spells, requiring no Material components and using +
-Charisma as the spellcasting ability (spell save DC 17): +
-At Will: Detect Magic, Mind Spike (level 3 version) +
-1/Day: Geas +
-Legendary Actions +
-Legendary Action Uses: 3 (4 in Lair). Immediately after +
-another creature’s turn, the dragon can expend a use to +
-take one of the following actions. The dragon regains all +
-expended uses at the start of each of its turns. +
-Mind Invasion. The dragon uses Spellcasting to cast +
-Mind Spike (level 3 version). +
-Noxious Miasma. Constitution Saving Throw: DC 17, +
-each creature in a 20-foot-radius Sphere centered on a +
-point the dragon can see within 90 feet. Failure: 7 (2d6) +
-Poison damage, and the target takes a −2 penalty to AC +
-until the end of its next turn. Failure or Success: The +
-dragon can’t take this action again until the start of its +
-next turn. +
-Pounce. The dragon moves up to half its Speed, and it +
-makes one Rend attack. +
-Ancient Green Dragon +
-Gargantuan Dragon (Chromatic), Lawful Evil +
-AC 21 Initiative +15 (25) +
-HP 402 (23d20 + 161) +
-Speed 40 ft., Fly 80 ft., Swim 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 27 +8 +8 Dex 12 +1 +8 Con 25 +7 +7 +
-Int 20 +5 +5 Wis 17 +3 +10 Cha 22 +6 +6 +
-Skills Deception +13, Perception +17, Persuasion +13, +
-Stealth +8 +
-Immunities Poison; Poisoned +
-Senses Blindsight 60 ft., Darkvision 120 ft.; +
-Passive Perception 27 +
-Languages Common, Draconic +
-CR 22 (XP 41,000, or 50,000 in lair; PB +7) +
-Traits +
-Amphibious. The dragon can breathe air and water. +
-Legendary Resistance (4/Day, or 5/Day in Lair). If +
-the dragon fails a saving throw, it can choose to succeed instead. +
-Actions +
-Multiattack. The dragon makes three Rend attacks. It +
-can replace one attack with a use of Spellcasting to cast +
-Mind Spike (level 5 version). +
-Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 +
-+ 8) Slashing damage plus 10 (3d6) Poison damage. +
-Poison Breath (Recharge 5–6). Constitution Saving +
-Throw: DC 22, each creature in a 90-foot Cone. Failure: 77 (22d6) Poison damage. Success: Half damage. +
-Spellcasting. The dragon casts one of the following +
-spells, requiring no Material components and using +
-Charisma as the spellcasting ability (spell save DC 21): +
-At Will: Detect Magic, Mind Spike (level 5 version) +
-1/Day Each: Geas, Modify Memory +
-295 System Reference Document 5.2.1 +
-Legendary Actions +
-Legendary Action Uses: 3 (4 in Lair). Immediately after +
-another creature’s turn, the dragon can expend a use to +
-take one of the following actions. The dragon regains all +
-expended uses at the start of each of its turns. +
-Mind Invasion. The dragon uses Spellcasting to cast +
-Mind Spike (level 5 version). +
-Noxious Miasma. Constitution Saving Throw: DC 21, +
-each creature in a 30-foot-radius Sphere centered on +
-a point the dragon can see within 90 feet. Failure: 17 +
-(5d6) Poison damage, and the target takes a −2 penalty +
-to AC until the end of its next turn. Failure or Success: +
-The dragon can’t take this action again until the start of +
-its next turn. +
-Pounce. The dragon moves up to half its Speed, and it +
-makes one Rend attack. +
-Green Hag +
-Green Hag +
-Medium Fey, Neutral Evil +
-AC 17 Initiative +1 (11) +
-HP 82 (11d8 + 33) +
-Speed 30 ft., Swim 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 18 +4 +4 Dex 12 +1 +1 Con 16 +3 +3 +
-Int 13 +1 +1 Wis 14 +2 +2 Cha 14 +2 +2 +
-Skills Arcana +5, Deception +4, Perception +4, Stealth +3 +
-Senses Darkvision 60 ft.; Passive Perception 14 +
-Languages Common, Elvish, Sylvan +
-CR 3 (XP 700; PB +2) +
-Traits +
-Amphibious. The hag can breathe air and water. +
-Coven Magic. While within 30 feet of at least two hag +
-allies, the hag can cast one of the following spells, +
-requiring no Material components, using the spell’s +
-normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, +
-Identify, Locate Object, Scrying, or Unseen Servant. +
-The hag must finish a Long Rest before using this trait to +
-cast that spell again. +
-Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can +
-tell they are imitations only with a successful DC 14 +
-Wisdom (Insight) check. +
-Actions +
-Multiattack. The hag makes two Claw attacks. +
-Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) +
-Slashing damage plus 3 (1d6) Poison damage. +
-Spellcasting. The hag casts one of the following spells, +
-requiring no Material components and using Wisdom +
-as the spellcasting ability (spell save DC 12, +4 to hit +
-with spell attacks): +
-At Will: Dancing Lights, Disguise Self (24-hour duration), Invisibility (self only, and the hag leaves no +
-tracks while Invisible), Minor Illusion, Ray of Sickness +
-(level 3 version) +
-Grick +
-Grick +
-Medium Aberration, Unaligned +
-AC 14 Initiative +2 (12) +
-HP 54 (12d8) +
-Speed 30 ft., Climb 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 14 +2 +2 Dex 14 +2 +2 Con 11 +0 +0 +
-Int 3 −4 −4 Wis 14 +2 +2 Cha 5 −3 −3 +
-Skills Stealth +4 +
-Senses Darkvision 60 ft.; Passive Perception 12 +
-Languages None +
-CR 2 (XP 450; PB +2) +
-Actions +
-Multiattack. The grick makes one Beak attack and one +
-Tentacles attack. +
-Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) +
-Piercing damage. +
-Tentacles. Melee Attack Roll: +4, reach 5 ft. Hit: 7 +
-(1d10 + 2) Slashing damage. If the target is a Medium or +
-smaller creature, it has the Grappled condition (escape +
-DC 12) from all four tentacles. +
-Griffon +
-Griffon +
-Large Monstrosity, Unaligned +
-AC 12 Initiative +2 (12) +
-HP 59 (7d10 + 21) +
-Speed 30 ft., Fly 80 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 18 +4 +4 Dex 15 +2 +2 Con 16 +3 +3 +
-Int 2 −4 −4 Wis 13 +1 +1 Cha 8 −1 −1 +
-Skills Perception +5 +
-Senses Darkvision 60 ft.; Passive Perception 15 +
-Languages None +
-CR 2 (XP 450; PB +2) +
-Actions +
-Multiattack. The griffon makes two Rend attacks. +
-Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) +
-Piercing damage. If the target is a Medium or smaller +
-creature, it has the Grappled condition (escape DC 14) +
-from both of the griffon’s front claws. +
-296 System Reference Document 5.2.1 +
-Grimlock +
-Grimlock +
-Medium Aberration, Neutral Evil +
-AC 11 Initiative +1 (11) +
-HP 11 (2d8 + 2) +
-Speed 30 ft., Climb 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 16 +3 +3 Dex 12 +1 +1 Con 12 +1 +1 +
-Int 9 −1 −1 Wis 8 −1 −1 Cha 6 −2 −2 +
-Skills Athletics +5, Perception +3, Stealth +5 +
-Senses Blindsight 30 ft.; Passive Perception 13 +
-Languages None +
-CR 1/4 (XP 50; PB +2) +
-Actions +
-Bone Cudgel. Melee Attack Roll: +5, reach 5 ft. Hit: +
-6 (1d6 + 3) Bludgeoning damage plus 2 (1d4) Psychic damage. +
-Guardian Naga +
-Guardian Naga +
-Large Celestial, Lawful Good +
-AC 18 Initiative +4 (14) +
-HP 136 (16d10 + 48) +
-Speed 40 ft., Climb 40 ft., Swim 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 19 +4 +4 Dex 18 +4 +8 Con 16 +3 +7 +
-Int 16 +3 +7 Wis 19 +4 +8 Cha 18 +4 +8 +
-Skills Arcana +11, History +11, Religion +11 +
-Immunities Poison; Charmed, Paralyzed, Poisoned, +
-Restrained +
-Senses Darkvision 60 ft.; Passive Perception 14 +
-Languages Celestial, Common +
-CR 10 (XP 5,900; PB +4) +
-Traits +
-Celestial Restoration. If the naga dies, it returns to life +
-in 1d6 days and regains all its Hit Points unless Dispel +
-Evil and Good is cast on its remains. +
-Actions +
-Multiattack. The naga makes two Bite attacks. It can +
-replace any attack with a use of Poisonous Spittle. +
-Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 17 (2d12 +
-+ 4) Piercing damage plus 22 (4d10) Poison damage. +
-Poisonous Spittle. Constitution Saving Throw: DC 16, +
-one creature the naga can see within 60 feet. Failure: +
-31 (7d8) Poison damage, and the target has the Blinded +
-condition until the start of the naga’s next turn. Success: +
-Half damage only. +
-Spellcasting. The naga casts one of the following spells, +
-requiring no Somatic or Material components and using +
-Wisdom as the spellcasting ability (spell save DC 16): +
-At Will: Thaumaturgy +
-1/Day Each: Clairvoyance, Cure Wounds (level 6 version), Flame Strike (level 6 version), Geas, True Seeing +
-Guards +
-Guard +
-Medium or Small Humanoid, Neutral +
-AC 16 Initiative +1 (11) +
-HP 11 (2d8 + 2) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 13 +1 +1 Dex 12 +1 +1 Con 12 +1 +1 +
-Int 10 +0 +0 Wis 11 +0 +0 Cha 10 +0 +0 +
-Skills Perception +2 +
-Gear Chain Shirt, Shield, Spear +
-Senses Passive Perception 12 +
-Languages Common +
-CR 1/8 (XP 25; PB +2) +
-Actions +
-Spear. Melee or Ranged Attack Roll: +3, reach 5 ft. or +
-range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage. +
-Guard Captain +
-Medium or Small Humanoid, Neutral +
-AC 18 Initiative +4 (14) +
-HP 75 (10d8 + 30) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 18 +4 +4 Dex 14 +2 +2 Con 16 +3 +3 +
-Int 12 +1 +1 Wis 14 +2 +2 Cha 13 +1 +1 +
-Skills Athletics +6, Perception +4 +
-Gear Breastplate, Javelins (6), Longsword, Shield +
-Senses Passive Perception 14 +
-Languages Common +
-CR 4 (XP 1,100; PB +2) +
-Actions +
-Multiattack. The guard makes two attacks, using Javelin +
-or Longsword in any combination. +
-Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or +
-range 30/120 ft. Hit: 14 (3d6 + 4) Piercing damage. +
-Longsword. Melee Attack Roll: +6, reach 5 ft. Hit: 15 +
-(2d10 + 4) Slashing damage. +
-297 System Reference Document 5.2.1 +
-Half-Dragon +
-Half-Dragon +
-Medium Dragon, Neutral +
-AC 18 Initiative +5 (15) +
-HP 105 (14d8 + 42) +
-Speed 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 19 +4 +4 Dex 14 +2 +5 Con 16 +3 +3 +
-Int 10 +0 +0 Wis 15 +2 +5 Cha 14 +2 +2 +
-Skills Athletics +7, Perception +5, Stealth +5 +
-Resistances Damage type chosen for the Draconic Origin +
-trait below +
-Senses Blindsight 10 ft., Darkvision 60 ft.; +
-Passive Perception 15 +
-Languages Common, Draconic +
-CR 5 (XP 1,800; PB +3) +
-Traits +
-Draconic Origin. The half-dragon is related to a type +
-of dragon associated with one of the following damage +
-types (GM’s choice): Acid, Cold, Fire, Lightning, or Poison. This choice affects other aspects of the stat block. +
-Actions +
-Multiattack. The half-dragon makes two Claw attacks. +
-Claw. Melee Attack Roll: +7, reach 10 ft. Hit: 6 (1d4 +
-+ 4) Slashing damage plus 7 (2d6) damage of the type +
-chosen for the Draconic Origin trait. +
-Dragon’s Breath (Recharge 5–6). Dexterity Saving +
-Throw: DC 14, each creature in a 30-foot Cone. Failure: +
-28 (8d6) damage of the type chosen for the Draconic +
-Origin trait. Success: Half damage. +
-Bonus Actions +
-Leap. The half-dragon jumps up to 30 feet by spending +
-10 feet of movement. +
-Harpy +
-Harpy +
-Medium Monstrosity, Chaotic Evil +
-AC 11 Initiative +1 (11) +
-HP 38 (7d8 + 7) +
-Speed 20 ft., Fly 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 12 +1 +1 Dex 13 +1 +1 Con 12 +1 +1 +
-Int 7 −2 −2 Wis 10 +0 +0 Cha 13 +1 +1 +
-Senses Passive Perception 10 +
-Languages Common +
-CR 1 (XP 200; PB +2) +
-Actions +
-Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) +
-Slashing damage. +
-Luring Song. The harpy sings a magical melody, which +
-lasts until the harpy’s Concentration ends on it. Wisdom +
-Saving Throw: DC 11, each Humanoid and Giant in a +
-300-foot Emanation originating from the harpy when +
-the song starts. Failure: The target has the Charmed +
-condition until the song ends and repeats the save at +
-the end of each of its turns. While Charmed, the target +
-has the Incapacitated condition and ignores the Luring +
-Song of other harpies. If the target is more than 5 feet +
-from the harpy, the target moves on its turn toward the +
-harpy by the most direct route, trying to get within 5 +
-feet of the harpy. It doesn’t avoid Opportunity Attacks; +
-however, before moving into damaging terrain (such +
-as lava or a pit) and whenever it takes damage from a +
-source other than the harpy, the target repeats the save. +
-Success: The target is immune to this harpy’s Luring +
-Song for 24 hours. +
-Hell Hound +
-Hell Hound +
-Medium Fiend, Lawful Evil +
-AC 15 Initiative +1 (11) +
-HP 58 (9d8 + 18) +
-Speed 50 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 17 +3 +3 Dex 12 +1 +1 Con 14 +2 +2 +
-Int 6 −2 −2 Wis 13 +1 +1 Cha 6 −2 −2 +
-Skills Perception +5 +
-Immunities Fire +
-Senses Darkvision 60 ft.; Passive Perception 15 +
-Languages Understands Infernal but can’t speak +
-CR 3 (XP 700; PB +2) +
-Traits +
-Pack Tactics. The hound has Advantage on an attack +
-roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally doesn’t +
-have the Incapacitated condition. +
-Actions +
-Multiattack. The hound makes two Bite attacks. +
-Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) +
-Piercing damage plus 3 (1d6) Fire damage. +
-Fire Breath (Recharge 5–6). Dexterity Saving Throw: +
-DC 12, each creature in a 15-foot Cone. Failure: 17 +
-(5d6) Fire damage. Success: Half damage. +
-298 System Reference Document 5.2.1 +
-Hezrou +
-Hezrou +
-Large Fiend (Demon), Chaotic Evil +
-AC 18 Initiative +6 (16) +
-HP 157 (15d10 + 75) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 19 +4 +7 Dex 17 +3 +3 Con 20 +5 +8 +
-Int 5 −3 −3 Wis 12 +1 +4 Cha 13 +1 +1 +
-Resistances Cold, Fire, Lightning +
-Immunities Poison; Poisoned +
-Senses Darkvision 120 ft.; Passive Perception 11 +
-Languages Abyssal; telepathy 120 ft. +
-CR 8 (XP 3,900; PB +3) +
-Traits +
-Demonic Restoration. If the hezrou dies outside the +
-Abyss, its body dissolves into ichor, and it gains a new +
-body instantly, reviving with all its Hit Points somewhere in the Abyss. +
-Magic Resistance. The hezrou has Advantage on saving +
-throws against spells and other magical effects. +
-Stench. Constitution Saving Throw: DC 16, any creature +
-that starts its turn in a 10-foot Emanation originating +
-from the hezrou. Failure: The target has the Poisoned +
-condition until the start of its next turn. +
-Actions +
-Multiattack. The hezrou makes three Rend attacks. +
-Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 6 (1d4 + 4) +
-Slashing damage plus 9 (2d8) Poison damage. +
-Bonus Actions +
-Leap. The hezrou jumps up to 30 feet by spending 10 +
-feet of movement. +
-Hill Giant +
-Hill Giant +
-Huge Giant, Chaotic Evil +
-AC 13 Initiative +2 (12) +
-HP 105 (10d12 + 40) +
-Speed 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 21 +5 +5 Dex 8 −1 −1 Con 19 +4 +4 +
-Int 5 −3 −3 Wis 9 −1 −1 Cha 6 −2 −2 +
-Skills Perception +2 +
-Senses Passive Perception 12 +
-Languages Giant +
-CR 5 (XP 1,800; PB +3) +
-Actions +
-Multiattack. The giant makes two attacks, using Tree +
-Club or Trash Lob in any combination. +
-Tree Club. Melee Attack Roll: +8, reach 10 ft. Hit: 18 +
-(3d8 + 5) Bludgeoning damage. If the target is a Large +
-or smaller creature, it has the Prone condition. +
-Trash Lob. Ranged Attack Roll: +8, range 60/240 +
-ft. Hit: 16 (2d10 + 5) Bludgeoning damage, and the +
-target has the Poisoned condition until the end of its +
-next turn. +
-Hippogriff +
-Hippogriff +
-Large Monstrosity, Unaligned +
-AC 11 Initiative +1 (11) +
-HP 26 (4d10 + 4) +
-Speed 40 ft., Fly 60 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 17 +3 +3 Dex 13 +1 +1 Con 13 +1 +1 +
-Int 2 −4 −4 Wis 12 +1 +1 Cha 8 −1 −1 +
-Skills Perception +5 +
-Senses Passive Perception 15 +
-Languages None +
-CR 1 (XP 200; PB +2) +
-Traits +
-Flyby. The hippogriff doesn’t provoke an Opportunity +
-Attack when it flies out of an enemy’s reach. +
-Actions +
-Multiattack. The hippogriff makes two Rend attacks. +
-Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) +
-Slashing damage. +
-Hobgoblins +
-Hobgoblin Warrior +
-Medium Fey (Goblinoid), Lawful Evil +
-AC 18 Initiative +3 (13) +
-HP 11 (2d8 + 2) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 13 +1 +1 Dex 12 +1 +1 Con 12 +1 +1 +
-Int 10 +0 +0 Wis 10 +0 +0 Cha 9 −1 −1 +
-Gear Half Plate Armor, Longbow, Longsword, Shield +
-Senses Darkvision 60 ft.; Passive Perception 10 +
-Languages Common, Goblin +
-CR 1/2 (XP 100; PB +2) +
-299 System Reference Document 5.2.1 +
-Traits +
-Pack Tactics. The hobgoblin has Advantage on an attack roll against a creature if at least one of the hobgoblin’s allies is within 5 feet of the creature and the ally +
-doesn’t have the Incapacitated condition. +
-Actions +
-Longsword. Melee Attack Roll: +3, reach 5 ft. Hit: 12 +
-(2d10 + 1) Slashing damage. +
-Longbow. Ranged Attack Roll: +3, range 150/600 ft. +
-Hit: 5 (1d8 + 1) Piercing damage plus 7 (3d4) Poison damage. +
-Hobgoblin Captain +
-Medium Fey (Goblinoid), Lawful Evil +
-AC 17 Initiative +4 (14) +
-HP 58 (9d8 + 18) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 15 +2 +2 Dex 14 +2 +2 Con 14 +2 +2 +
-Int 12 +1 +1 Wis 10 +0 +0 Cha 13 +1 +1 +
-Gear Greatsword, Half Plate Armor, Longbow +
-Senses Darkvision 60 ft.; Passive Perception 10 +
-Languages Common, Goblin +
-CR 3 (XP 700; PB +2) +
-Traits +
-Aura of Authority. While in a 10-foot Emanation originating from the hobgoblin, the hobgoblin and its allies +
-have Advantage on attack rolls and saving throws, +
-provided the hobgoblin doesn’t have the Incapacitated +
-condition. +
-Actions +
-Multiattack. The hobgoblin makes two attacks, using +
-Greatsword or Longbow in any combination. +
-Greatsword. Melee Attack Roll: +4, reach 5 ft. Hit: 9 +
-(2d6 + 2) Slashing damage plus 3 (1d6) Poison damage. +
-Longbow. Ranged Attack Roll: +4, range 150/600 +
-ft. Hit: 6 (1d8 + 2) Piercing damage plus 5 (2d4) Poison damage. +
-Homunculus +
-Homunculus +
-Tiny Construct, Neutral +
-AC 13 Initiative +2 (12) +
-HP 4 (1d4 + 2) +
-Speed 20 ft., Fly 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 4 −3 −3 Dex 15 +2 +2 Con 14 +2 +2 +
-Int 10 +0 +0 Wis 10 +0 +2 Cha 7 −2 +0 +
-Immunities Poison; Charmed, Poisoned +
-Senses Darkvision 60 ft.; Passive Perception 10 +
-Languages Understands Common plus one other language +
-but can’t speak +
-CR 0 (XP 10; PB +2) +
-Traits +
-Telepathic Bond. While the homunculus is on the same +
-plane of existence as its master, the two of them can +
-communicate telepathically with each other. +
-Actions +
-Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing +
-damage, and the target is subjected to the following +
-effect. Constitution Saving Throw: DC 12. Failure: The +
-target has the Poisoned condition until the end of the +
-homunculus’s next turn. Failure by 5 or More: The target has the Poisoned condition for 1 minute. While Poisoned, the target has the Unconscious condition, which +
-ends early if the target takes any damage. +
-Horned Devil +
-Horned Devil +
-Large Fiend (Devil), Lawful Evil +
-AC 18 Initiative +7 (17) +
-HP 199 (19d10 + 95) +
-Speed 30 ft., Fly 60 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 22 +6 +10 Dex 17 +3 +7 Con 21 +5 +5 +
-Int 12 +1 +1 Wis 16 +3 +7 Cha 18 +4 +8 +
-Resistances Cold +
-Immunities Fire, Poison; Poisoned +
-Senses Darkvision 150 ft. (unimpeded by magical +
-Darkness); Passive Perception 13 +
-Languages Infernal; telepathy 120 ft. +
-CR 11 (XP 7,200; PB +4) +
-Traits +
-Diabolical Restoration. If the devil dies outside the +
-Nine Hells, its body disappears in sulfurous smoke, and +
-it gains a new body instantly, reviving with all its Hit +
-Points somewhere in the Nine Hells. +
-Magic Resistance. The devil has Advantage on saving +
-throws against spells and other magical effects. +
-Actions +
-Multiattack. The devil makes three attacks, using Searing Fork or Hurl Flame in any combination. It can replace one attack with a use of Infernal Tail. +
-300 System Reference Document 5.2.1 +
-Searing Fork. Melee Attack Roll: +10, reach 10 ft. Hit: +
-15 (2d8 + 6) Piercing damage plus 9 (2d8) Fire damage. +
-Hurl Flame. Ranged Attack Roll: +8, range 150 ft. Hit: +
-26 (5d8 + 4) Fire damage. If the target is a flammable +
-object that isn’t being worn or carried, it starts burning. +
-Infernal Tail. Dexterity Saving Throw: DC 17, one creature the devil can see within 10 feet. Failure: 10 (1d8 +
-+ 6) Necrotic damage, and the target receives an infernal wound if it doesn’t have one. While wounded, the +
-target loses 10 (3d6) Hit Points at the start of each of +
-its turns. The wound closes after 1 minute, after a spell +
-restores Hit Points to the target, or after the target or a +
-creature within 5 feet of it takes an action to stanch the +
-wound, doing so by succeeding on a DC 17 Wisdom +
-(Medicine) check. +
-Hydra +
-Hydra +
-Huge Monstrosity, Unaligned +
-AC 15 Initiative +4 (14) +
-HP 184 (16d12 + 80) +
-Speed 40 ft., Swim 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 20 +5 +5 Dex 12 +1 +1 Con 20 +5 +5 +
-Int 2 −4 −4 Wis 10 +0 +0 Cha 7 −2 −2 +
-Skills Perception +6 +
-Immunities Blinded, Charmed, Deafened, Frightened, +
-Stunned, Unconscious +
-Senses Darkvision 60 ft.; Passive Perception 16 +
-Languages None +
-CR 8 (XP 3,900; PB +3) +
-Traits +
-Hold Breath. The hydra can hold its breath for 1 hour. +
-Multiple Heads. The hydra has five heads. Whenever +
-the hydra takes 25 damage or more on a single turn, +
-one of its heads dies. The hydra dies if all its heads are +
-dead. At the end of each of its turns when it has at least +
-one living head, the hydra grows two heads for each of +
-its heads that died since its last turn, unless it has taken +
-Fire damage since its last turn. The hydra regains 20 Hit +
-Points when it grows new heads. +
-Reactive Heads. For each head the hydra has beyond +
-one, it gets an extra Reaction that can be used only for +
-Opportunity Attacks. +
-Actions +
-Multiattack. The hydra makes as many Bite attacks as it +
-has heads. +
-Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 10 (1d10 +
-+ 5) Piercing damage. +
-Ice Devil +
-Ice Devil +
-Large Fiend (Devil), Lawful Evil +
-AC 18 Initiative +7 (17) +
-HP 228 (24d10 + 96) +
-Speed 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 21 +5 +5 Dex 14 +2 +7 Con 18 +4 +9 +
-Int 18 +4 +4 Wis 15 +2 +7 Cha 18 +4 +9 +
-Skills Insight +7, Perception +7, Persuasion +9 +
-Immunities Cold, Fire, Poison; Poisoned +
-Senses Blindsight 120 ft.; Passive Perception 17 +
-Languages Infernal; telepathy 120 ft. +
-CR 14 (XP 11,500; PB +5) +
-Traits +
-Diabolical Restoration. If the devil dies outside the +
-Nine Hells, its body disappears in sulfurous smoke, and +
-it gains a new body instantly, reviving with all its Hit +
-Points somewhere in the Nine Hells. +
-Magic Resistance. The devil has Advantage on saving +
-throws against spells and other magical effects. +
-Actions +
-Multiattack. The devil makes three Ice Spear attacks. It +
-can replace one attack with a Tail attack. +
-Ice Spear. Melee or Ranged Attack Roll: +10, reach 5 +
-ft. or range 30/120 ft. Hit: 14 (2d8 + 5) Piercing damage +
-plus 10 (3d6) Cold damage. Until the end of its next +
-turn, the target can’t take a Bonus Action or Reaction, +
-its Speed decreases by 10 feet, and it can move or take +
-one action on its turn, not both. Hit or Miss: The spear +
-magically returns to the devil’s hand immediately after a +
-ranged attack. +
-Tail. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (3d6 +
-+ 5) Bludgeoning damage plus 18 (4d8) Cold damage. +
-Ice Wall (Recharge 6). The devil casts Wall of Ice (level +
-8 version), requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17). +
-Imp +
-Imp +
-Tiny Fiend (Devil), Lawful Evil +
-AC 13 Initiative +3 (13) +
-HP 21 (6d4 + 6) +
-Speed 20 ft., Fly 40 ft. +
-301 System Reference Document 5.2.1 +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 6 −2 −2 Dex 17 +3 +3 Con 13 +1 +1 +
-Int 11 +0 +0 Wis 12 +1 +1 Cha 14 +2 +2 +
-Skills Deception +4, Insight +3, Stealth +5 +
-Resistances Cold +
-Immunities Fire, Poison; Poisoned +
-Senses Darkvision 120 ft. (unimpeded by magical +
-Darkness); Passive Perception 11 +
-Languages Common, Infernal +
-CR 1 (XP 200; PB +2) +
-Traits +
-Magic Resistance. The imp has Advantage on saving +
-throws against spells and other magical effects. +
-Actions +
-Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) +
-Piercing damage plus 7 (2d6) Poison damage. +
-Invisibility. The imp casts Invisibility on itself, requiring +
-no spell components and using Charisma as the spellcasting ability. +
-Shape-Shift. The imp shape-shifts to resemble a rat +
-(Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider +
-(20 ft., Climb 20 ft.), or it returns to its true form. Its +
-game statistics are the same in each form, except for +
-its Speed. Any equipment it is wearing or carrying isn’t +
-transformed. +
-Incubus +
-Incubus +
-Medium Fiend, Neutral Evil +
-AC 15 Initiative +3 (13) +
-HP 66 (12d8 + 12) +
-Speed 30 ft., Fly 60 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 8 −1 −1 Dex 17 +3 +3 Con 13 +1 +1 +
-Int 15 +2 +2 Wis 12 +1 +1 Cha 20 +5 +5 +
-Skills Deception +9, Insight +5, Perception +5, Persuasion +
-+9, Stealth +7 +
-Resistances Cold, Fire, Poison, Psychic +
-Senses Darkvision 60 ft.; Passive Perception 15 +
-Languages Abyssal, Common, Infernal; telepathy 60 ft. +
-CR 4 (XP 1,100; PB +2) +
-Traits +
-Succubus Form. When the incubus finishes a Long +
-Rest, it can shape-shift into a Succubus, using that stat +
-block instead of this one. Any equipment it is wearing +
-or carrying isn’t transformed. +
-Actions +
-Multiattack. The incubus makes two Restless +
-Touch attacks. +
-Restless Touch. Melee Attack Roll: +7, reach 5 ft. +
-Hit: 15 (3d6 + 5) Psychic damage, and the target is +
-cursed for 24 hours or until the incubus dies. Until the +
-curse ends, the target gains no benefit from finishing +
-Short Rests. +
-Spellcasting. The incubus casts one of the following +
-spells, requiring no Material components and using +
-Charisma as the spellcasting ability (spell save DC 15): +
-At Will: Disguise Self, Etherealness +
-1/Day Each: Dream, Hypnotic Pattern +
-Bonus Actions +
-Nightmare (Recharge 6). Wisdom Saving Throw: DC +
-15, one creature the incubus can see within 60 feet. +
-Failure: If the target has 20 Hit Points or fewer, it has +
-the Unconscious condition for 1 hour, until it takes +
-damage, or until a creature within 5 feet of it takes an +
-action to wake it. Otherwise, the target takes 18 (4d8) +
-Psychic damage. +
-Invisible Stalker +
-Invisible Stalker +
-Large Elemental, Neutral +
-AC 14 Initiative +7 (22) +
-HP 97 (13d10 + 26) +
-Speed 50 ft., Fly 50 ft. (hover) +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 16 +3 +3 Dex 19 +4 +4 Con 14 +2 +2 +
-Int 10 +0 +0 Wis 15 +2 +2 Cha 11 +0 +0 +
-Skills Perception +8, Stealth +10 +
-Resistances Bludgeoning, Piercing, Slashing +
-Immunities Poison; Exhaustion, Grappled, Paralyzed, +
-Petrified, Poisoned, Prone, Restrained, Unconscious +
-Senses Darkvision 60 ft.; Passive Perception 18 +
-Languages Common, Primordial (Auran) +
-CR 6 (XP 2,300; PB +3) +
-Traits +
-Air Form. The stalker can enter an enemy’s space and +
-stop there. It can move through a space as narrow as 1 +
-inch without expending extra movement to do so. +
-Invisibility. The stalker has the Invisible condition. +
-Actions +
-Multiattack. The stalker makes three Wind Swipe attacks. It can replace one attack with a use of Vortex. +
-Wind Swipe. Melee Attack Roll: +7, reach 5 ft. Hit: 11 +
-(2d6 + 4) Force damage. +
-Vortex. Constitution Saving Throw: DC 14, one Large +
-or smaller creature in the stalker’s space. Failure: 7 (1d8 +
-+ 3) Thunder damage, and the target has the Grappled +
-condition (escape DC 13). Until the grapple ends, the +
-target can’t cast spells with a Verbal component and +
-302 System Reference Document 5.2.1 +
-takes 7 (2d6) Thunder damage at the start of each of the +
-stalker’s turns. +
-Iron Golem +
-Iron Golem +
-Large Construct, Unaligned +
-AC 20 Initiative +9 (19) +
-HP 252 (24d10 + 120) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 24 +7 +7 Dex 9 −1 −1 Con 20 +5 +5 +
-Int 3 −4 −4 Wis 11 +0 +0 Cha 1 −5 −5 +
-Immunities Fire, Poison, Psychic; Charmed, Exhaustion, +
-Frightened, Paralyzed, Petrified, Poisoned +
-Senses Darkvision 120 ft.; Passive Perception 10 +
-Languages Understands Common plus two other +
-languages but can’t speak +
-CR 16 (XP 15,000; PB +5) +
-Traits +
-Fire Absorption. Whenever the golem is subjected to +
-Fire damage, it regains a number of Hit Points equal to +
-the Fire damage dealt. +
-Immutable Form. The golem can’t shape-shift. +
-Magic Resistance. The golem has Advantage on saving +
-throws against spells and other magical effects. +
-Actions +
-Multiattack. The golem makes two attacks, using +
-Bladed Arm or Fiery Bolt in any combination. +
-Bladed Arm. Melee Attack Roll: +12, reach 10 ft. +
-Hit: 20 (3d8 + 7) Slashing damage plus 10 (3d6) +
-Fire damage. +
-Fiery Bolt. Ranged Attack Roll: +10, range 120 ft. Hit: +
-36 (8d8) Fire damage. +
-Poison Breath (Recharge 6). Constitution Saving +
-Throw: DC 18, each creature in a 60-foot Cone. Failure: 55 (10d10) Poison damage. Success: Half damage. +
-Knight +
-Knight +
-Medium or Small Humanoid, Neutral +
-AC 18 Initiative +0 (10) +
-HP 52 (8d8 + 16) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 16 +3 +3 Dex 11 +0 +0 Con 14 +2 +4 +
-Int 11 +0 +0 Wis 11 +0 +2 Cha 15 +2 +2 +
-Immunities Frightened +
-Gear Greatsword, Heavy Crossbow, Plate Armor +
-Senses Passive Perception 10 +
-Languages Common plus one other language +
-CR 3 (XP 700; PB +2) +
-Actions +
-Multiattack. The knight makes two attacks, using +
-Greatsword or Heavy Crossbow in any combination. +
-Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 +
-(2d6 + 3) Slashing damage plus 4 (1d8) Radiant damage. +
-Heavy Crossbow. Ranged Attack Roll: +2, range +
-100/400 ft. Hit: 11 (2d10) Piercing damage plus 4 (1d8) +
-Radiant damage. +
-Reactions +
-Parry. Trigger: The knight is hit by a melee attack roll +
-while holding a weapon. Response: The knight adds 2 +
-to its AC against that attack, possibly causing it to miss. +
-Kobold +
-Kobold Warrior +
-Small Dragon, Neutral +
-AC 14 Initiative +2 (12) +
-HP 7 (3d6 − 3) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 7 −2 −2 Dex 15 +2 +2 Con 9 −1 −1 +
-Int 8 −1 −1 Wis 7 −2 −2 Cha 8 −1 −1 +
-Gear Daggers (3) +
-Senses Darkvision 60 ft.; Passive Perception 8 +
-Languages Common, Draconic +
-CR 1/8 (XP 25; PB +2) +
-Traits +
-Pack Tactics. The kobold has Advantage on an attack +
-roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally doesn’t +
-have the Incapacitated condition. +
-Sunlight Sensitivity. While in sunlight, the kobold has +
-Disadvantage on ability checks and attack rolls. +
-Actions +
-Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or +
-range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage. +
-303 System Reference Document 5.2.1 +
-Kraken +
-Kraken +
-Gargantuan Monstrosity (Titan), Chaotic Evil +
-AC 18 Initiative +14 (24) +
-HP 481 (26d20 + 208) +
-Speed 30 ft., Swim 120 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 30 +10 +17 Dex 11 +0 +7 Con 26 +8 +15 +
-Int 22 +6 +6 Wis 18 +4 +11 Cha 20 +5 +5 +
-Skills History +13, Perception +11 +
-Immunities Cold, Lightning; Frightened, Grappled, +
-Paralyzed, Restrained +
-Senses Truesight 120 ft.; Passive Perception 21 +
-Languages Understands Abyssal, Celestial, Infernal, and +
-Primordial but can’t speak; telepathy 120 ft. +
-CR 23 (XP 50,000, or 62,000 in lair; PB +7) +
-Traits +
-Amphibious. The kraken can breathe air and water. +
-Legendary Resistance (4/Day, or 5/Day in Lair). If +
-the kraken fails a saving throw, it can choose to succeed instead. +
-Siege Monster. The kraken deals double damage to objects and structures. +
-Actions +
-Multiattack. The kraken makes two Tentacle attacks +
-and uses Fling, Lightning Strike, or Swallow. +
-Tentacle. Melee Attack Roll: +17, reach 30 ft. Hit: 24 +
-(4d6 + 10) Bludgeoning damage. The target has the +
-Grappled condition (escape DC 20) from one of ten +
-tentacles, and it has the Restrained condition until the +
-grapple ends. +
-Fling. The kraken throws a Large or smaller creature +
-Grappled by it to a space it can see within 60 feet of +
-itself that isn’t in the air. Dexterity Saving Throw: DC +
-25, the creature thrown and each creature in the destination space. Failure: 18 (4d8) Bludgeoning damage, +
-and the target has the Prone condition. Success: Half +
-damage only. +
-Lightning Strike. Dexterity Saving Throw: DC 23, one +
-creature the kraken can see within 120 feet. Failure: 33 +
-(6d10) Lightning damage. Success: Half damage. +
-Swallow. Dexterity Saving Throw: DC 25, one creature +
-Grappled by the kraken (it can have up to four creatures swallowed at a time). Failure: 23 (3d8 + 10) Piercing damage. If the target is Large or smaller, it is swallowed and no longer Grappled. A swallowed creature +
-has the Restrained condition, has Total Cover against +
-attacks and other effects outside the kraken, and takes +
-24 (7d6) Acid damage at the start of each of its turns. +
-If the kraken takes 50 damage or more on a single +
-turn from a creature inside it, the kraken must succeed +
-on a DC 25 Constitution saving throw at the end of +
-that turn or regurgitate all swallowed creatures, each of +
-which falls in a space within 10 feet of the kraken with +
-the Prone condition. If the kraken dies, any swallowed +
-creature no longer has the Restrained condition and +
-can escape from the corpse using 15 feet of movement, +
-exiting Prone. +
-Legendary Actions +
-Legendary Action Uses: 3 (4 in Lair). Immediately after +
-another creature’s turn, the kraken can expend a use to +
-take one of the following actions. The kraken regains all +
-expended uses at the start of each of its turns. +
-Storm Bolt. The kraken uses Lightning Strike. +
-Toxic Ink. Constitution Saving Throw: DC 23, each +
-creature in a 15-foot Emanation originating from the +
-kraken while it is underwater. Failure: The target has +
-the Blinded and Poisoned conditions until the end of +
-the kraken’s next turn. The kraken then moves up to +
-its Speed. Failure or Success: The kraken can’t take this +
-action again until the start of its next turn. +
-Lamia +
-Lamia +
-Large Fiend, Chaotic Evil +
-AC 13 Initiative +1 (11) +
-HP 97 (13d10 + 26) +
-Speed 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 16 +3 +3 Dex 13 +1 +1 Con 15 +2 +2 +
-Int 14 +2 +2 Wis 15 +2 +2 Cha 16 +3 +3 +
-Skills Deception +7, Insight +4, Stealth +5 +
-Senses Darkvision 60 ft.; Passive Perception 12 +
-Languages Abyssal, Common +
-CR 4 (XP 1,100; PB +2) +
-Actions +
-Multiattack. The lamia makes two Claw attacks. It can +
-replace one attack with a use of Corrupting Touch. +
-Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) +
-Slashing damage plus 7 (2d6) Psychic damage. +
-Corrupting Touch. Wisdom Saving Throw: DC 13, one +
-creature the lamia can see within 5 feet. Failure: 13 +
-(3d8) Psychic damage, and the target is cursed for 1 +
-hour. Until the curse ends, the target has the Charmed +
-and Poisoned conditions. +
-Spellcasting. The lamia casts one of the following +
-spells, requiring no Material components and using +
-Charisma as the spellcasting ability (spell save DC 13): +
-At Will: Disguise Self (can appear as a Large or Medium +
-biped), Minor Illusion +
-1/Day Each: Geas, Major Image, Scrying +
-304 System Reference Document 5.2.1 +
-Bonus Actions +
-Leap. The lamia jumps up to 30 feet by spending 10 +
-feet of movement. +
-Lemure +
-Lemure +
-Medium Fiend (Devil), Lawful Evil +
-AC 9 Initiative −3 (7) +
-HP 9 (2d8) +
-Speed 20 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 10 +0 +0 Dex 5 −3 −3 Con 11 +0 +0 +
-Int 1 −5 −5 Wis 11 +0 +0 Cha 3 −4 −4 +
-Resistances Cold +
-Immunities Fire, Poison; Charmed, Frightened, Poisoned +
-Senses Darkvision 120 ft. (unimpeded by magical +
-Darkness); Passive Perception 10 +
-Languages Understands Infernal but can’t speak +
-CR 0 (XP 10; PB +2) +
-Traits +
-Hellish Restoration. If the lemure dies in the Nine +
-Hells, it revives with all its Hit Points in 1d10 days unless it is killed by a creature under the effects of a Bless +
-spell or its remains are sprinkled with Holy Water. +
-Actions +
-Vile Slime. Melee Attack Roll: +2, reach 5 ft. Hit: 2 +
-(1d4) Poison damage. +
-Lich +
-Lich +
-Medium Undead (Wizard), Neutral Evil +
-AC 20 Initiative +17 (27) +
-HP 315 (42d8 + 126) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 11 +0 +0 Dex 16 +3 +10 Con 16 +3 +10 +
-Int 21 +5 +12 Wis 14 +2 +9 Cha 16 +3 +3 +
-Skills Arcana +19, History +12, Insight +9, Perception +9 +
-Resistances Cold, Lightning +
-Immunities Necrotic, Poison; Charmed, Exhaustion, +
-Frightened, Paralyzed, Poisoned +
-Gear Component Pouch +
-Senses Truesight 120 ft.; Passive Perception 19 +
-Languages All +
-CR 21 (XP 33,000, or 41,000 in lair; PB +7) +
-Traits +
-Legendary Resistance (4/Day, or 5/Day in Lair). If +
-the lich fails a saving throw, it can choose to succeed instead. +
-Spirit Jar. If destroyed, the lich reforms in 1d10 days +
-if it has a spirit jar, reviving with all its Hit Points. The +
-new body appears in an unoccupied space within the +
-lich’s lair. +
-Actions +
-Multiattack. The lich makes three attacks, using Eldritch Burst or Paralyzing Touch in any combination. +
-Eldritch Burst. Melee or Ranged Attack Roll: +12, reach +
-5 ft. or range 120 ft. Hit: 31 (4d12 + 5) Force damage. +
-Paralyzing Touch. Melee Attack Roll: +12, reach 5 +
-ft. Hit: 15 (3d6 + 5) Cold damage, and the target has +
-the Paralyzed condition until the start of the lich’s +
-next turn. +
-Spellcasting. The lich casts one of the following spells, +
-using Intelligence as the spellcasting ability (spell +
-save DC 20): +
-At Will: Detect Magic, Detect Thoughts, Dispel Magic, +
-Fireball (level 5 version), Invisibility, Lightning Bolt +
-(level 5 version), Mage Hand, Prestidigitation +
-2/Day Each: Animate Dead, Dimension Door, +
-Plane Shift +
-1/Day Each: Chain Lightning, Finger of Death, Power +
-Word Kill, Scrying +
-Reactions +
-Protective Magic. The lich casts Counterspell or Shield +
-in response to the spell’s trigger, using the same spellcasting ability as Spellcasting. +
-Legendary Actions +
-Legendary Action Uses: 3 (4 in Lair). Immediately after +
-another creature’s turn, the lich can expend a use to take +
-one of the following actions. The lich regains all expended +
-uses at the start of each of its turns. +
-Deathly Teleport. The lich teleports up to 60 feet to +
-an unoccupied space it can see, and each creature +
-within 10 feet of the space it left takes 11 (2d10) Necrotic damage. +
-Disrupt Life. Constitution Saving Throw: DC 20, each +
-creature that isn’t an Undead in a 20-foot Emanation +
-originating from the lich. Failure: 31 (9d6) Necrotic +
-damage. Success: Half damage. Failure or Success: +
-The lich can’t take this action again until the start of its +
-next turn. +
-Frightening Gaze. The lich casts Fear, using the same +
-spellcasting ability as Spellcasting. The lich can’t take +
-this action again until the start of its next turn. +
-305 System Reference Document 5.2.1 +
-Mages +
-Mage +
-Medium or Small Humanoid (Wizard), Neutral +
-AC 15 Initiative +2 (12) +
-HP 81 (18d8) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 9 −1 −1 Dex 14 +2 +2 Con 11 +0 +0 +
-Int 17 +3 +6 Wis 12 +1 +4 Cha 11 +0 +0 +
-Skills Arcana +6, History +6, Perception +4 +
-Gear Wand +
-Senses Passive Perception 14 +
-Languages Common plus three other languages +
-CR 6 (XP 2,300; PB +3) +
-Actions +
-Multiattack. The mage makes three Arcane +
-Burst attacks. +
-Arcane Burst. Melee or Ranged Attack Roll: +6, reach +
-5 ft. or range 120 ft. Hit: 16 (3d8 + 3) Force damage. +
-Spellcasting. The mage casts one of the following +
-spells, using Intelligence as the spellcasting ability (spell +
-save DC 14): +
-At Will: Detect Magic, Light, Mage Armor (included in +
-AC), Mage Hand, Prestidigitation +
-2/Day Each: Fireball (level 4 version), Invisibility +
-1/Day Each: Cone of Cold, Fly +
-Bonus Actions +
-Misty Step (3/Day). The mage casts Misty Step, using +
-the same spellcasting ability as Spellcasting. +
-Reactions +
-Protective Magic (3/Day). The mage casts Counterspell +
-or Shield in response to the spell’s trigger, using the +
-same spellcasting ability as Spellcasting. +
-Archmage +
-Medium or Small Humanoid (Wizard), Neutral +
-AC 17 Initiative +7 (17) +
-HP 170 (31d8 + 31) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 10 +0 +0 Dex 14 +2 +2 Con 12 +1 +1 +
-Int 20 +5 +9 Wis 15 +2 +6 Cha 16 +3 +3 +
-Skills Arcana +13, History +9, Perception +6 +
-Immunities Psychic; Charmed (with Mind Blank) +
-Gear Wand +
-Senses Passive Perception 16 +
-Languages Common plus five other languages +
-CR 12 (XP 8,000; PB +4) +
-Traits +
-Magic Resistance. The archmage has Advantage on +
-saving throws against spells and other magical effects. +
-Actions +
-Multiattack. The archmage makes four Arcane +
-Burst attacks. +
-Arcane Burst. Melee or Ranged Attack Roll: +9, reach +
-5 ft. or range 150 ft. Hit: 27 (4d10 + 5) Force damage. +
-Spellcasting. The archmage casts one of the following +
-spells, using Intelligence as the spellcasting ability (spell +
-save DC 17): +
-At Will: Detect Magic, Detect Thoughts, Disguise Self, +
-Invisibility, Light, Mage Armor (included in AC), Mage +
-Hand, Prestidigitation +
-2/Day Each: Fly, Lightning Bolt (level 7 version) +
-1/Day Each: Cone of Cold (level 9 version), Mind Blank +
-(cast before combat), Scrying, Teleport +
-Bonus Actions +
-Misty Step (3/Day). The mage casts Misty Step, using +
-the same spellcasting ability as Spellcasting. +
-Reactions +
-Protective Magic (3/Day). The archmage casts Counterspell or Shield in response to the spell’s trigger, using +
-the same spellcasting ability as Spellcasting. +
-Magmin +
-Magmin +
-Small Elemental, Chaotic Neutral +
-AC 14 Initiative +2 (12) +
-HP 13 (3d6 + 3) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 7 −2 −2 Dex 15 +2 +2 Con 12 +1 +1 +
-Int 8 −1 −1 Wis 11 +0 +0 Cha 10 +0 +0 +
-Immunities Fire +
-Senses Darkvision 60 ft.; Passive Perception 10 +
-Languages Primordial (Ignan) +
-CR 1/2 (XP 100; PB +2) +
-Traits +
-Death Burst. The magmin explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 10-foot +
-Emanation originating from the magmin. Failure: 7 (2d6) +
-Fire damage. Success: Half damage. +
-Actions +
-Touch. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + +
-2) Fire damage. If the target is a creature or a flammable +
-object that isn’t being worn or carried, it starts burning. +
-306 System Reference Document 5.2.1 +
-Bonus Actions +
-Ignited Illumination. The magmin sets itself ablaze +
-or extinguishes its flames. While ablaze, the magmin +
-sheds Bright Light in a 10-foot radius and Dim Light for +
-an additional 10 feet. +
-Manticore +
-Manticore +
-Large Monstrosity, Lawful Evil +
-AC 14 Initiative +3 (13) +
-HP 68 (8d10 + 24) +
-Speed 30 ft., Fly 50 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 17 +3 +3 Dex 16 +3 +3 Con 17 +3 +3 +
-Int 7 −2 −2 Wis 12 +1 +1 Cha 8 −1 −1 +
-Senses Darkvision 60 ft.; Passive Perception 11 +
-Languages Common +
-CR 3 (XP 700; PB +2) +
-Actions +
-Multiattack. The manticore makes three attacks, using +
-Rend or Tail Spike in any combination. +
-Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) +
-Slashing damage. +
-Tail Spike. Ranged Attack Roll: +5, range 100/200 ft. +
-Hit: 7 (1d8 + 3) Piercing damage. +
-Marilith +
-Marilith +
-Large Fiend (Demon), Chaotic Evil +
-AC 16 Initiative +10 (20) +
-HP 220 (21d10 + 105) +
-Speed 40 ft., Climb 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 18 +4 +9 Dex 20 +5 +5 Con 20 +5 +10 +
-Int 18 +4 +4 Wis 16 +3 +8 Cha 20 +5 +10 +
-Skills Perception +8 +
-Resistances Cold, Fire, Lightning +
-Immunities Poison; Poisoned +
-Senses Truesight 120 ft.; Passive Perception 18 +
-Languages Abyssal; telepathy 120 ft. +
-CR 16 (XP 15,000; PB +5) +
-Traits +
-Demonic Restoration. If the marilith dies outside the +
-Abyss, its body dissolves into ichor, and it gains a new +
-body instantly, reviving with all its Hit Points somewhere in the Abyss. +
-Magic Resistance. The marilith has Advantage on saving throws against spells and other magical effects. +
-Reactive. The marilith can take one Reaction on every +
-turn of combat. +
-Actions +
-Multiattack. The marilith makes six Pact Blade attacks +
-and uses Constrict. +
-Pact Blade. Melee Attack Roll: +10, reach 5 ft. Hit: +
-10 (1d10 + 5) Slashing damage plus 7 (2d6) Necrotic damage. +
-Constrict. Strength Saving Throw: DC 17, one Medium +
-or smaller creature the marilith can see within 5 feet. +
-Failure: 15 (2d10 + 4) Bludgeoning damage. The target +
-has the Grappled condition (escape DC 14), and it has +
-the Restrained condition until the grapple ends. +
-Bonus Actions +
-Teleport (Recharge 5–6). The marilith teleports up to +
-120 feet to an unoccupied space it can see. +
-Reactions +
-Parry. Trigger: The marilith is hit by a melee attack roll +
-while holding a weapon. Response: The marilith adds 5 +
-to its AC against that attack, possibly causing it to miss. +
-Medusa +
-Medusa +
-Medium Monstrosity, Lawful Evil +
-AC 15 Initiative +6 (16) +
-HP 127 (17d8 + 51) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 10 +0 +0 Dex 17 +3 +3 Con 16 +3 +3 +
-Int 12 +1 +1 Wis 13 +1 +4 Cha 15 +2 +2 +
-Skills Deception +5, Perception +4, Stealth +6 +
-Senses Darkvision 150 ft.; Passive Perception 14 +
-Languages Common plus one other language +
-CR 6 (XP 2,300; PB +3) +
-Actions +
-Multiattack. The medusa makes two Claw attacks +
-and one Snake Hair attack, or it makes three Poison +
-Ray attacks. +
-Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 +
-+ 3) Slashing damage. +
-Snake Hair. Melee Attack Roll: +6, reach 5 ft. Hit: +
-5 (1d4 + 3) Piercing damage plus 14 (4d6) Poison damage. +
-Poison Ray. Ranged Attack Roll: +5, range 150 ft. Hit: +
-11 (2d8 + 2) Poison damage. +
-307 System Reference Document 5.2.1 +
-Bonus Actions +
-Petrifying Gaze (Recharge 5–6). Constitution Saving +
-Throw: DC 13, each creature in a 30-foot Cone. If the +
-medusa sees its reflection in the Cone, the medusa +
-must make this save. First Failure: The target has the +
-Restrained condition and repeats the save at the end of +
-its next turn if it is still Restrained, ending the effect on +
-itself on a success. Second Failure: The target has the +
-Petrified condition instead of the Restrained condition. +
-Mephits +
-Dust Mephit +
-Small Elemental, Neutral Evil +
-AC 12 Initiative +2 (12) +
-HP 17 (5d6) +
-Speed 30 ft., Fly 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 5 −3 −3 Dex 14 +2 +2 Con 10 +0 +0 +
-Int 9 −1 −1 Wis 11 +0 +0 Cha 10 +0 +0 +
-Skills Perception +2, Stealth +4 +
-Vulnerabilities Fire +
-Immunities Poison; Exhaustion, Poisoned +
-Senses Darkvision 60 ft.; Passive Perception 12 +
-Languages Primordial (Auran, Terran) +
-CR 1/2 (XP 100; PB +2) +
-Traits +
-Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot +
-Emanation originating from the mephit. Failure: 5 (2d4) +
-Bludgeoning damage. Success: Half damage. +
-Actions +
-Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) +
-Slashing damage. +
-Blinding Breath (Recharge 6). Dexterity Saving Throw: +
-DC 10, each creature in a 15-foot Cone. Failure: The +
-target has the Blinded condition until the end of the +
-mephit’s next turn. +
-Sleep (1/Day). The mephit casts the Sleep spell, requiring no spell components and using Charisma as the +
-spellcasting ability (spell save DC 10). +
-Ice Mephit +
-Small Elemental, Neutral Evil +
-AC 11 Initiative +1 (11) +
-HP 21 (6d6) +
-Speed 30 ft., Fly 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 7 −2 −2 Dex 13 +1 +1 Con 10 +0 +0 +
-Int 9 −1 −1 Wis 11 +0 +0 Cha 12 +1 +1 +
-Skills Perception +2, Stealth +3 +
-Vulnerabilities Fire +
-Immunities Cold, Poison; Exhaustion, Poisoned +
-Senses Darkvision 60 ft.; Passive Perception 12 +
-Languages Primordial (Aquan, Auran) +
-CR 1/2 (XP 100; PB +2) +
-Traits +
-Death Burst. The mephit explodes when it dies. Constitution Saving Throw: DC 10, each creature in a 5-foot +
-Emanation originating from the mephit. Failure: 5 (2d4) +
-Cold damage. Success: Half damage. +
-Actions +
-Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) +
-Slashing damage plus 2 (1d4) Cold damage. +
-Fog Cloud (1/Day). The mephit casts Fog Cloud, requiring no spell components and using Charisma as the +
-spellcasting ability. +
-Frost Breath (Recharge 6). Constitution Saving Throw: +
-DC 10, each creature in a 15-foot Cone. Failure: 7 (3d4) +
-Cold damage. Success: Half damage. +
-Magma Mephit +
-Small Elemental, Neutral Evil +
-AC 11 Initiative +1 (11) +
-HP 18 (4d6 + 4) +
-Speed 30 ft., Fly 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 8 −1 −1 Dex 12 +1 +1 Con 12 +1 +1 +
-Int 7 −2 −2 Wis 10 +0 +0 Cha 10 +0 +0 +
-Skills Stealth +3 +
-Vulnerabilities Cold +
-Immunities Fire, Poison; Exhaustion, Poisoned +
-Senses Darkvision 60 ft.; Passive Perception 10 +
-Languages Primordial (Ignan, Terran) +
-CR 1/2 (XP 100; PB +2) +
-Traits +
-Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 5-foot +
-Emanation originating from the mephit. Failure: 7 (2d6) +
-Fire damage. Success: Half damage. +
-Actions +
-Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) +
-Slashing damage plus 3 (1d6) Fire damage. +
-Fire Breath (Recharge 6). Dexterity Saving Throw: DC +
-11, each creature in a 15-foot Cone. Failure: 7 (2d6) Fire +
-damage. Success: Half damage. +
-308 System Reference Document 5.2.1 +
-Steam Mephit +
-Small Elemental, Neutral Evil +
-AC 10 Initiative +0 (10) +
-HP 17 (5d6) +
-Speed 30 ft., Fly 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 5 −3 −3 Dex 11 +0 +0 Con 10 +0 +0 +
-Int 11 +0 +0 Wis 10 +0 +0 Cha 12 +1 +1 +
-Skills Stealth +2 +
-Immunities Fire, Poison; Exhaustion, Poisoned +
-Senses Darkvision 60 ft.; Passive Perception 10 +
-Languages Primordial (Aquan, Ignan) +
-CR 1/4 (XP 50; PB +2) +
-Traits +
-Blurred Form. Attack rolls against the mephit are made +
-with Disadvantage unless the mephit has the Incapacitated condition. +
-Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot +
-Emanation originating from the mephit. Failure: 5 (2d4) +
-Fire damage. Success: Half damage. +
-Actions +
-Claw. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) +
-Slashing damage plus 2 (1d4) Fire damage. +
-Steam Breath (Recharge 6). Constitution Saving Throw: +
-DC 10, each creature in a 15-foot Cone. Failure: 5 (2d4) +
-Fire damage, and the target’s Speed decreases by 10 +
-feet until the end of the mephit’s next turn. Success: +
-Half damage only. Failure or Success: Being underwater +
-doesn’t grant Resistance to this Fire damage. +
-Merfolk +
-Merfolk Skirmisher +
-Medium Elemental, Neutral +
-AC 11 Initiative +1 (11) +
-HP 11 (2d8 + 2) +
-Speed 10 ft., Swim 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 10 +0 +0 Dex 13 +1 +1 Con 12 +1 +1 +
-Int 11 +0 +0 Wis 14 +2 +2 Cha 12 +1 +1 +
-Senses Passive Perception 12 +
-Languages Common, Primordial (Aquan) +
-CR 1/8 (XP 25; PB +2) +
-Traits +
-Amphibious. The merfolk can breathe air and water. +
-Actions +
-Ocean Spear. Melee or Ranged Attack Roll: +2, reach 5 +
-ft. or range 20/60 ft. Hit: 3 (1d6) Piercing damage plus 2 +
-(1d4) Cold damage. If the target is a creature, its Speed +
-decreases by 10 feet until the end of its next turn. Hit or +
-Miss: The spear magically returns to the merfolk’s hand +
-immediately after a ranged attack. +
-Merrow +
-Merrow +
-Large Monstrosity, Chaotic Evil +
-AC 13 Initiative +2 (12) +
-HP 45 (6d10 + 12) +
-Speed 10 ft., Swim 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 18 +4 +4 Dex 15 +2 +2 Con 15 +2 +2 +
-Int 8 −1 −1 Wis 10 +0 +0 Cha 9 −1 −1 +
-Senses Darkvision 60 ft.; Passive Perception 10 +
-Languages Abyssal, Primordial (Aquan) +
-CR 2 (XP 450; PB +2) +
-Traits +
-Amphibious. The merrow can breathe air and water. +
-Actions +
-Multiattack. The merrow makes two attacks, using Bite, +
-Claw, or Harpoon in any combination. +
-Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) +
-Piercing damage, and the target has the Poisoned condition until the end of the merrow’s next turn. +
-Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) +
-Slashing damage. +
-Harpoon. Melee or Ranged Attack Roll: +6, reach 5 ft. +
-or range 20/60 ft. Hit: 11 (2d6 + 4) Piercing damage. +
-If the target is a Large or smaller creature, the merrow +
-pulls the target up to 15 feet straight toward itself. +
-Mimic +
-Mimic +
-Medium Monstrosity, Neutral +
-AC 12 Initiative +3 (13) +
-HP 58 (9d8 + 18) +
-Speed 20 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 17 +3 +3 Dex 12 +1 +1 Con 15 +2 +2 +
-Int 5 −3 −3 Wis 13 +1 +1 Cha 8 −1 −1 +
-Skills Stealth +5 +
-Immunities Acid; Prone +
-Senses Darkvision 60 ft.; Passive Perception 11 +
-Languages None +
-CR 2 (XP 450; PB +2) +
-309 System Reference Document 5.2.1 +
-Traits +
-Adhesive (Object Form Only). The mimic adheres to +
-anything that touches it. A Huge or smaller creature adhered to the mimic has the Grappled condition (escape +
-DC 13). Ability checks made to escape this grapple +
-have Disadvantage. +
-Actions +
-Bite. Melee Attack Roll: +5 (with Advantage if the target +
-is Grappled by the mimic), reach 5 ft. Hit: 7 (1d8 + 3) +
-Piercing damage—or 12 (2d8 + 3) Piercing damage +
-if the target is Grappled by the mimic—plus 4 (1d8) +
-Acid damage. +
-Pseudopod. Melee Attack Roll: +5, reach 5 ft. Hit: 7 +
-(1d8 + 3) Bludgeoning damage plus 4 (1d8) Acid damage. If the target is a Large or smaller creature, it has +
-the Grappled condition (escape DC 13). Ability checks +
-made to escape this grapple have Disadvantage. +
-Bonus Actions +
-Shape-Shift. The mimic shape-shifts to resemble a Medium or Small object while retaining its game statistics, +
-or it returns to its true blob form. Any equipment it is +
-wearing or carrying isn’t transformed. +
-Minotaur of Baphomet +
-Minotaur of Baphomet +
-Large Monstrosity, Chaotic Evil +
-AC 14 Initiative +0 (10) +
-HP 85 (10d10 + 30) +
-Speed 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 18 +4 +4 Dex 11 +0 +0 Con 16 +3 +3 +
-Int 6 −2 −2 Wis 16 +3 +3 Cha 9 −1 −1 +
-Skills Perception +7, Survival +7 +
-Senses Darkvision 60 ft.; Passive Perception 17 +
-Languages Abyssal +
-CR 3 (XP 700; PB +2) +
-Actions +
-Abyssal Glaive. Melee Attack Roll: +6, reach 10 ft. +
-Hit: 10 (1d12 + 4) Slashing damage plus 10 (3d6) Necrotic damage. +
-Gore (Recharge 5–6). Melee Attack Roll: +6, reach +
-5 ft. Hit: 18 (4d6 + 4) Piercing damage. If the target is a +
-Large or smaller creature and the minotaur moved 10+ +
-feet straight toward it immediately before the hit, the +
-target takes an extra 10 (3d6) Piercing damage and has +
-the Prone condition. +
-Mummies +
-Mummy +
-Medium or Small Undead, Lawful Evil +
-AC 11 Initiative −1 (9) +
-HP 58 (9d8 + 18) +
-Speed 20 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 16 +3 +3 Dex 8 −1 −1 Con 15 +2 +2 +
-Int 6 −2 −2 Wis 12 +1 +3 Cha 12 +1 +1 +
-Vulnerabilities Fire +
-Immunities Necrotic, Poison; Charmed, Exhaustion, +
-Frightened, Paralyzed, Poisoned +
-Senses Darkvision 60 ft.; Passive Perception 11 +
-Languages Common plus two other languages +
-CR 3 (XP 700; PB +2) +
-Actions +
-Multiattack. The mummy makes two Rotting Fist attacks and uses Dreadful Glare. +
-Rotting Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 8 +
-(1d10 + 3) Bludgeoning damage plus 10 (3d6) Necrotic +
-damage. If the target is a creature, it is cursed. While +
-cursed, the target can’t regain Hit Points, its Hit Point +
-maximum doesn’t return to normal when finishing a +
-Long Rest, and its Hit Point maximum decreases by 10 +
-(3d6) every 24 hours that elapse. A creature dies and +
-turns to dust if reduced to 0 Hit Points by this attack. +
-Dreadful Glare. Wisdom Saving Throw: DC 11, one +
-creature the mummy can see within 60 feet. Failure: +
-The target has the Frightened condition until the end of +
-the mummy’s next turn. Success: The target is immune +
-to this mummy’s Dreadful Glare for 24 hours. +
-Mummy Lord +
-Medium or Small Undead (Cleric), Lawful Evil +
-AC 17 Initiative +10 (20) +
-HP 187 (25d8 + 75) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 18 +4 +4 Dex 10 +0 +0 Con 17 +3 +3 +
-Int 11 +0 +5 Wis 19 +4 +9 Cha 16 +3 +3 +
-Skills History +5, Perception +9, Religion +5 +
-Vulnerabilities Fire +
-Immunities Necrotic, Poison; Charmed, Exhaustion, +
-Frightened, Paralyzed, Poisoned +
-Senses Truesight 60 ft.; Passive Perception 19 +
-Languages Common plus three other languages +
-CR 15 (XP 13,000, or 15,000 in lair; PB +5) +
-310 System Reference Document 5.2.1 +
-Traits +
-Legendary Resistance (3/Day, or 4/Day in Lair). If +
-the mummy fails a saving throw, it can choose to succeed instead. +
-Magic Resistance. The mummy has Advantage on saving throws against spells and other magical effects. +
-Undead Restoration. If destroyed, the mummy gains a +
-new body in 24 hours if its heart is intact, reviving with +
-all its Hit Points. The new body appears in an unoccupied space within the mummy’s lair. The heart is a Tiny +
-object that has AC 17, HP 10, and Immunity to all damage except Fire. +
-Actions +
-Multiattack. The mummy makes one Rotting Fist +
-or Channel Negative Energy attack, and it uses +
-Dreadful Glare. +
-Rotting Fist. Melee Attack Roll: +9, reach 5 ft. Hit: 15 +
-(2d10 + 4) Bludgeoning damage plus 10 (3d6) Necrotic +
-damage. If the target is a creature, it is cursed. While +
-cursed, the target can’t regain Hit Points, it gains no +
-benefit from finishing a Long Rest, and its Hit Point +
-maximum decreases by 10 (3d6) every 24 hours that +
-elapse. A creature dies and turns to dust if reduced to 0 +
-Hit Points by this attack. +
-Channel Negative Energy. Ranged Attack Roll: +9, +
-range 60 ft. Hit: 25 (6d6 + 4) Necrotic damage. +
-Dreadful Glare. Wisdom Saving Throw: DC 17, one +
-creature the mummy can see within 60 feet. Failure: 25 +
-(6d6 + 4) Psychic damage, and the target has the Paralyzed condition until the end of the mummy’s next turn. +
-Spellcasting. The mummy casts one of the following +
-spells, requiring no Material components and using +
-Wisdom as the spellcasting ability (spell save DC 17, +9 +
-to hit with spell attacks): +
-At Will: Dispel Magic, Thaumaturgy +
-1/Day Each: Animate Dead, Harm, Insect Plague (level +
-7 version) +
-Reactions +
-Whirlwind of Sand. Trigger: The mummy is hit by an +
-attack roll. Response: The mummy adds 2 to its AC +
-against the attack, possibly causing the attack to miss, +
-and the mummy teleports up to 60 feet to an unoccupied space it can see. Each creature of its choice that +
-it can see within 5 feet of its destination space has +
-the Blinded condition until the end of the mummy’s +
-next turn. +
-Legendary Actions +
-Legendary Action Uses: 3 (4 in Lair). Immediately after +
-another creature’s turn, the mummy can expend a use to +
-take one of the following actions. The mummy regains all +
-expended uses at the start of each of its turns. +
-Dread Command. The mummy casts Command (level +
-2 version), using the same spellcasting ability as Spellcasting. The mummy can’t take this action again until +
-the start of its next turn. +
-Glare. The mummy uses Dreadful Glare. The mummy +
-can’t take this action again until the start of its +
-next turn. +
-Necrotic Strike. The mummy makes one Rotting Fist or +
-Channel Negative Energy attack. +
-Nalfeshnee +
-Nalfeshnee +
-Large Fiend (Demon), Chaotic Evil +
-AC 18 Initiative +5 (15) +
-HP 184 (16d10 + 96) +
-Speed 20 ft., Fly 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 21 +5 +5 Dex 10 +0 +0 Con 22 +6 +11 +
-Int 19 +4 +9 Wis 12 +1 +6 Cha 15 +2 +7 +
-Resistances Cold, Fire, Lightning +
-Immunities Poison; Frightened, Poisoned +
-Senses Truesight 120 ft.; Passive Perception 11 +
-Languages Abyssal; telepathy 120 ft. +
-CR 13 (XP 10,000; PB +5) +
-Traits +
-Demonic Restoration. If the nalfeshnee dies outside the +
-Abyss, its body dissolves into ichor, and it gains a new +
-body instantly, reviving with all its Hit Points somewhere in the Abyss. +
-Magic Resistance. The nalfeshnee has Advantage on +
-saving throws against spells and other magical effects. +
-Actions +
-Multiattack. The nalfeshnee makes three Rend attacks. +
-Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 16 (2d10 +
-+ 5) Slashing damage plus 11 (2d10) Force damage. +
-Teleport. The nalfeshnee teleports up to 120 feet to an +
-unoccupied space it can see. +
-Bonus Actions +
-Horror Nimbus (Recharge 5–6). Wisdom Saving +
-Throw: DC 15, each creature in a 15-foot Emanation +
-originating from the nalfeshnee. Failure: 28 (8d6) Psychic damage, and the target has the Frightened condition for 1 minute, until it takes damage, or until it ends +
-its turn with the nalfeshnee out of line of sight. Success: +
-311 System Reference Document 5.2.1 +
-The target is immune to this nalfeshnee’s Horror Nimbus for 24 hours. +
-Reactions +
-Pursuit. Trigger: Another creature the nalfeshnee can +
-see ends its move within 120 feet of the nalfeshnee. +
-Response: The nalfeshnee uses Teleport, but its destination space must be within 10 feet of the triggering creature. +
-Night Hag +
-Night Hag +
-Medium Fiend, Neutral Evil +
-AC 17 Initiative +5 (15) +
-HP 112 (15d8 + 45) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 18 +4 +4 Dex 15 +2 +2 Con 16 +3 +3 +
-Int 16 +3 +3 Wis 14 +2 +2 Cha 16 +3 +3 +
-Skills Deception +6, Insight +5, Perception +5, Stealth +5 +
-Resistances Cold, Fire +
-Immunities Charmed +
-Senses Darkvision 120 ft.; Passive Perception 15 +
-Languages Abyssal, Common, Infernal, Primordial +
-CR 5 (XP 1,800; PB +3) +
-Traits +
-Coven Magic. While within 30 feet of at least two hag +
-allies, the hag can cast one of the following spells, +
-requiring no Material components, using the spell’s +
-normal casting time, and using Intelligence as the spellcasting ability (spell save DC 14): Augury, Find Familiar, +
-Identify, Locate Object, Scrying, or Unseen Servant. +
-The hag must finish a Long Rest before using this trait to +
-cast that spell again. +
-Magic Resistance. The hag has Advantage on saving +
-throws against spells and other magical effects. +
-Soul Bag. The hag has a soul bag. While holding or +
-carrying the bag, the hag can use its Nightmare Haunting action. +
-The bag has AC 15, HP 20, and Resistance to all damage. The bag turns to dust if reduced to 0 Hit Points. If +
-the bag is destroyed, any souls the bag is holding are +
-released. The hag can create a new bag after 7 days. +
-Actions +
-Multiattack. The hag makes two Claw attacks. +
-Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 +
-+ 4) Slashing damage. +
-Nightmare Haunting (1/Day; Requires Soul Bag). +
-While on the Ethereal Plane, the hag casts Dream, using the same spellcasting ability as Spellcasting. Only +
-the hag can serve as the spell’s messenger, and the target must be a creature the hag can see on the Material +
-Plane. The spell fails and is wasted if the target is under +
-the effect of the Protection from Evil and Good spell or +
-within a Magic Circle spell. +
-If the target takes damage from the Dream spell, the +
-target’s Hit Point maximum decreases by an amount +
-equal to that damage. If the spell kills the target, its soul +
-is trapped in the hag’s soul bag, and the target can’t be +
-raised from the dead until its soul is released. +
-Spellcasting. The hag casts one of the following spells, +
-requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 14): +
-At Will: Detect Magic, Etherealness, Magic Missile +
-(level 4 version) +
-2/Day Each: Phantasmal Killer, Plane Shift (self only) +
-Bonus Actions +
-Shape-Shift. The hag shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other +
-than its size, its game statistics are the same in each +
-form. Any equipment it is wearing or carrying isn’t +
-transformed. +
-Nightmare +
-Nightmare +
-Large Fiend, Neutral Evil +
-AC 13 Initiative +2 (12) +
-HP 68 (8d10 + 24) +
-Speed 60 ft., Fly 90 ft. (hover) +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 18 +4 +4 Dex 15 +2 +2 Con 16 +3 +3 +
-Int 10 +0 +0 Wis 13 +1 +1 Cha 15 +2 +2 +
-Immunities Fire +
-Senses Passive Perception 11 +
-Languages Understands Abyssal, Common, and Infernal +
-but can’t speak +
-CR 3 (XP 700; PB +2) +
-Traits +
-Confer Fire Resistance. The nightmare can grant Resistance to Fire damage to a rider while it is on the +
-nightmare. +
-Illumination. The nightmare sheds Bright Light in a 10- +
-foot radius and Dim Light for an additional 10 feet. +
-Actions +
-Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 +
-+ 4) Bludgeoning damage plus 10 (3d6) Fire damage. +
-Ethereal Stride. The nightmare and up to three willing +
-creatures within 5 feet of it teleport to the Ethereal +
-Plane from the Material Plane or vice versa. +
-312 System Reference Document 5.2.1 +
-Noble +
-Noble +
-Medium or Small Humanoid, Neutral +
-AC 15 Initiative +1 (11) +
-HP 9 (2d8) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 11 +0 +0 Dex 12 +1 +1 Con 11 +0 +0 +
-Int 12 +1 +1 Wis 14 +2 +2 Cha 16 +3 +3 +
-Skills Deception +5, Insight +4, Persuasion +5 +
-Gear Breastplate, Rapier +
-Senses Passive Perception 12 +
-Languages Common plus two other languages +
-CR 1/8 (XP 25; PB +2) +
-Actions +
-Rapier. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 +
-+ 1) Piercing damage. +
-Reactions +
-Parry. Trigger: The noble is hit by a melee attack roll +
-while holding a weapon. Response: The noble adds 2 +
-to its AC against that attack, possibly causing it to miss. +
-Ochre Jelly +
-Ochre Jelly +
-Large Ooze, Unaligned +
-AC 8 Initiative −2 (8) +
-HP 52 (7d10 + 14) +
-Speed 20 ft., Climb 20 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 15 +2 +2 Dex 6 −2 −2 Con 14 +2 +2 +
-Int 2 −4 −4 Wis 6 −2 −2 Cha 1 −5 −5 +
-Resistances Acid +
-Immunities Lightning, Slashing; Charmed, Deafened, +
-Exhaustion, Frightened, Grappled, Prone, Restrained +
-Senses Blindsight 60 ft.; Passive Perception 8 +
-Languages None +
-CR 2 (XP 450; PB +2) +
-Traits +
-Amorphous. The jelly can move through a space +
-as narrow as 1 inch without expending extra movement to do so. +
-Spider Climb. The jelly can climb difficult surfaces, +
-including along ceilings, without needing to make an +
-ability check. +
-Actions +
-Pseudopod. Melee Attack Roll: +4, reach 5 ft. Hit: 12 +
-(3d6 + 2) Acid damage. +
-Reactions +
-Split. Trigger: While the jelly is Large or Medium and +
-has 10+ Hit Points, it becomes Bloodied or is subjected +
-to Lightning or Slashing damage. Response: The jelly +
-splits into two new Ochre Jellies. Each new jelly is one +
-size smaller than the original jelly and acts on its Initiative. The original jelly’s Hit Points are divided evenly +
-between the new jellies (round down). +
-Ogre +
-Ogre +
-Large Giant, Chaotic Evil +
-AC 11 Initiative −1 (9) +
-HP 68 (8d10 + 24) +
-Speed 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 19 +4 +4 Dex 8 −1 −1 Con 16 +3 +3 +
-Int 5 −3 −3 Wis 7 −2 −2 Cha 7 −2 −2 +
-Gear Greatclub, Javelins (3) +
-Senses Darkvision 60 ft.; Passive Perception 8 +
-Languages Common, Giant +
-CR 2 (XP 450; PB +2) +
-Actions +
-Greatclub. Melee Attack Roll: +6, reach 5 ft. Hit: 13 +
-(2d8 + 4) Bludgeoning damage. +
-Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or +
-range 30/120 ft. Hit: 11 (2d6 + 4) Piercing damage. +
-Oni +
-Oni +
-Large Fiend, Lawful Evil +
-AC 17 Initiative +0 (10) +
-HP 119 (14d10 + 42) +
-Speed 30 ft., Fly 30 ft. (hover) +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 19 +4 +4 Dex 11 +0 +3 Con 16 +3 +6 +
-Int 14 +2 +2 Wis 12 +1 +4 Cha 15 +2 +5 +
-Skills Arcana +5, Deception +8, Perception +4 +
-Resistances Cold +
-Senses Darkvision 60 ft.; Passive Perception 14 +
-Languages Common, Giant +
-CR 7 (XP 2,900; PB +3) +
-Traits +
-Regeneration. The oni regains 10 Hit Points at the start +
-of each of its turns if it has at least 1 Hit Point. +
-Actions +
-Multiattack. The oni makes two Claw or Nightmare +
-Ray attacks. It can replace one attack with a use of +
-Spellcasting. +
-313 System Reference Document 5.2.1 +
-Claw. Melee Attack Roll: +7, reach 10 ft. Hit: 10 (1d12 +
-+ 4) Slashing damage plus 9 (2d8) Necrotic damage. +
-Nightmare Ray. Ranged Attack Roll: +5, range 60 ft. +
-Hit: 9 (2d6 + 2) Psychic damage, and the target has +
-the Frightened condition until the start of the oni’s +
-next turn. +
-Shape-Shift. The oni shape-shifts into a Small or Medium Humanoid or a Large Giant, or it returns to its +
-true form. Other than its size, its game statistics are the +
-same in each form. Any equipment it is wearing or carrying isn’t transformed. +
-Spellcasting. The oni casts one of the following spells, +
-requiring no Material components and using Charisma +
-as the spellcasting ability (spell save DC 13): +
-1/Day Each: Charm Person (level 2 version), Darkness, +
-Gaseous Form, Sleep +
-Bonus Actions +
-Invisibility. The oni casts Invisibility on itself, requiring +
-no spell components and using the same spellcasting +
-ability as Spellcasting. +
-Otyugh +
-Otyugh +
-Large Aberration, Neutral +
-AC 14 Initiative +0 (10) +
-HP 104 (11d10 + 44) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 16 +3 +3 Dex 11 +0 +0 Con 19 +4 +7 +
-Int 6 −2 −2 Wis 13 +1 +1 Cha 6 −2 −2 +
-Senses Darkvision 120 ft.; Passive Perception 11 +
-Languages Otyugh; telepathy 120 ft. (doesn’t allow the +
-receiving creature to respond telepathically) +
-CR 5 (XP 1,800; PB +3) +
-Actions +
-Multiattack. The otyugh makes one Bite attack and two +
-Tentacle attacks. +
-Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 12 (2d8 + 3) +
-Piercing damage, and the target has the Poisoned condition. Whenever the Poisoned target finishes a Long +
-Rest, it is subjected to the following effect. Constitution +
-Saving Throw: DC 15. Failure: The target’s Hit Point +
-maximum decreases by 5 (1d10) and doesn’t return to +
-normal until the Poisoned condition ends on the target. +
-Success: The Poisoned condition ends. +
-Tentacle. Melee Attack Roll: +6, reach 10 ft. Hit: 12 +
-(2d8 + 3) Piercing damage. If the target is a Medium or +
-smaller creature, it has the Grappled condition (escape +
-DC 13) from one of two tentacles. +
-Tentacle Slam. Constitution Saving Throw: DC 14, each +
-creature Grappled by the otyugh. Failure: 16 (3d8 + 3) +
-Bludgeoning damage, and the target has the Stunned +
-condition until the start of the otyugh’s next turn. Success: Half damage only. +
-Owlbear +
-Owlbear +
-Large Monstrosity, Unaligned +
-AC 13 Initiative +1 (11) +
-HP 59 (7d10 + 21) +
-Speed 40 ft., Climb 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 20 +5 +5 Dex 12 +1 +1 Con 17 +3 +3 +
-Int 3 −4 −4 Wis 12 +1 +1 Cha 7 −2 −2 +
-Skills Perception +5 +
-Senses Darkvision 60 ft.; Passive Perception 15 +
-Languages None +
-CR 3 (XP 700; PB +2) +
-Actions +
-Multiattack. The owlbear makes two Rend attacks. +
-Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 +
-+ 5) Slashing damage. +
-Pegasus +
-Pegasus +
-Large Celestial, Chaotic Good +
-AC 12 Initiative +2 (12) +
-HP 59 (7d10 + 21) +
-Speed 60 ft., Fly 90 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 18 +4 +4 Dex 15 +2 +4 Con 16 +3 +5 +
-Int 10 +0 +0 Wis 15 +2 +4 Cha 13 +1 +3 +
-Skills Perception +6 +
-Senses Passive Perception 16 +
-Languages Understands Celestial, Common, Elvish, and +
-Sylvan but can’t speak +
-CR 2 (XP 450; PB +2) +
-Actions +
-Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 +
-+ 4) Bludgeoning damage plus 5 (2d4) Radiant damage. +
-Phase Spider +
-Phase Spider +
-Large Monstrosity, Unaligned +
-AC 14 Initiative +3 (13) +
-HP 45 (7d10 + 7) +
-Speed 30 ft., Climb 30 ft. +
-314 System Reference Document 5.2.1 +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 15 +2 +2 Dex 16 +3 +3 Con 12 +1 +1 +
-Int 6 −2 −2 Wis 10 +0 +0 Cha 6 −2 −2 +
-Skills Stealth +7 +
-Senses Darkvision 60 ft.; Passive Perception 10 +
-Languages None +
-CR 3 (XP 700; PB +2) +
-Traits +
-Ethereal Sight. The spider can see 60 feet into the Ethereal Plane while on the Material Plane and vice versa. +
-Spider Climb. The spider can climb difficult surfaces, +
-including along ceilings, without needing to make an +
-ability check. +
-Web Walker. The spider ignores movement restrictions +
-caused by webs, and the spider knows the location of +
-any other creature in contact with the same web. +
-Actions +
-Multiattack. The spider makes two Bite attacks. +
-Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + +
-3) Piercing damage plus 9 (2d8) Poison damage. If this +
-damage reduces the target to 0 Hit Points, the target +
-becomes Stable, and it has the Poisoned condition for 1 +
-hour. While Poisoned, the target also has the Paralyzed +
-condition. +
-Bonus Actions +
-Ethereal Jaunt. The spider teleports from the Material +
-Plane to the Ethereal Plane or vice versa. +
-Pirates +
-Pirate +
-Medium or Small Humanoid, Neutral +
-AC 14 Initiative +5 (15) +
-HP 33 (6d8 + 6) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 10 +0 +0 Dex 16 +3 +5 Con 12 +1 +1 +
-Int 8 −1 −1 Wis 12 +1 +1 Cha 14 +2 +4 +
-Gear Daggers (6), Leather Armor +
-Senses Passive Perception 11 +
-Languages Common plus one other language +
-CR 1 (XP 200; PB +2) +
-Actions +
-Multiattack. The pirate makes two Dagger attacks. +
-It can replace one attack with a use of Enthralling Panache. +
-Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or +
-range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage. +
-Enthralling Panache. Wisdom Saving Throw: DC 12, +
-one creature the pirate can see within 30 feet. Failure: +
-The target has the Charmed condition until the start of +
-the pirate’s next turn. +
-Pirate Captain +
-Medium or Small Humanoid, Neutral +
-AC 17 Initiative +7 (17) +
-HP 84 (13d8 + 26) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 10 +0 +3 Dex 18 +4 +7 Con 14 +2 +2 +
-Int 10 +0 +0 Wis 14 +2 +5 Cha 17 +3 +6 +
-Skills Acrobatics +7, Perception +5 +
-Gear Pistol, Rapier +
-Senses Passive Perception 15 +
-Languages Common plus one other language +
-CR 6 (XP 2,300; PB +3) +
-Actions +
-Multiattack. The pirate makes three attacks, using +
-Rapier or Pistol in any combination. +
-Rapier. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 +
-+ 4) Piercing damage, and the pirate has Advantage on +
-the next attack roll it makes before the end of this turn. +
-Pistol. Ranged Attack Roll: +7, range 30/90 ft. Hit: 15 +
-(2d10 + 4) Piercing damage. +
-Bonus Actions +
-Captain’s Charm. Wisdom Saving Throw: DC 14, one +
-creature the pirate can see within 30 feet. Failure: The +
-target has the Charmed condition until the start of the +
-pirate’s next turn. +
-Reactions +
-Riposte. Trigger: The pirate is hit by a melee attack roll +
-while holding a weapon. Response: The pirate adds 3 +
-to its AC against that attack, possibly causing it to miss. +
-On a miss, the pirate makes one Rapier attack against +
-the triggering creature if within range. +
-Pit Fiend +
-Pit Fiend +
-Large Fiend (Devil), Lawful Evil +
-AC 21 Initiative +14 (24) +
-HP 337 (27d10 + 189) +
-Speed 30 ft., Fly 60 ft. +
-315 System Reference Document 5.2.1 +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 26 +8 +8 Dex 14 +2 +8 Con 24 +7 +7 +
-Int 22 +6 +6 Wis 18 +4 +10 Cha 24 +7 +7 +
-Skills Perception +10, Persuasion +19 +
-Resistances Cold +
-Immunities Fire, Poison; Poisoned +
-Senses Truesight 120 ft.; Passive Perception 20 +
-Languages Infernal; telepathy 120 ft. +
-CR 20 (XP 25,000; PB +6) +
-Traits +
-Diabolical Restoration. If the pit fiend dies outside the +
-Nine Hells, its body disappears in sulfurous smoke, and +
-it gains a new body instantly, reviving with all its Hit +
-Points somewhere in the Nine Hells. +
-Fear Aura. The pit fiend emanates an aura in a 20- +
-foot Emanation while it doesn’t have the Incapacitated +
-condition. Wisdom Saving Throw: DC 21, any enemy +
-that starts its turn in the aura. Failure: The target has +
-the Frightened condition until the start of its next turn. +
-Success: The target is immune to this pit fiend’s aura +
-for 24 hours. +
-Legendary Resistance (4/Day). If the pit fiend fails a +
-saving throw, it can choose to succeed instead. +
-Magic Resistance. The pit fiend has Advantage on saving throws against spells and other magical effects. +
-Actions +
-Multiattack. The pit fiend makes one Bite attack, two +
-Devilish Claw attacks, and one Fiery Mace attack. +
-Bite. Melee Attack Roll: +14, reach 10 ft. Hit: 18 (3d6 +
-+ 8) Piercing damage. If the target is a creature, it must +
-make the following saving throw. Constitution Saving +
-Throw: DC 21. Failure: The target has the Poisoned +
-condition. While Poisoned, the target can’t regain Hit +
-Points and takes 21 (6d6) Poison damage at the start of +
-each of its turns, and it repeats the save at the end of +
-each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. +
-Devilish Claw. Melee Attack Roll: +14, reach 10 ft. Hit: +
-26 (4d8 + 8) Necrotic damage. +
-Fiery Mace. Melee Attack Roll: +14, reach 10 ft. Hit: 22 +
-(4d6 + 8) Force damage plus 21 (6d6) Fire damage. +
-Hellfire Spellcasting (Recharge 4–6). The pit fiend +
-casts Fireball (level 5 version) twice, requiring no Material components and using Charisma as the spellcasting +
-ability (spell save DC 21). It can replace one Fireball +
-with Hold Monster (level 7 version) or Wall of Fire. +
-Planetar +
-Planetar +
-Large Celestial (Angel), Lawful Good +
-AC 19 Initiative +10 (20) +
-HP 262 (21d10 + 147) +
-Speed 40 ft., Fly 120 ft. (hover) +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 24 +7 +12 Dex 20 +5 +5 Con 24 +7 +12 +
-Int 19 +4 +4 Wis 22 +6 +11 Cha 25 +7 +12 +
-Skills Perception +11 +
-Resistances Radiant +
-Immunities Charmed, Exhaustion, Frightened +
-Senses Truesight 120 ft.; Passive Perception 21 +
-Languages All; telepathy 120 ft. +
-CR 16 (XP 15,000; PB +5) +
-Traits +
-Divine Awareness. The planetar knows if it hears a lie. +
-Exalted Restoration. If the planetar dies outside Mount +
-Celestia, its body disappears, and it gains a new body +
-instantly, reviving with all its Hit Points somewhere in +
-Mount Celestia. +
-Magic Resistance. The planetar has Advantage on saving throws against spells and other magical effects. +
-Actions +
-Multiattack. The planetar makes three Radiant Sword +
-attacks or uses Holy Burst twice. +
-Radiant Sword. Melee Attack Roll: +12, reach 10 ft. +
-Hit: 14 (2d6 + 7) Slashing damage plus 18 (4d8) Radiant damage. +
-Holy Burst. Dexterity Saving Throw: DC 20, each enemy in a 20-foot-radius Sphere centered on a point the +
-planetar can see within 120 feet. Failure: 24 (7d6) Radiant damage. Success: Half damage. +
-Spellcasting. The planetar casts one of the following +
-spells, requiring no Material components and using +
-Charisma as spellcasting ability (spell save DC 20): +
-At Will: Detect Evil and Good +
-1/Day Each: Commune, Control Weather, Dispel Evil +
-and Good, Raise Dead +
-Bonus Actions +
-Divine Aid (2/Day). The planetar casts Cure Wounds, +
-Invisibility, Lesser Restoration, or Remove Curse, using +
-the same spellcasting ability as Spellcasting. +
-316 System Reference Document 5.2.1 +
-Priests +
-Priest Acolyte +
-Medium or Small Humanoid (Cleric), Neutral +
-AC 13 Initiative +0 (10) +
-HP 11 (2d8 + 2) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 14 +2 +2 Dex 10 +0 +0 Con 12 +1 +1 +
-Int 10 +0 +0 Wis 14 +2 +2 Cha 11 +0 +0 +
-Skills Medicine +4, Religion +2 +
-Gear Chain Shirt, Holy Symbol, Mace +
-Senses Passive Perception 12 +
-Languages Common +
-CR 1/4 (XP 50; PB +2) +
-Actions +
-Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 +
-+ 2) Bludgeoning damage plus 2 (1d4) Radiant damage. +
-Radiant Flame. Ranged Attack Roll: +4, range 60 ft. +
-Hit: 7 (2d6) Radiant damage. +
-Spellcasting. The priest casts one of the following +
-spells, using Wisdom as the spellcasting ability: +
-At Will: Light, Thaumaturgy +
-Bonus Actions +
-Divine Aid (1/Day). The priest casts Bless, Healing +
-Word, or Sanctuary, using the same spellcasting ability +
-as Spellcasting. +
-Priest +
-Medium or Small Humanoid (Cleric), Neutral +
-AC 13 Initiative +0 (10) +
-HP 38 (7d8 + 7) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 16 +3 +3 Dex 10 +0 +0 Con 12 +1 +1 +
-Int 13 +1 +1 Wis 16 +3 +3 Cha 13 +1 +1 +
-Skills Medicine +7, Perception +5, Religion +5 +
-Gear Chain Shirt, Holy Symbol, Mace +
-Senses Passive Perception 15 +
-Languages Common plus one other language +
-CR 2 (XP 450; PB +2) +
-Actions +
-Multiattack. The priest makes two attacks, using Mace +
-or Radiant Flame in any combination. +
-Mace. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + +
-3) Bludgeoning damage plus 5 (2d4) Radiant damage. +
-Radiant Flame. Ranged Attack Roll: +5, range 60 ft. +
-Hit: 11 (2d10) Radiant damage. +
-Spellcasting. The priest casts one of the following +
-spells, using Wisdom as the spellcasting ability (spell +
-save DC 13): +
-At Will: Light, Thaumaturgy +
-1/Day: Spirit Guardians +
-Bonus Actions +
-Divine Aid (3/Day). The priest casts Bless, Dispel +
-Magic, Healing Word, or Lesser Restoration, using the +
-same spellcasting ability as Spellcasting. +
-Pseudodragon +
-Pseudodragon +
-Tiny Dragon, Neutral Good +
-AC 14 Initiative +2 (12) +
-HP 10 (3d4 + 3) +
-Speed 15 ft., Fly 60 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 6 −2 −2 Dex 15 +2 +2 Con 13 +1 +1 +
-Int 10 +0 +0 Wis 12 +1 +1 Cha 10 +0 +0 +
-Skills Perception +5, Stealth +4 +
-Senses Blindsight 10 ft., Darkvision 60 ft.; +
-Passive Perception 15 +
-Languages Understands Common and Draconic but can’t +
-speak +
-CR 1/4 (XP 50; PB +2) +
-Traits +
-Magic Resistance. The pseudodragon has Advantage on saving throws against spells and other magical effects. +
-Actions +
-Multiattack. The pseudodragon makes two Bite attacks. +
-Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) +
-Piercing damage. +
-Sting. Constitution Saving Throw: DC 12, one creature +
-the pseudodragon can see within 5 feet. Failure: 5 (2d4) +
-Poison damage, and the target has the Poisoned condition for 1 hour. Failure by 5 or More: While Poisoned, +
-the target also has the Unconscious condition, which +
-ends early if the target takes damage or a creature +
-within 5 feet of it takes an action to wake it. +
-Purple Worm +
-Purple Worm +
-Gargantuan Monstrosity, Unaligned +
-AC 18 Initiative +3 (13) +
-HP 247 (15d20 + 90) +
-Speed 50 ft., Burrow 50 ft. +
-317 System Reference Document 5.2.1 +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 28 +9 +9 Dex 7 −2 −2 Con 22 +6 +11 +
-Int 1 −5 −5 Wis 8 −1 +4 Cha 4 −3 −3 +
-Senses Blindsight 30 ft., Tremorsense 60 ft.; +
-Passive Perception 9 +
-Languages None +
-CR 15 (XP 13,000; PB +5) +
-Traits +
-Tunneler. The worm can burrow through solid rock at +
-half its Burrow Speed and leaves a 10-foot-diameter +
-tunnel in its wake. +
-Actions +
-Multiattack. The worm makes one Bite attack and one +
-Tail Stinger attack. +
-Bite. Melee Attack Roll: +14, reach 10 ft. Hit: 22 +
-(3d8 + 9) Piercing damage. If the target is a Large or +
-smaller creature, it has the Grappled condition (escape +
-DC 19), and it has the Restrained condition until the +
-grapple ends. +
-Tail Stinger. Melee Attack Roll: +14, reach 10 ft. Hit: +
-16 (2d6 + 9) Piercing damage plus 35 (10d6) Poison damage. +
-Bonus Actions +
-Swallow. Strength Saving Throw: DC 19, one Large or +
-smaller creature Grappled by the worm (it can have up +
-to three creatures swallowed at a time). Failure: The target is swallowed by the worm, and the Grappled condition ends. A swallowed creature has the Blinded and +
-Restrained conditions, has Total Cover against attacks +
-and other effects outside the worm, and takes 17 (5d6) +
-Acid damage at the start of each of the worm’s turns. +
-If the worm takes 30 damage or more on a single turn +
-from a creature inside it, the worm must succeed on a +
-DC 21 Constitution saving throw at the end of that turn +
-or regurgitate all swallowed creatures, each of which +
-falls in a space within 5 feet of the worm and has the +
-Prone condition. If the worm dies, any swallowed creature no longer has the Restrained condition and can +
-escape from the corpse using 20 feet of movement, +
-exiting Prone. +
-Quasit +
-Quasit +
-Tiny Fiend (Demon), Chaotic Evil +
-AC 13 Initiative +3 (13) +
-HP 25 (10d4) +
-Speed 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 5 −3 −3 Dex 17 +3 +3 Con 10 +0 +0 +
-Int 7 −2 −2 Wis 10 +0 +0 Cha 10 +0 +0 +
-Skills Stealth +5 +
-Resistances Cold, Fire, Lightning +
-Immunities Poison; Poisoned +
-Senses Darkvision 120 ft.; Passive Perception 10 +
-Languages Abyssal, Common +
-CR 1 (XP 200; PB +2) +
-Traits +
-Magic Resistance. The quasit has Advantage on saving +
-throws against spells and other magical effects. +
-Actions +
-Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) +
-Slashing damage, and the target has the Poisoned condition until the start of the quasit’s next turn. +
-Invisibility. The quasit casts Invisibility on itself, requiring no spell components and using Charisma as the +
-spellcasting ability. +
-Scare (1/Day). Wisdom Saving Throw: DC 10, one +
-creature within 20 feet. Failure: The target has the +
-Frightened condition. At the end of each of its turns, the +
-target repeats the save, ending the effect on itself on a +
-success. After 1 minute, it succeeds automatically. +
-Shape-Shift. The quasit shape-shifts to resemble a bat +
-(Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 +
-ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its +
-true form. Its game statistics are the same in each form, +
-except for its Speed. Any equipment it is wearing or +
-carrying isn’t transformed. +
-Rakshasa +
-Rakshasa +
-Medium Fiend, Lawful Evil +
-AC 17 Initiative +8 (18) +
-HP 221 (26d8 + 104) +
-Speed 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 14 +2 +2 Dex 17 +3 +3 Con 18 +4 +4 +
-Int 13 +1 +1 Wis 16 +3 +3 Cha 20 +5 +5 +
-Skills Deception +10, Insight +8, Perception +8 +
-Vulnerabilities Piercing damage from weapons wielded by +
-creatures under the effect of a Bless spell +
-Immunities Charmed, Frightened +
-Senses Truesight 60 ft.; Passive Perception 18 +
-Languages Common, Infernal +
-CR 13 (XP 10,000; PB +5) +
-318 System Reference Document 5.2.1 +
-Traits +
-Greater Magic Resistance. The rakshasa automatically +
-succeeds on saving throws against spells and other +
-magical effects, and the attack rolls of spells automatically miss it. Without the rakshasa’s permission, no +
-spell can observe the rakshasa remotely or detect its +
-thoughts, creature type, or alignment. +
-Fiendish Restoration. If the rakshasa dies outside the +
-Nine Hells, its body turns to ichor, and it gains a new +
-body instantly, reviving with all its Hit Points somewhere in the Nine Hells. +
-Actions +
-Multiattack. The rakshasa makes three Cursed +
-Touch attacks. +
-Cursed Touch. Melee Attack Roll: +10, reach 5 ft. Hit: +
-12 (2d6 + 5) Slashing damage plus 19 (3d12) Necrotic +
-damage. If the target is a creature, it is cursed. While +
-cursed, the target gains no benefit from finishing a +
-Short or Long Rest. +
-Baleful Command (Recharge 5–6). Wisdom Saving +
-Throw: DC 18, each enemy in a 30-foot Emanation originating from the rakshasa. Failure: 28 (8d6) Psychic damage, and the target has the Frightened and Incapacitated +
-conditions until the start of the rakshasa’s next turn. +
-Spellcasting. The rakshasa casts one of the following +
-spells, requiring no Material components and using +
-Charisma as the spellcasting ability (spell save DC 18): +
-At Will: Detect Magic, Detect Thoughts, Disguise Self, +
-Mage Hand, Minor Illusion +
-1/Day Each: Fly, Invisibility, Major Image, Plane Shift +
-Red Dragons +
-Red Dragon Wyrmling +
-Medium Dragon (Chromatic), Chaotic Evil +
-AC 17 Initiative +2 (12) +
-HP 75 (10d8 + 30) +
-Speed 30 ft., Climb 30 ft., Fly 60 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 19 +4 +4 Dex 10 +0 +2 Con 17 +3 +3 +
-Int 12 +1 +1 Wis 11 +0 +2 Cha 15 +2 +2 +
-Skills Perception +4, Stealth +2 +
-Immunities Fire +
-Senses Blindsight 10 ft., Darkvision 60 ft.; +
-Passive Perception 14 +
-Languages Draconic +
-CR 4 (XP 1,100; PB +2) +
-Actions +
-Multiattack. The dragon makes two Rend attacks. +
-Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 +
-+ 4) Slashing damage plus 3 (1d6) Fire damage. +
-Fire Breath (Recharge 5–6). Dexterity Saving Throw: +
-DC 13, each creature in a 15-foot Cone. Failure: 24 +
-(7d6) Fire damage. Success: Half damage. +
-Young Red Dragon +
-Large Dragon (Chromatic), Chaotic Evil +
-AC 18 Initiative +4 (14) +
-HP 178 (17d10 + 85) +
-Speed 40 ft., Climb 40 ft., Fly 80 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 23 +6 +6 Dex 10 +0 +4 Con 21 +5 +5 +
-Int 14 +2 +2 Wis 11 +0 +4 Cha 19 +4 +4 +
-Skills Perception +8, Stealth +4 +
-Immunities Fire +
-Senses Blindsight 30 ft., Darkvision 120 ft.; +
-Passive Perception 18 +
-Languages Common, Draconic +
-CR 10 (XP 5,900; PB +4) +
-Actions +
-Multiattack. The dragon makes three Rend attacks. +
-Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 13 (2d6 +
-+ 6) Slashing damage plus 3 (1d6) Fire damage. +
-Fire Breath (Recharge 5–6). Dexterity Saving Throw: +
-DC 17, each creature in a 30-foot Cone. Failure: 56 +
-(16d6) Fire damage. Success: Half damage. +
-Adult Red Dragon +
-Huge Dragon (Chromatic), Chaotic Evil +
-AC 19 Initiative +12 (22) +
-HP 256 (19d12 + 133) +
-Speed 40 ft., Climb 40 ft., Fly 80 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 27 +8 +8 Dex 10 +0 +6 Con 25 +7 +7 +
-Int 16 +3 +3 Wis 13 +1 +7 Cha 23 +6 +6 +
-Skills Perception +13, Stealth +6 +
-Immunities Fire +
-Senses Blindsight 60 ft., Darkvision 120 ft.; +
-Passive Perception 23 +
-Languages Common, Draconic +
-CR 17 (XP 18,000, or 20,000 in lair; PB +6) +
-Traits +
-Legendary Resistance (3/Day, or 4/Day in Lair). If +
-the dragon fails a saving throw, it can choose to succeed instead. +
-Actions +
-Multiattack. The dragon makes three Rend attacks. It +
-can replace one attack with a use of Spellcasting to cast +
-Scorching Ray. +
-Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 13 (1d10 +
-+ 8) Slashing damage plus 5 (2d4) Fire damage. +
-319 System Reference Document 5.2.1 +
-Fire Breath (Recharge 5–6). Dexterity Saving Throw: +
-DC 21, each creature in a 60-foot Cone. Failure: 59 +
-(17d6) Fire damage. Success: Half damage. +
-Spellcasting. The dragon casts one of the following +
-spells, requiring no Material components and using +
-Charisma as the spellcasting ability (spell save DC 20, +
-+12 to hit with spell attacks): +
-At Will: Command (level 2 version), Detect Magic, +
-Scorching Ray +
-1/Day: Fireball +
-Legendary Actions +
-Legendary Action Uses: 3 (4 in Lair). Immediately after +
-another creature’s turn, the dragon can expend a use to +
-take one of the following actions. The dragon regains all +
-expended uses at the start of each of its turns. +
-Commanding Presence. The dragon uses Spellcasting +
-to cast Command (level 2 version). The dragon can’t +
-take this action again until the start of its next turn. +
-Fiery Rays. The dragon uses Spellcasting to cast Scorching Ray. The dragon can’t take this action again until the +
-start of its next turn. +
-Pounce. The dragon moves up to half its Speed, and it +
-makes one Rend attack. +
-Ancient Red Dragon +
-Gargantuan Dragon (Chromatic), Chaotic Evil +
-AC 22 Initiative +14 (24) +
-HP 507 (26d20 + 234) +
-Speed 40 ft., Climb 40 ft., Fly 80 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 30 +10 +10 Dex 10 +0 +7 Con 29 +9 +9 +
-Int 18 +4 +4 Wis 15 +2 +9 Cha 27 +8 +8 +
-Skills Perception +16, Stealth +7 +
-Immunities Fire +
-Senses Blindsight 60 ft., Darkvision 120 ft.; +
-Passive Perception 26 +
-Languages Common, Draconic +
-CR 24 (XP 62,000, or 75,000 in lair; PB +7) +
-Traits +
-Legendary Resistance (4/Day, or 5/Day in Lair). If +
-the dragon fails a saving throw, it can choose to succeed instead. +
-Actions +
-Multiattack. The dragon makes three Rend attacks. It +
-can replace one attack with a use of Spellcasting to cast +
-Scorching Ray (level 3 version). +
-Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 +
-+ 10) Slashing damage plus 10 (3d6) Fire damage. +
-Fire Breath (Recharge 5–6). Dexterity Saving Throw: +
-DC 24, each creature in a 90-foot Cone. Failure: 91 +
-(26d6) Fire damage. Success: Half damage. +
-Spellcasting. The dragon casts one of the following +
-spells, requiring no Material components and using +
-Charisma as the spellcasting ability (spell save DC 23, +
-+15 to hit with spell attacks): +
-At Will: Command (level 2 version), Detect Magic, +
-Scorching Ray (level 3 version) +
-1/Day Each: Fireball (level 6 version), Scrying +
-Legendary Actions +
-Legendary Action Uses: 3 (4 in Lair). Immediately after +
-another creature’s turn, the dragon can expend a use to +
-take one of the following actions. The dragon regains all +
-expended uses at the start of each of its turns. +
-Commanding Presence. The dragon uses Spellcasting +
-to cast Command (level 2 version). The dragon can’t +
-take this action again until the start of its next turn. +
-Fiery Rays. The dragon uses Spellcasting to cast Scorching Ray (level 3 version). The dragon can’t take this action again until the start of its next turn. +
-Pounce. The dragon moves up to half its Speed, and it +
-makes one Rend attack. +
-Remorhaz +
-Remorhaz +
-Huge Monstrosity, Unaligned +
-AC 17 Initiative +5 (15) +
-HP 195 (17d12 + 85) +
-Speed 40 ft., Burrow 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 24 +7 +7 Dex 13 +1 +1 Con 21 +5 +5 +
-Int 4 −3 −3 Wis 10 +0 +0 Cha 5 −3 −3 +
-Immunities Cold, Fire +
-Senses Darkvision 60 ft., Tremorsense 60 ft.; +
-Passive Perception 10 +
-Languages None +
-CR 11 (XP 7,200; PB +4) +
-Traits +
-Heat Aura. At the end of each of the remorhaz’s turns, +
-each creature in a 5-foot Emanation originating from +
-the remorhaz takes 16 (3d10) Fire damage. +
-Actions +
-Bite. Melee Attack Roll: +11, reach 10 ft. Hit: 18 (2d10 +
-+ 7) Piercing damage plus 14 (4d6) Fire damage. If the +
-target is a Large or smaller creature, it has the Grappled +
-condition (escape DC 17), and it has the Restrained +
-condition until the grapple ends. +
-Bonus Actions +
-Swallow. Strength Saving Throw: DC 19, one Large or +
-smaller creature Grappled by the remorhaz (it can have +
-up to two creatures swallowed at a time). Failure: The +
-target is swallowed by the remorhaz, and the Grappled +
-condition ends. A swallowed creature has the Blinded +
-320 System Reference Document 5.2.1 +
-and Restrained conditions, it has Total Cover against +
-attacks and other effects outside the remorhaz, and it +
-takes 10 (3d6) Acid damage plus 10 (3d6) Fire damage +
-at the start of each of the remorhaz’s turns. +
-If the remorhaz takes 30 damage or more on a single +
-turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end +
-of that turn or regurgitate all swallowed creatures, each +
-of which falls in a space within 5 feet of the remorhaz +
-and has the Prone condition. If the remorhaz dies, any +
-swallowed creature no longer has the Restrained condition and can escape from the corpse by using 15 feet of +
-movement, exiting Prone. +
-Roc +
-Roc +
-Gargantuan Monstrosity, Unaligned +
-AC 15 Initiative +8 (18) +
-HP 248 (16d20 + 80) +
-Speed 20 ft., Fly 120 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 28 +9 +9 Dex 10 +0 +4 Con 20 +5 +5 +
-Int 3 −4 −4 Wis 10 +0 +4 Cha 9 −1 −1 +
-Skills Perception +8 +
-Senses Passive Perception 18 +
-Languages None +
-CR 11 (XP 7,200; PB +4) +
-Actions +
-Multiattack. The roc makes two Beak attacks. It can +
-replace one attack with a Talons attack. +
-Beak. Melee Attack Roll: +13, reach 10 ft. Hit: 28 (3d12 +
-+ 9) Piercing damage. +
-Talons. Melee Attack Roll: +13, reach 5 ft. Hit: 23 (4d6 +
-+ 9) Slashing damage. If the target is a Huge or smaller +
-creature, it has the Grappled condition (escape DC 19) +
-from both talons, and it has the Restrained condition +
-until the grapple ends. +
-Bonus Actions +
-Swoop (Recharge 5–6). If the roc has a creature Grappled, the roc flies up to half its Fly Speed without provoking Opportunity Attacks and drops that creature. +
-Roper +
-Roper +
-Large Aberration, Neutral Evil +
-AC 20 Initiative +5 (15) +
-HP 93 (11d10 + 33) +
-Speed 10 ft., Climb 20 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 18 +4 +4 Dex 8 −1 −1 Con 17 +3 +3 +
-Int 7 −2 −2 Wis 16 +3 +3 Cha 6 −2 −2 +
-Skills Perception +6, Stealth +5 +
-Senses Darkvision 60 ft.; Passive Perception 16 +
-Languages None +
-CR 5 (XP 1,800; PB +3) +
-Traits +
-Spider Climb. The roper can climb difficult surfaces, +
-including along ceilings, without needing to make an +
-ability check. +
-Actions +
-Multiattack. The roper makes two Tentacle attacks, +
-uses Reel, and makes two Bite attacks. +
-Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (3d8 + 4) +
-Piercing damage. +
-Tentacle. Melee Attack Roll: +7, reach 60 ft. Hit: The +
-target has the Grappled condition (escape DC 14) from +
-one of six tentacles, and the target has the Poisoned +
-condition until the grapple ends. +
-The tentacle can be damaged, freeing a creature it has +
-Grappled when destroyed (AC 20, HP 10, Immunity to +
-Poison and Psychic damage). Damaging the tentacle +
-deals no damage to the roper, and a destroyed tentacle +
-regrows at the start of the roper’s next turn. +
-Reel. The roper pulls each creature Grappled by it up +
-to 30 feet straight toward it. +
-Rust Monster +
-Rust Monster +
-Medium Monstrosity, Unaligned +
-AC 14 Initiative +1 (11) +
-HP 33 (6d8 + 6) +
-Speed 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 13 +1 +1 Dex 12 +1 +1 Con 13 +1 +1 +
-Int 2 −4 −4 Wis 13 +1 +1 Cha 6 −2 −2 +
-Senses Darkvision 60 ft.; Passive Perception 11 +
-Languages None +
-CR 1/2 (XP 100; PB +2) +
-Traits +
-Iron Scent. The rust monster can pinpoint the location +
-of ferrous metal within 30 feet of itself. +
-Actions +
-Multiattack. The rust monster makes one Bite attack +
-and uses Antennae twice. +
-Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) +
-Piercing damage. +
-321 System Reference Document 5.2.1 +
-Antennae. The rust monster targets one nonmagical +
-metal object—armor or a weapon—worn or carried +
-by a creature within 5 feet of itself. Dexterity Saving +
-Throw: DC 11, the creature with the object. Failure: +
-The object takes a −1 penalty to the AC it offers (armor) or to its attack rolls (weapon). Armor is destroyed +
-if the penalty reduces its AC to 10, and a weapon is +
-destroyed if its penalty reaches −5. The penalty can be +
-removed by casting the Mending spell on the armor +
-or weapon. +
-Destroy Metal. The rust monster touches a nonmagical metal object within 5 feet of itself that isn’t being +
-worn or carried. The touch destroys a 1-foot Cube of +
-the object. +
-Reactions +
-Reflexive Antennae. Trigger: An attack roll hits the rust +
-monster. Response: The rust monster uses Antennae. +
-Sahuagin +
-Sahuagin Warrior +
-Medium Fiend, Lawful Evil +
-AC 12 Initiative +0 (10) +
-HP 22 (4d8 + 4) +
-Speed 30 ft., Swim 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 13 +1 +1 Dex 11 +0 +0 Con 12 +1 +1 +
-Int 12 +1 +1 Wis 13 +1 +1 Cha 9 −1 −1 +
-Skills Perception +5 +
-Resistances Acid, Cold +
-Senses Darkvision 120 ft.; Passive Perception 15 +
-Languages Sahuagin +
-CR 1/2 (XP 100; PB +2) +
-Traits +
-Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn’t have all its +
-Hit Points. +
-Limited Amphibiousness. The sahuagin can breathe air +
-and water, but it must be submerged at least once every +
-4 hours to avoid suffocating outside water. +
-Shark Telepathy. The sahuagin can magically control +
-sharks within 120 feet of itself, using a special telepathy. +
-Actions +
-Multiattack. The sahuagin makes two Claw attacks. +
-Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) +
-Slashing damage. +
-Bonus Actions +
-Aquatic Charge. The sahuagin swims up to its Swim +
-Speed straight toward an enemy it can see. +
-Salamander +
-Salamander +
-Large Elemental, Neutral Evil +
-AC 15 Initiative +2 (12) +
-HP 90 (12d10 + 24) +
-Speed 30 ft., Climb 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 18 +4 +4 Dex 14 +2 +2 Con 15 +2 +2 +
-Int 11 +0 +0 Wis 10 +0 +0 Cha 12 +1 +1 +
-Vulnerabilities Cold +
-Immunities Fire +
-Senses Darkvision 60 ft.; Passive Perception 10 +
-Languages Primordial (Ignan) +
-CR 5 (XP 1,800; PB +3) +
-Traits +
-Fire Aura. At the end of each of the salamander’s turns, +
-each creature of the salamander’s choice in a 5-foot +
-Emanation originating from the salamander takes 7 +
-(2d6) Fire damage. +
-Actions +
-Multiattack. The salamander makes two Flame +
-Spear attacks. It can replace one attack with a use of +
-Constrict. +
-Flame Spear. Melee or Ranged Attack Roll: +7, reach 5 +
-ft. or range 20/60 ft. Hit: 13 (2d8 + 4) Piercing damage +
-plus 7 (2d6) Fire damage. Hit or Miss: The spear magically returns to the salamander’s hand immediately after +
-a ranged attack. +
-Constrict. Strength Saving Throw: DC 15, one Large or +
-smaller creature the salamander can see within 10 feet. +
-Failure: 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) +
-Fire damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until +
-the grapple ends. +
-Satyr +
-Satyr +
-Medium Fey, Chaotic Neutral +
-AC 13 Initiative +3 (13) +
-HP 31 (7d8) +
-Speed 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 12 +1 +1 Dex 16 +3 +3 Con 11 +0 +0 +
-Int 12 +1 +1 Wis 10 +0 +0 Cha 14 +2 +2 +
-Skills Perception +2, Performance +6, Stealth +5 +
-Senses Passive Perception 12 +
-Languages Common, Elvish, Sylvan +
-CR 1/2 (XP 100; PB +2) +
-322 System Reference Document 5.2.1 +
-Traits +
-Magic Resistance. The satyr has Advantage on saving +
-throws against spells and other magical effects. +
-Actions +
-Hooves. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 +
-+ 3) Bludgeoning damage. If the target is a Medium or +
-smaller creature, the satyr pushes the target up to 10 +
-feet straight away from itself. +
-Mockery. Wisdom Saving Throw: DC 12, one creature +
-the satyr can see within 90 feet. Failure: 5 (1d6 + 2) +
-Psychic damage. +
-Scout +
-Scout +
-Medium or Small Humanoid, Neutral +
-AC 13 Initiative +2 (12) +
-HP 16 (3d8 + 3) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 11 +0 +0 Dex 14 +2 +2 Con 12 +1 +1 +
-Int 11 +0 +0 Wis 13 +1 +1 Cha 11 +0 +0 +
-Skills Nature +4, Perception +5, Stealth +6, Survival +5 +
-Gear Leather Armor, Longbow, Shortsword +
-Senses Passive Perception 15 +
-Languages Common plus one other language +
-CR 1/2 (XP 100; PB +2) +
-Actions +
-Multiattack. The scout makes two attacks, using Shortsword and Longbow in any combination. +
-Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 +
-(1d6 + 2) Piercing damage. +
-Longbow. Ranged Attack Roll: +4, range 150/600 ft. +
-Hit: 6 (1d8 + 2) Piercing damage. +
-Sea Hag +
-Sea Hag +
-Medium Fey, Chaotic Evil +
-AC 14 Initiative +1 (11) +
-HP 52 (7d8 + 21) +
-Speed 30 ft., Swim 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 16 +3 +3 Dex 13 +1 +1 Con 16 +3 +3 +
-Int 12 +1 +1 Wis 12 +1 +1 Cha 13 +1 +1 +
-Senses Darkvision 60 ft.; Passive Perception 11 +
-Languages Common, Giant, Primordial (Aquan) +
-CR 2 (XP 450; PB +2) +
-Traits +
-Amphibious. The hag can breathe air and water. +
-Coven Magic. While within 30 feet of at least two hag +
-allies, the hag can cast one of the following spells, +
-requiring no Material components, using the spell’s +
-normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, +
-Identify, Locate Object, Scrying, or Unseen Servant. +
-The hag must finish a Long Rest before using this trait to +
-cast that spell again. +
-Vile Appearance. Wisdom Saving Throw: DC 11, any +
-Beast or Humanoid that starts its turn within 30 feet of +
-the hag and can see the hag’s true form. Failure: The +
-target has the Frightened condition until the start of its +
-next turn. Success: The target is immune to this hag’s +
-Vile Appearance for 24 hours. +
-Actions +
-Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 +
-+ 3) Slashing damage. +
-Death Glare (Recharge 5–6). Wisdom Saving Throw: +
-DC 11, one Frightened creature the hag can see within +
-30 feet. Failure: If the target has 20 Hit Points or fewer, +
-it drops to 0 Hit Points. Otherwise, the target takes 13 +
-(3d8) Psychic damage. +
-Illusory Appearance. The hag casts Disguise Self, using +
-Constitution as the spellcasting ability (spell save DC +
-13). The spell’s duration is 24 hours. +
-Shadow +
-Shadow +
-Medium Undead, Chaotic Evil +
-AC 12 Initiative +2 (12) +
-HP 27 (5d8 + 5) +
-Speed 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 6 −2 −2 Dex 14 +2 +2 Con 13 +1 +1 +
-Int 6 −2 −2 Wis 10 +0 +0 Cha 8 −1 −1 +
-Skills Stealth +6 +
-Vulnerabilities Radiant +
-Resistances Acid, Cold, Fire, Lightning, Thunder +
-Immunities Necrotic, Poison; Exhaustion, Frightened, +
-Grappled, Paralyzed, Petrified, Poisoned, Prone, +
-Restrained, Unconscious +
-Senses Darkvision 60 ft.; Passive Perception 10 +
-Languages None +
-CR 1/2 (XP 100; PB +2) +
-Traits +
-Amorphous. The shadow can move through a space +
-as narrow as 1 inch without expending extra movement to do so. +
-Sunlight Weakness. While in sunlight, the shadow has +
-Disadvantage on D20 Tests. +
-323 System Reference Document 5.2.1 +
-Actions +
-Draining Swipe. Melee Attack Roll: +4, reach 5 ft. Hit: +
-5 (1d6 + 2) Necrotic damage, and the target’s Strength +
-score decreases by 1d4. The target dies if this reduces +
-that score to 0. If a Humanoid is slain by this attack, a +
-Shadow rises from the corpse 1d4 hours later. +
-Bonus Actions +
-Shadow Stealth. While in Dim Light or Darkness, the +
-shadow takes the Hide action. +
-Shambling Mound +
-Shambling Mound +
-Large Plant, Unaligned +
-AC 15 Initiative −1 (9) +
-HP 110 (13d10 + 39) +
-Speed 30 ft., Swim 20 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 18 +4 +4 Dex 8 −1 −1 Con 16 +3 +3 +
-Int 5 −3 −3 Wis 10 +0 +0 Cha 5 −3 −3 +
-Skills Stealth +3 +
-Resistances Cold, Fire +
-Immunities Lightning; Deafened, Exhaustion +
-Senses Blindsight 60 ft.; Passive Perception 10 +
-Languages None +
-CR 5 (XP 1,800; PB +3) +
-Traits +
-Lightning Absorption. Whenever the shambling mound +
-is subjected to Lightning damage, it regains a number of +
-Hit Points equal to the Lightning damage dealt. +
-Actions +
-Multiattack. The shambling mound makes three +
-Charged Tendril attacks. It can replace one attack with +
-a use of Engulf. +
-Charged Tendril. Melee Attack Roll: +7, reach 10 ft. +
-Hit: 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4) +
-Lightning damage. If the target is a Medium or smaller +
-creature, the shambling mound pulls the target 5 feet +
-straight toward itself. +
-Engulf. Strength Saving Throw: DC 15, one Medium +
-or smaller creature within 5 feet. Failure: The target is +
-pulled into the shambling mound’s space and has the +
-Grappled condition (escape DC 14). Until the grapple +
-ends, the target has the Blinded and Restrained conditions, and it takes 10 (3d6) Lightning damage at the +
-start of each of its turns. When the shambling mound +
-moves, the Grappled target moves with it, costing it no +
-extra movement. The shambling mound can have only +
-one creature Grappled by this action at a time. +
-Shield Guardian +
-Shield Guardian +
-Large Construct, Unaligned +
-AC 17 Initiative −1 (9) +
-HP 142 (15d10 + 60) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 18 +4 +4 Dex 8 −1 −1 Con 18 +4 +4 +
-Int 7 −2 −2 Wis 10 +0 +0 Cha 3 −4 −4 +
-Immunities Poison; Charmed, Exhaustion, Frightened, +
-Paralyzed, Petrified, Poisoned +
-Senses Blindsight 10 ft., Darkvision 60 ft.; +
-Passive Perception 10 +
-Languages Understands commands given in any language +
-but can’t speak +
-CR 7 (XP 2,900; PB +3) +
-Traits +
-Bound. The guardian is magically bound to an amulet. +
-While the guardian and its amulet are on the same +
-plane of existence, the amulet’s wearer can telepathically call the guardian to travel to it, and the guardian +
-knows the distance and direction to the amulet. If the +
-guardian is within 60 feet of the amulet’s wearer, half of +
-any damage the wearer takes (round up) is transferred +
-to the guardian. +
-Regeneration. The guardian regains 10 Hit Points at the +
-start of each of its turns if it has at least 1 Hit Point. +
-Spell Storing. A spellcaster who wears the guardian’s +
-amulet can cause the guardian to store one spell of +
-level 4 or lower. To do so, the wearer must cast the +
-spell on the guardian while within 5 feet of it. The +
-spell has no effect but is stored within the guardian. +
-Any previously stored spell is lost when a new spell is +
-stored. The guardian can cast the spell stored with any +
-parameters set by the original caster, requiring no spell +
-components and using the caster’s spellcasting ability. +
-The stored spell is then lost. +
-Actions +
-Multiattack. The guardian makes two Fist attacks. +
-Fist. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 +
-+ 4) Bludgeoning damage plus 7 (2d6) Force damage. +
-Reactions +
-Protection. Trigger: An attack roll hits the wearer of the +
-guardian’s amulet while the wearer is within 5 feet of +
-the guardian. Response: The wearer gains a +5 bonus +
-to AC, including against the triggering attack and possibly causing it to miss, until the start of the guardian’s +
-next turn. +
-324 System Reference Document 5.2.1 +
-Silver Dragons +
-Silver Dragon Wyrmling +
-Medium Dragon (Metallic), Lawful Good +
-AC 17 Initiative +2 (12) +
-HP 45 (6d8 + 18) +
-Speed 30 ft., Fly 60 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 19 +4 +4 Dex 10 +0 +2 Con 17 +3 +3 +
-Int 12 +1 +1 Wis 11 +0 +2 Cha 15 +2 +2 +
-Skills Perception +4, Stealth +2 +
-Immunities Cold +
-Senses Blindsight 10 ft., Darkvision 60 ft.; +
-Passive Perception 14 +
-Languages Draconic +
-CR 2 (450 XP; PB +2) +
-Actions +
-Multiattack. The dragon makes two Rend attacks. +
-Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 +
-+ 4) Piercing damage. +
-Cold Breath (Recharge 5–6). Constitution Saving +
-Throw: DC 13, each creature in a 15-foot Cone. Failure: +
-18 (4d8) Cold damage. Success: Half damage. +
-Paralyzing Breath. Constitution Saving Throw: DC 13, +
-each creature in a 15-foot Cone. First Failure: The target +
-has the Incapacitated condition until the end of its next +
-turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save +
-at the end of each of its turns, ending the effect on itself +
-on a success. After 1 minute, it succeeds automatically. +
-Young Silver Dragon +
-Large Dragon (Metallic), Lawful Good +
-AC 18 Initiative +4 (14) +
-HP 168 (16d10 + 80) +
-Speed 40 ft., Fly 80 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 23 +6 +6 Dex 10 +0 +4 Con 21 +5 +5 +
-Int 14 +2 +2 Wis 11 +0 +4 Cha 19 +4 +4 +
-Skills History +6, Perception +8, Stealth +4 +
-Immunities Cold +
-Senses Blindsight 30 ft., Darkvision 120 ft.; +
-Passive Perception 18 +
-Languages Common, Draconic +
-CR 9 (XP 5,000; PB +4) +
-Actions +
-Multiattack. The dragon makes three Rend attacks. It +
-can replace one attack with a use of Paralyzing Breath. +
-Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8 +
-+ 6) Slashing damage. +
-Cold Breath (Recharge 5–6). Constitution Saving +
-Throw: DC 17, each creature in a 30-foot Cone. Failure: +
-49 (11d8) Cold damage. Success: Half damage. +
-Paralyzing Breath. Constitution Saving Throw: DC 17, +
-each creature in a 30-foot Cone. First Failure: The target +
-has the Incapacitated condition until the end of its next +
-turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save +
-at the end of each of its turns, ending the effect on itself +
-on a success. After 1 minute, it succeeds automatically. +
-Adult Silver Dragon +
-Huge Dragon (Metallic), Lawful Good +
-AC 19 Initiative +10 (20) +
-HP 216 (16d12 + 112) +
-Speed 40 ft., Fly 80 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 27 +8 +8 Dex 10 +0 +5 Con 25 +7 +7 +
-Int 16 +3 +3 Wis 13 +1 +6 Cha 22 +6 +6 +
-Skills History +8, Perception +11, Stealth +5 +
-Immunities Cold +
-Senses Blindsight 60 ft., Darkvision 120 ft.; +
-Passive Perception 21 +
-Languages Common, Draconic +
-CR 16 (XP 15,000, or 18,000 in lair; PB +5) +
-Traits +
-Legendary Resistance (3/Day, or 4/Day in Lair). If +
-the dragon fails a saving throw, it can choose to succeed instead. +
-Actions +
-Multiattack. The dragon makes three Rend attacks. +
-It can replace one attack with a use of (A) Paralyzing +
-Breath or (B) Spellcasting to cast Ice Knife. +
-Rend. Melee Attack Roll: +13, reach 10 ft. Hit: 17 (2d8 +
-+ 8) Slashing damage plus 4 (1d8) Cold damage. +
-Cold Breath (Recharge 5–6). Constitution Saving +
-Throw: DC 20, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage. +
-Paralyzing Breath. Constitution Saving Throw: DC 20, +
-each creature in a 60-foot Cone. First Failure: The target +
-has the Incapacitated condition until the end of its next +
-turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save +
-at the end of each of its turns, ending the effect on itself +
-on a success. After 1 minute, it succeeds automatically. +
-Spellcasting. The dragon casts one of the following +
-spells, requiring no Material components and using +
-Charisma as the spellcasting ability (spell save DC 19, +
-+11 to hit with spell attacks): +
-325 System Reference Document 5.2.1 +
-At Will: Detect Magic, Hold Monster, Ice Knife, +
-Shapechange (Beast or Humanoid form only, no +
-Temporary Hit Points gained from the spell, and no +
-Concentration or Temporary Hit Points required to +
-maintain the spell) +
-1/Day Each: Ice Storm (level 5 version), Zone of Truth +
-Legendary Actions +
-Legendary Action Uses: 3 (4 in Lair). Immediately after +
-another creature’s turn, the dragon can expend a use to +
-take one of the following actions. The dragon regains all +
-expended uses at the start of each of its turns. +
-Chill. The dragon uses Spellcasting to cast Hold Monster. The dragon can’t take this action again until the +
-start of its next turn. +
-Cold Gale. Dexterity Saving Throw: DC 19, each creature in a 60-foot-long, 10-foot-wide Line. Failure: 14 +
-(4d6) Cold damage, and the target is pushed up to 30 +
-feet straight away from the dragon. Success: Half damage only. Failure or Success: The dragon can’t take this +
-action again until the start of its next turn. +
-Pounce. The dragon moves up to half its Speed, and it +
-makes one Rend attack. +
-Ancient Silver Dragon +
-Gargantuan Dragon (Metallic), Lawful Good +
-AC 22 Initiative +14 (24) +
-HP 468 (24d20 + 216) +
-Speed 40 ft., Fly 80 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 30 +10 +10 Dex 10 +0 +7 Con 29 +9 +9 +
-Int 18 +4 +4 Wis 15 +2 +9 Cha 26 +8 +8 +
-Skills History +11, Perception +16, Stealth +7 +
-Immunities Cold +
-Senses Blindsight 60 ft., Darkvision 120 ft.; +
-Passive Perception 26 +
-Languages Common, Draconic +
-CR 23 (XP 50,000, or 62,000 in lair; PB +7) +
-Traits +
-Legendary Resistance (4/Day, or 5/Day in Lair). If +
-the dragon fails a saving throw, it can choose to succeed instead. +
-Actions +
-Multiattack. The dragon makes three Rend attacks. +
-It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife (level +
-2 version). +
-Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 +
-+ 10) Slashing damage plus 9 (2d8) Cold damage. +
-Cold Breath (Recharge 5–6). Constitution Saving +
-Throw: DC 24, each creature in a 90-foot Cone. Failure: 67 (15d8) Cold damage. Success: Half damage. +
-Paralyzing Breath. Constitution Saving Throw: DC 24, +
-each creature in a 90-foot Cone. First Failure: The target +
-has the Incapacitated condition until the end of its next +
-turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save +
-at the end of each of its turns, ending the effect on itself +
-on a success. After 1 minute, it succeeds automatically. +
-Spellcasting. The dragon casts one of the following +
-spells, requiring no Material components and using +
-Charisma as the spellcasting ability (spell save DC 23, +
-+15 to hit with spell attacks): +
-At Will: Detect Magic, Hold Monster, Ice Knife (level 2 +
-version), Shapechange (Beast or Humanoid form only, +
-no Temporary Hit Points gained from the spell, and +
-no Concentration or Temporary Hit Points required to +
-maintain the spell) +
-1/Day Each: Control Weather, Ice Storm (level 7 version), Teleport, Zone of Truth +
-Legendary Actions +
-Legendary Action Uses: 3 (4 in Lair). Immediately after +
-another creature’s turn, the dragon can expend a use to +
-take one of the following actions. The dragon regains all +
-expended uses at the start of each of its turns. +
-Chill. The dragon uses Spellcasting to cast Hold Monster. The dragon can’t take this action again until the +
-start of its next turn. +
-Cold Gale. Dexterity Saving Throw: DC 23, each creature in a 60-foot-long, 10-foot-wide Line. Failure: 14 +
-(4d6) Cold damage, and the target is pushed up to 30 +
-feet straight away from the dragon. Success: Half damage only. Failure or Success: The dragon can’t take this +
-action again until the start of its next turn. +
-Pounce. The dragon moves up to half its Speed, and it +
-makes one Rend attack. +
-Skeletons +
-Skeleton +
-Medium Undead, Lawful Evil +
-AC 14 Initiative +3 (13) +
-HP 13 (2d8 + 4) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 10 +0 +0 Dex 16 +3 +3 Con 15 +2 +2 +
-Int 6 −2 −2 Wis 8 −1 −1 Cha 5 −3 −3 +
-Vulnerabilities Bludgeoning +
-Immunities Poison; Exhaustion, Poisoned +
-Gear Shortbow, Shortsword +
-Senses Darkvision 60 ft.; Passive Perception 9 +
-Languages Understands Common plus one other language +
-but can’t speak +
-CR 1/4 (XP 50; PB +2) +
-326 System Reference Document 5.2.1 +
-Actions +
-Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 6 +
-(1d6 + 3) Piercing damage. +
-Shortbow. Ranged Attack Roll: +5, range 80/320 ft. Hit: +
-6 (1d6 + 3) Piercing damage. +
-Warhorse Skeleton +
-Large Undead, Lawful Evil +
-AC 13 Initiative +1 (11) +
-HP 22 (3d10 + 6) +
-Speed 60 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 18 +4 +4 Dex 12 +1 +1 Con 15 +2 +2 +
-Int 2 −4 −4 Wis 8 −1 −1 Cha 5 −3 −3 +
-Vulnerabilities Bludgeoning +
-Immunities Poison; Exhaustion, Poisoned +
-Senses Darkvision 60 ft.; Passive Perception 9 +
-Languages None +
-CR 1/2 (XP 100; PB +2) +
-Actions +
-Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 +
-+ 4) Bludgeoning damage. If the target is a Large or +
-smaller creature and the skeleton moved 20+ feet +
-straight toward it immediately before the hit, the target +
-has the Prone condition. +
-Minotaur Skeleton +
-Large Undead, Lawful Evil +
-AC 12 Initiative +0 (10) +
-HP 45 (6d10 + 12) +
-Speed 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 18 +4 +4 Dex 11 +0 +0 Con 15 +2 +2 +
-Int 6 −2 −2 Wis 8 −1 −1 Cha 5 −3 −3 +
-Vulnerabilities Bludgeoning +
-Immunities Poison; Exhaustion, Poisoned +
-Senses Darkvision 60 ft.; Passive Perception 9 +
-Languages Understands Abyssal but can’t speak +
-CR 2 (XP 450; PB +2) +
-Actions +
-Gore. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 +
-+ 4) Piercing damage. If the target is a Large or smaller +
-creature and the skeleton moved 20+ feet straight +
-toward it immediately before the hit, the target takes +
-an extra 9 (2d8) Piercing damage and has the Prone +
-condition. +
-Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 +
-+ 4) Bludgeoning damage. +
-Solar +
-Solar +
-Large Celestial (Angel), Lawful Good +
-AC 21 Initiative +20 (30) +
-HP 297 (22d10 + 176) +
-Speed 50 ft., Fly 150 ft. (hover) +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 26 +8 +8 Dex 22 +6 +6 Con 26 +8 +8 +
-Int 25 +7 +7 Wis 25 +7 +7 Cha 30 +10 +10 +
-Skills Perception +14 +
-Immunities Poison, Radiant; Charmed, Exhaustion, +
-Frightened, Poisoned +
-Senses Truesight 120 ft.; Passive Perception 24 +
-Languages All; telepathy 120 ft. +
-CR 21 (XP 33,000; PB +7) +
-Traits +
-Divine Awareness. The solar knows if it hears a lie. +
-Exalted Restoration. If the solar dies outside Mount +
-Celestia, its body disappears, and it gains a new body +
-instantly, reviving with all its Hit Points somewhere in +
-Mount Celestia. +
-Legendary Resistance (4/Day). If the solar fails a saving +
-throw, it can choose to succeed instead. +
-Magic Resistance. The solar has Advantage on saving +
-throws against spells and other magical effects. +
-Actions +
-Multiattack. The solar makes two Flying Sword attacks. +
-It can replace one attack with a use of Slaying Bow. +
-Flying Sword. Melee or Ranged Attack Roll: +15, reach +
-10 ft. or range 120 ft. Hit: 22 (4d6 + 8) Slashing damage +
-plus 36 (8d8) Radiant damage. Hit or Miss: The sword +
-magically returns to the solar’s hand or hovers within 5 +
-feet of the solar immediately after a ranged attack. +
-Slaying Bow. Dexterity Saving Throw: DC 21, one creature the solar can see within 600 feet. Failure: If the +
-creature has 100 Hit Points or fewer, it dies. It otherwise takes 24 (4d8 + 6) Piercing damage plus 36 (8d8) +
-Radiant damage. +
-Spellcasting. The solar casts one of the following spells, +
-requiring no Material components and using Charisma +
-as the spellcasting ability (spell save DC 25): +
-At Will: Detect Evil and Good +
-1/Day Each: Commune, Control Weather, Dispel Evil +
-and Good, Resurrection +
-Bonus Actions +
-Divine Aid (3/Day). The solar casts Cure Wounds (level +
-2 version), Lesser Restoration, or Remove Curse, using +
-the same spellcasting ability as Spellcasting. +
-327 System Reference Document 5.2.1 +
-Legendary Actions +
-Legendary Action Uses: 3. Immediately after another +
-creature’s turn, the solar can expend a use to take one of +
-the following actions. The solar regains all expended uses +
-at the start of each of its turns. +
-Blinding Gaze. Constitution Saving Throw: DC 25, one +
-creature the solar can see within 120 feet. Failure: The +
-target has the Blinded condition for 1 minute. Failure or +
-Success: The solar can’t take this action again until the +
-start of its next turn. +
-Radiant Teleport. The solar teleports up to 60 feet to an +
-unoccupied space it can see. Dexterity Saving Throw: +
-DC 25, each creature in a 10-foot Emanation originating from the solar at its destination space. Failure: 11 +
-(2d10) Radiant damage. Success: Half damage. +
-Specter +
-Specter +
-Medium Undead, Chaotic Evil +
-AC 12 Initiative +2 (12) +
-HP 22 (5d8) +
-Speed 30 ft., Fly 50 ft. (hover) +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 1 −5 −5 Dex 14 +2 +2 Con 11 +0 +0 +
-Int 10 +0 +0 Wis 10 +0 +0 Cha 11 +0 +0 +
-Resistances Acid, Bludgeoning, Cold, Fire, Lightning, +
-Piercing, Slashing, Thunder +
-Immunities Necrotic, Poison; Charmed, Exhaustion, +
-Grappled, Paralyzed, Petrified, Poisoned, Prone, +
-Restrained, Unconscious +
-Senses Darkvision 60 ft.; Passive Perception 10 +
-Languages Understands Common plus one other language +
-but can’t speak +
-CR 1 (XP 200; PB +2) +
-Traits +
-Incorporeal Movement. The specter can move through +
-other creatures and objects as if they were Difficult +
-Terrain. It takes 5 (1d10) Force damage if it ends its turn +
-inside an object. +
-Sunlight Sensitivity. While in sunlight, the specter has +
-Disadvantage on ability checks and attack rolls. +
-Actions +
-Life Drain. Melee Attack Roll: +4, reach 5 ft. Hit: 7 +
-(2d6) Necrotic damage. If the target is a creature, its Hit +
-Point maximum decreases by an amount equal to the +
-damage taken. +
-Sphinxes +
-Sphinx of Wonder +
-Tiny Celestial, Lawful Good +
-AC 13 Initiative +3 (13) +
-HP 24 (7d4 + 7) +
-Speed 20 ft., Fly 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 6 −2 −2 Dex 17 +3 +3 Con 13 +1 +1 +
-Int 15 +2 +2 Wis 12 +1 +1 Cha 11 +0 +0 +
-Skills Arcana +4, Religion +4, Stealth +5 +
-Resistances Necrotic, Psychic, Radiant +
-Senses Darkvision 60 ft.; Passive Perception 11 +
-Languages Celestial, Common +
-CR 1 (XP 200; PB +2) +
-Traits +
-Magic Resistance. The sphinx has Advantage on saving +
-throws against spells and other magical effects. +
-Actions +
-Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) +
-Slashing damage plus 7 (2d6) Radiant damage. +
-Reactions +
-Burst of Ingenuity (2/Day). Trigger: The sphinx or another creature within 30 feet makes an ability check or +
-a saving throw. Response: The sphinx adds 2 to the roll. +
-Sphinx of Lore +
-Large Celestial, Lawful Neutral +
-AC 17 Initiative +10 (20) +
-HP 170 (20d10 + 60) +
-Speed 40 ft., Fly 60 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 18 +4 +4 Dex 15 +2 +2 Con 16 +3 +3 +
-Int 18 +4 +4 Wis 18 +4 +4 Cha 18 +4 +4 +
-Skills Arcana +12, History +12, Perception +8, +
-Religion +12 +
-Resistances Necrotic, Radiant +
-Immunities Psychic; Charmed, Frightened +
-Senses Truesight 120 ft.; Passive Perception 18 +
-Languages Celestial, Common +
-CR 11 (XP 7,200, or 8,400 in lair; PB +4) +
-Traits +
-Inscrutable. No magic can observe the sphinx remotely +
-or detect its thoughts without its permission. Wisdom +
-(Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage. +
-Legendary Resistance (3/Day, or 4/Day in Lair). If +
-the sphinx fails a saving throw, it can choose to succeed instead. +
-328 System Reference Document 5.2.1 +
-Actions +
-Multiattack. The sphinx makes three Claw attacks. +
-Claw. Melee Attack Roll: +8, reach 5 ft. Hit: 14 (3d6 +
-+ 4) Slashing damage. +
-Mind-Rending Roar (Recharge 5–6). Wisdom Saving +
-Throw: DC 16, each enemy in a 300-foot Emanation +
-originating from the sphinx. Failure: 35 (10d6) Psychic +
-damage, and the target has the Incapacitated condition +
-until the start of the sphinx’s next turn. +
-Spellcasting. The sphinx casts one of the following +
-spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16): +
-At Will: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation +
-1/Day Each: Dispel Magic, Legend Lore, Locate Object, +
-Plane Shift, Remove Curse, Tongues +
-Legendary Actions +
-Legendary Action Uses: 3 (4 in Lair). Immediately after +
-another creature’s turn, the sphinx can expend a use to +
-take one of the following actions. The sphinx regains all +
-expended uses at the start of each of its turns. +
-Arcane Prowl. The sphinx can teleport up to 30 feet +
-to an unoccupied space it can see, and it makes one +
-Claw attack. +
-Weight of Years. Constitution Saving Throw: DC 16, +
-one creature the sphinx can see within 120 feet. Failure: +
-The target gains 1 Exhaustion level. While the target has +
-any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can’t take this action again +
-until the start of its next turn. +
-Sphinx of Valor +
-Large Celestial, Lawful Neutral +
-AC 17 Initiative +12 (22) +
-HP 199 (19d10 + 95) +
-Speed 40 ft., Fly 60 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 22 +6 +6 Dex 10 +0 +6 Con 20 +5 +11 +
-Int 16 +3 +9 Wis 23 +6 +12 Cha 18 +4 +4 +
-Skills Arcana +9, Perception +12, Religion +15 +
-Resistances Necrotic, Radiant +
-Immunities Psychic; Charmed, Frightened +
-Senses Truesight 120 ft.; Passive Perception 22 +
-Languages Celestial, Common +
-CR 17 (XP 18,000, or 20,000 in lair; PB +6) +
-Traits +
-Inscrutable. No magic can observe the sphinx remotely +
-or detect its thoughts without its permission. Wisdom +
-(Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage. +
-Legendary Resistance (3/Day, or 4/Day in Lair). If +
-the sphinx fails a saving throw, it can choose to succeed instead. +
-Actions +
-Multiattack. The sphinx makes two Claw attacks and +
-uses Roar. +
-Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 20 (4d6 +
-+ 6) Slashing damage. +
-Roar (3/Day). The sphinx emits a magical roar. Whenever it roars, the roar has a different effect, as detailed +
-below (the sequence resets when it takes a Long Rest): +
-First Roar. Wisdom Saving Throw: DC 20, each enemy +
-in a 500-foot Emanation originating from the sphinx. +
-Failure: The target has the Frightened condition +
-for 1 minute. +
-Second Roar. Wisdom Saving Throw: DC 20, each +
-enemy in a 500-foot Emanation originating from the +
-sphinx. Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its +
-turns, ending the effect on itself on a success. After 1 +
-minute, it succeeds automatically. +
-Third Roar. Constitution Saving Throw: DC 20, each +
-enemy in a 500-foot Emanation originating from +
-the sphinx. Failure: 44 (8d10) Thunder damage, and +
-the target has the Prone condition. Success: Half +
-damage only. +
-Spellcasting. The sphinx casts one of the following +
-spells, requiring no Material components and using +
-Wisdom as the spellcasting ability (spell save DC 20): +
-At Will: Detect Evil and Good, Thaumaturgy +
-1/Day Each: Detect Magic, Dispel Magic, Greater Restoration, Heroes’ Feast, Zone of Truth +
-Legendary Actions +
-Legendary Action Uses: 3 (4 in Lair). Immediately after +
-another creature’s turn, the sphinx can expend a use to +
-take one of the following actions. The sphinx regains all +
-expended uses at the start of each of its turns. +
-Arcane Prowl. The sphinx can teleport up to 30 feet +
-to an unoccupied space it can see, and it makes one +
-Claw attack. +
-Weight of Years. Constitution Saving Throw: DC 16, +
-one creature the sphinx can see within 120 feet. Failure: +
-The target gains 1 Exhaustion level. While the target has +
-any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can’t take this action again +
-until the start of its next turn. +
-329 System Reference Document 5.2.1 +
-Spirit Naga +
-Spirit Naga +
-Large Fiend, Chaotic Evil +
-AC 17 Initiative +3 (13) +
-HP 135 (18d10 + 36) +
-Speed 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 18 +4 +4 Dex 17 +3 +6 Con 14 +2 +5 +
-Int 16 +3 +3 Wis 15 +2 +5 Cha 16 +3 +6 +
-Immunities Poison; Charmed, Poisoned +
-Senses Darkvision 60 ft.; Passive Perception 12 +
-Languages Abyssal, Common +
-CR 8 (XP 3,900; PB +3) +
-Traits +
-Fiendish Restoration. If it dies, the naga returns to life +
-in 1d6 days and regains all its Hit Points. Only a Wish +
-spell can prevent this trait from functioning. +
-Actions +
-Multiattack. The naga makes three attacks, using Bite +
-or Necrotic Ray in any combination. +
-Bite. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) +
-Piercing damage plus 14 (4d6) Poison damage. +
-Necrotic Ray. Ranged Attack Roll: +6, range 60 ft. Hit: +
-21 (6d6) Necrotic damage. +
-Spellcasting. The naga casts one of the following +
-spells, requiring no Somatic or Material components +
-and using Intelligence as the spellcasting ability (spell +
-save DC 14): +
-At Will: Detect Magic, Mage Hand, Minor Illusion, Water Breathing +
-2/Day Each: Detect Thoughts, Dimension Door, +
-Hold Person (level 3 version), Lightning Bolt (level +
-4 version) +
-Sprite +
-Sprite +
-Tiny Fey, Neutral Good +
-AC 15 Initiative +4 (14) +
-HP 10 (4d4) +
-Speed 10 ft., Fly 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 3 −4 −4 Dex 18 +4 +4 Con 10 +0 +0 +
-Int 14 +2 +2 Wis 13 +1 +1 Cha 11 +0 +0 +
-Skills Perception +3, Stealth +8 +
-Senses Passive Perception 13 +
-Languages Common, Elvish, Sylvan +
-CR 1/4 (XP 50; PB +2) +
-Actions +
-Needle Sword. Melee Attack Roll: +6, reach 5 ft. Hit: 6 +
-(1d4 + 4) Piercing damage. +
-Enchanting Bow. Ranged Attack Roll: +6, range +
-40/160 ft. Hit: 1 Piercing damage, and the target has +
-the Charmed condition until the start of the sprite’s +
-next turn. +
-Heart Sight. Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can see (Celestials, Fiends, +
-and Undead automatically fail the save). Failure: The +
-sprite knows the target’s emotions and alignment. +
-Invisibility. The sprite casts Invisibility on itself, requiring no spell components and using Charisma as the +
-spellcasting ability. +
-Spy +
-Spy +
-Medium or Small Humanoid, Neutral +
-AC 12 Initiative +4 (14) +
-HP 27 (6d8) +
-Speed 30 ft., Climb 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 10 +0 +0 Dex 15 +2 +2 Con 10 +0 +0 +
-Int 12 +1 +1 Wis 14 +2 +2 Cha 16 +3 +3 +
-Skills Deception +5, Insight +4, Investigation +5, +
-Perception +6, Sleight of Hand +4, Stealth +6 +
-Gear Hand Crossbow, Shortsword, Thieves’ Tools +
-Senses Passive Perception 16 +
-Languages Common plus one other language +
-CR 1 (XP 200; PB +2) +
-Actions +
-Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 +
-(1d6 + 2) Piercing damage plus 7 (2d6) Poison damage. +
-Hand Crossbow. Ranged Attack Roll: +4, range 30/120 +
-ft. Hit: 5 (1d6 + 2) Piercing damage plus 7 (2d6) Poison damage. +
-Bonus Actions +
-Cunning Action. The spy takes the Dash, Disengage, or +
-Hide action. +
-Stirge +
-Stirge +
-Tiny Monstrosity, Unaligned +
-AC 13 Initiative +3 (13) +
-HP 5 (2d4) +
-Speed 10 ft., Fly 40 ft. +
-330 System Reference Document 5.2.1 +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 4 −3 −3 Dex 16 +3 +3 Con 11 +0 +0 +
-Int 2 −4 −4 Wis 8 −1 −1 Cha 6 −2 −2 +
-Senses Darkvision 60 ft.; Passive Perception 9 +
-Languages None +
-CR 1/8 (XP 25; PB +2) +
-Actions +
-Proboscis. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 +
-+ 3) Piercing damage, and the stirge attaches to the +
-target. While attached, the stirge can’t make Proboscis +
-attacks, and the target takes 5 (2d4) Necrotic damage at +
-the start of each of the stirge’s turns. +
-The stirge can detach itself by spending 5 feet of its +
-movement. The target or a creature within 5 feet of it +
-can detach the stirge as an action. +
-Stone Giant +
-Stone Giant +
-Huge Giant, Neutral +
-AC 17 Initiative +5 (15) +
-HP 126 (11d12 + 55) +
-Speed 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 23 +6 +6 Dex 15 +2 +5 Con 20 +5 +8 +
-Int 10 +0 +0 Wis 12 +1 +4 Cha 9 −1 −1 +
-Skills Athletics +12, Perception +4, Stealth +5 +
-Senses Darkvision 60 ft.; Passive Perception 14 +
-Languages Giant +
-CR 7 (XP 2,900; PB +3) +
-Actions +
-Multiattack. The giant makes two attacks, using Stone +
-Club or Boulder in any combination. +
-Stone Club. Melee Attack Roll: +9, reach 15 ft. Hit: 22 +
-(3d10 + 6) Bludgeoning damage. +
-Boulder. Ranged Attack Roll: +9, range 60/240 ft. Hit: +
-15 (2d8 + 6) Bludgeoning damage. If the target is a +
-Large or smaller creature, it has the Prone condition. +
-Reactions +
-Deflect Missile (Recharge 5–6). Trigger: The giant is hit +
-by a ranged attack roll and takes Bludgeoning, Piercing, or Slashing damage from it. Response: The giant +
-reduces the damage it takes from the attack by 11 (1d10 +
-+ 6), and if that damage is reduced to 0, the giant can +
-redirect some of the attack’s force. Dexterity Saving +
-Throw: DC 17, one creature the giant can see within 60 +
-feet. Failure: 11 (1d10 + 6) Force damage. +
-Stone Golem +
-Stone Golem +
-Large Construct, Unaligned +
-AC 18 Initiative +3 (13) +
-HP 220 (21d10 + 105) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 22 +6 +6 Dex 9 −1 −1 Con 20 +5 +5 +
-Int 3 −4 −4 Wis 11 +0 +0 Cha 1 −5 −5 +
-Immunities Poison, Psychic; Charmed, Exhaustion, +
-Frightened, Paralyzed, Petrified, Poisoned +
-Senses Darkvision 120 ft.; Passive Perception 10 +
-Languages Understands Common plus two other +
-languages but can’t speak +
-CR 10 (XP 5,900; PB +4) +
-Traits +
-Immutable Form. The golem can’t shape-shift. +
-Magic Resistance. The golem has Advantage on saving +
-throws against spells and other magical effects. +
-Actions +
-Multiattack. The golem makes two attacks, using Slam +
-or Force Bolt in any combination. +
-Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 15 (2d8 +
-+ 6) Bludgeoning damage plus 9 (2d8) Force damage. +
-Force Bolt. Ranged Attack Roll: +9, range 120 ft. Hit: +
-22 (4d10) Force damage. +
-Bonus Actions +
-Slow (Recharge 5–6). The golem casts the Slow spell, +
-requiring no spell components and using Constitution +
-as the spellcasting ability (spell save DC 17). +
-Storm Giant +
-Storm Giant +
-Huge Giant, Chaotic Good +
-AC 16 Initiative +7 (17) +
-HP 230 (20d12 + 100) +
-Speed 50 ft., Fly 25 ft. (hover), Swim 50 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 29 +9 +14 Dex 14 +2 +2 Con 20 +5 +10 +
-Int 16 +3 +3 Wis 20 +5 +10 Cha 18 +4 +9 +
-Skills Arcana +8, Athletics +14, History +8, Perception +10 +
-Resistances Cold +
-Immunities Lightning, Thunder +
-Senses Darkvision 120 ft., Truesight 30 ft.; +
-Passive Perception 20 +
-Languages Common, Giant +
-CR 13 (XP 10,000; PB +5) +
-331 System Reference Document 5.2.1 +
-Traits +
-Amphibious. The giant can breathe air and water. +
-Actions +
-Multiattack. The giant makes two attacks, using Storm +
-Sword or Thunderbolt in any combination. +
-Storm Sword. Melee Attack Roll: +14, reach 10 ft. +
-Hit: 23 (4d6 + 9) Slashing damage plus 13 (3d8) Lightning damage. +
-Thunderbolt. Ranged Attack Roll: +14, range 500 ft. +
-Hit: 22 (2d12 + 9) Lightning damage, and the target has +
-the Blinded and Deafened conditions until the start of +
-the giant’s next turn. +
-Lightning Storm (Recharge 5–6). Dexterity Saving +
-Throw: DC 18, each creature in a 10-foot-radius, +
-40-foot-high Cylinder originating from a point the giant +
-can see within 500 feet. Failure: 55 (10d10) Lightning +
-damage. Success: Half damage. +
-Spellcasting. The giant casts one of the following spells, +
-requiring no Material components and using Wisdom +
-as the spellcasting ability (spell save DC 18): +
-At Will: Detect Magic, Light +
-1/Day: Control Weather +
-Succubus +
-Succubus +
-Medium Fiend, Neutral Evil +
-AC 15 Initiative +3 (13) +
-HP 71 (13d8 + 13) +
-Speed 30 ft., Fly 60 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 8 −1 −1 Dex 17 +3 +3 Con 13 +1 +1 +
-Int 15 +2 +2 Wis 12 +1 +1 Cha 20 +5 +5 +
-Skills Deception +9, Insight +5, Perception +5, Persuasion +
-+9, Stealth +7 +
-Resistances Cold, Fire, Poison, Psychic +
-Senses Darkvision 60 ft.; Passive Perception 15 +
-Languages Abyssal, Common, Infernal; telepathy 60 ft. +
-CR 4 (XP 1,100; PB +2) +
-Traits +
-Incubus Form. When the succubus finishes a Long +
-Rest, it can shape-shift into an Incubus, using that stat +
-block instead of this one. +
-Actions +
-Multiattack. The succubus makes one Fiendish Touch +
-attack and uses Charm or Draining Kiss. +
-Fiendish Touch. Melee Attack Roll: +7, reach 5 ft. Hit: +
-16 (2d10 + 5) Psychic damage. +
-Charm. The succubus casts Dominate Person (level 8 +
-version), requiring no spell components and using Charisma as the spellcasting ability (spell save DC 15). +
-Draining Kiss. Constitution Saving Throw: DC 15, one +
-creature Charmed by the succubus within 5 feet. Failure: 13 (3d8) Psychic damage. Success: Half damage. +
-Failure or Success: The target’s Hit Point maximum decreases by an amount equal to the damage taken. +
-Bonus Actions +
-Shape-Shift. The succubus shape-shifts into a Medium +
-or Small Humanoid, or it returns to its true form. Its +
-game statistics are the same in each form, except its Fly +
-Speed is available only in its true form. Any equipment +
-it is wearing or carrying isn’t transformed. +
-Tarrasque +
-Tarrasque +
-Gargantuan Monstrosity (Titan), Unaligned +
-AC 25 Initiative +18 (28) +
-HP 697 (34d20 + 340) +
-Speed 60 ft., Burrow 40 ft., Climb 60 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 30 +10 +10 Dex 11 +0 +9 Con 30 +10 +10 +
-Int 3 −4 +5 Wis 11 +0 +9 Cha 11 +0 +9 +
-Skills Perception +9 +
-Resistances Bludgeoning, Piercing, Slashing +
-Immunities Fire, Poison; Charmed, Deafened, Frightened, +
-Paralyzed, Poisoned +
-Senses Blindsight 120 ft.; Passive Perception 19 +
-Languages None +
-CR 30 (XP 155,000; PB +9) +
-Traits +
-Legendary Resistance (6/Day). If the tarrasque fails a +
-saving throw, it can choose to succeed instead. +
-Magic Resistance. The tarrasque has Advantage on saving throws against spells and other magical effects. +
-Reflective Carapace. If the tarrasque is targeted by a +
-Magic Missile spell or a spell that requires a ranged +
-attack roll, roll 1d6. On a 1–5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected and reflects +
-the spell, turning the caster into the target. +
-Siege Monster. The tarrasque deals double damage to +
-objects and structures. +
-Actions +
-Multiattack. The tarrasque makes one Bite attack +
-and three other attacks, using Claw or Tail in any +
-combination. +
-Bite. Melee Attack Roll: +19, reach 15 ft. Hit: 36 (4d12 +
-+ 10) Piercing damage, and the target has the Grappled +
-332 System Reference Document 5.2.1 +
-condition (escape DC 20). Until the grapple ends, the +
-target has the Restrained condition and can’t teleport. +
-Claw. Melee Attack Roll: +19, reach 15 ft. Hit: 28 (4d8 +
-+ 10) Slashing damage. +
-Tail. Melee Attack Roll: +19, reach 30 ft. Hit: 23 (3d8 +
-+ 10) Bludgeoning damage. If the target is a Huge or +
-smaller creature, it has the Prone condition. +
-Thunderous Bellow (Recharge 5–6). Constitution Saving Throw: DC 27, each creature and each object that +
-isn’t being worn or carried in a 150-foot Cone. Failure: +
-78 (12d12) Thunder damage, and the target has the +
-Deafened and Frightened conditions until the end of its +
-next turn. Success: Half damage only. +
-Bonus Actions +
-Swallow. Strength Saving Throw: DC 27, one Large or +
-smaller creature Grappled by the tarrasque (it can have +
-up to six creatures swallowed at a time). Failure: The +
-target is swallowed, and the Grappled condition ends. +
-A swallowed creature has the Blinded and Restrained +
-conditions and can’t teleport, it has Total Cover against +
-attacks and other effects outside the tarrasque, and it +
-takes 56 (16d6) Acid damage at the start of each of the +
-tarrasque’s turns. +
-If the tarrasque takes 60 damage or more on a single +
-turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end +
-of that turn or regurgitate all swallowed creatures, each +
-of which falls in a space within 10 feet of the tarrasque +
-and has the Prone condition. If the tarrasque dies, any +
-swallowed creature no longer has the Restrained condition and can escape from the corpse using 20 feet of +
-movement, exiting Prone. +
-Legendary Actions +
-Legendary Action Uses: 3. Immediately after another +
-creature’s turn, the tarrasque can expend a use to take +
-one of the following actions. The tarrasque regains all +
-expended uses at the start of each of its turns. +
-Onslaught. The tarrasque moves up to half its Speed, +
-and it makes one Claw or Tail attack. +
-World-Shaking Movement. The tarrasque moves up to +
-its Speed. At the end of this movement, the tarrasque +
-creates an instantaneous shock wave in a 60-foot Emanation originating from itself. Creatures in that area +
-lose Concentration and, if Medium or smaller, have the +
-Prone condition. The tarrasque can’t take this action +
-again until the start of its next turn. +
-Toughs +
-Tough +
-Medium or Small Humanoid, Neutral +
-AC 12 Initiative +1 (11) +
-HP 32 (5d8 + 10) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 15 +2 +2 Dex 12 +1 +1 Con 14 +2 +2 +
-Int 10 +0 +0 Wis 10 +0 +0 Cha 11 +0 +0 +
-Gear Heavy Crossbow, Leather Armor, Mace +
-Senses Passive Perception 10 +
-Languages Common +
-CR 1/2 (XP 100; PB +2) +
-Traits +
-Pack Tactics. The tough has Advantage on an attack +
-roll against a creature if at least one of the tough’s allies +
-is within 5 feet of the creature and the ally doesn’t have +
-the Incapacitated condition. +
-Actions +
-Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 +
-+ 2) Bludgeoning damage. +
-Heavy Crossbow. Ranged Attack Roll: +3, range +
-100/400 ft. Hit: 6 (1d10 + 1) Piercing damage. +
-Tough Boss +
-Medium or Small Humanoid, Neutral +
-AC 16 Initiative +2 (12) +
-HP 82 (11d8 + 33) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 17 +3 +5 Dex 14 +2 +2 Con 16 +3 +5 +
-Int 11 +0 +0 Wis 10 +0 +0 Cha 11 +0 +2 +
-Gear Chain Mail, Heavy Crossbow, Warhammer +
-Senses Passive Perception 10 +
-Languages Common plus one other language +
-CR 4 (XP 1,100; PB +2) +
-Traits +
-Pack Tactics. The tough has Advantage on an attack +
-roll against a creature if at least one of the tough’s allies +
-is within 5 feet of the creature and the ally doesn’t have +
-the Incapacitated condition. +
-Actions +
-Multiattack. The tough makes two attacks, using Warhammer or Heavy Crossbow in any combination. +
-Warhammer. Melee Attack Roll: +5, reach 5 ft. Hit: 12 +
-(2d8 + 3) Bludgeoning damage. If the target is a Large +
-or smaller creature, the tough pushes the target up to 10 +
-feet straight away from itself. +
-Heavy Crossbow. Ranged Attack Roll: +4, range +
-100/400 ft. Hit: 13 (2d10 + 2) Piercing damage. +
-333 System Reference Document 5.2.1 +
-Treant +
-Treant +
-Huge Plant, Chaotic Good +
-AC 16 Initiative +3 (13) +
-HP 138 (12d12 + 60) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 23 +6 +6 Dex 8 −1 −1 Con 21 +5 +5 +
-Int 12 +1 +1 Wis 16 +3 +3 Cha 12 +1 +1 +
-Vulnerabilities Fire +
-Resistances Bludgeoning, Piercing +
-Senses Passive Perception 13 +
-Languages Common, Druidic, Elvish, Sylvan +
-CR 9 (XP 5,000; PB +4) +
-Traits +
-Siege Monster. The treant deals double damage to objects and structures. +
-Actions +
-Multiattack. The treant makes two Slam attacks. +
-Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 16 (3d6 +
-+ 6) Bludgeoning damage. +
-Hail of Bark. Ranged Attack Roll: +10, range 180 ft. +
-Hit: 28 (4d10 + 6) Piercing damage. +
-Animate Trees (1/Day). The treant magically animates +
-up to two trees it can see within 60 feet of itself. Each +
-tree uses the Treant stat block, except it has Intelligence +
-and Charisma scores of 1, it can’t speak, and it lacks +
-this action. The tree takes its turn immediately after the +
-treant on the same Initiative count, and it obeys the treant. A tree remains animate for 1 day or until it dies, the +
-treant dies, or it is more than 120 feet from the treant. +
-The tree then takes root if possible. +
-Troll +
-Troll +
-Large Giant, Chaotic Evil +
-AC 15 Initiative +1 (11) +
-HP 94 (9d10 + 45) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 18 +4 +4 Dex 13 +1 +1 Con 20 +5 +5 +
-Int 7 −2 −2 Wis 9 −1 −1 Cha 7 −2 −2 +
-Skills Perception +5 +
-Senses Darkvision 60 ft.; Passive Perception 15 +
-Languages Giant +
-CR 5 (XP 1,800; PB +3) +
-Traits +
-Loathsome Limbs (4/Day). If the troll ends any turn +
-Bloodied and took 15+ Slashing damage during that +
-turn, one of the troll’s limbs is severed, falls into the +
-troll’s space, and becomes a Troll Limb. The limb acts +
-immediately after the troll’s turn. The troll has 1 Exhaustion level for each missing limb, and it grows replacement limbs the next time it regains Hit Points. +
-Regeneration. The troll regains 15 Hit Points at the start +
-of each of its turns. If the troll takes Acid or Fire damage, this trait doesn’t function on the troll’s next turn. +
-The troll dies only if it starts its turn with 0 Hit Points +
-and doesn’t regenerate. +
-Actions +
-Multiattack. The troll makes three Rend attacks. +
-Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 +
-+ 4) Slashing damage. +
-Bonus Actions +
-Charge. The troll moves up to half its Speed straight +
-toward an enemy it can see. +
-Troll Limb +
-Small Giant, Chaotic Evil +
-AC 13 Initiative +1 (11) +
-HP 14 (4d6) +
-Speed 20 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 18 +4 +4 Dex 12 +1 +1 Con 10 +0 +0 +
-Int 1 −5 −5 Wis 9 −1 −1 Cha 1 −5 −5 +
-Senses Darkvision 60 ft.; Passive Perception 9 +
-Languages None +
-CR 1/2 (XP 100; PB +2) +
-Traits +
-Regeneration. The limb regains 5 Hit Points at the start +
-of each of its turns. If the limb takes Acid or Fire damage, this trait doesn’t function on the limb’s next turn. +
-The limb dies only if it starts its turn with 0 Hit Points +
-and doesn’t regenerate. +
-Troll Spawn. The limb uncannily has the same senses +
-as a whole troll. If the limb isn’t destroyed within 24 +
-hours, roll 1d12. On a 12, the limb turns into a Troll. +
-Otherwise, the limb withers away. +
-Actions +
-Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + +
-4) Slashing damage. +
-334 System Reference Document 5.2.1 +
-Unicorn +
-Unicorn +
-Large Celestial, Lawful Good +
-AC 12 Initiative +8 (18) +
-HP 97 (13d10 + 26) +
-Speed 50 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 18 +4 +4 Dex 14 +2 +2 Con 15 +2 +2 +
-Int 11 +0 +0 Wis 17 +3 +3 Cha 16 +3 +3 +
-Immunities Poison; Charmed, Paralyzed, Poisoned +
-Senses Darkvision 60 ft.; Passive Perception 13 +
-Languages Celestial, Elvish, Sylvan; telepathy 120 ft. +
-CR 5 (XP 1,800; PB +3) +
-Traits +
-Legendary Resistance (3/Day). If the unicorn fails a saving throw, it can choose to succeed instead. +
-Magic Resistance. The unicorn has Advantage on saving throws against spells and other magical effects. +
-Actions +
-Multiattack. The unicorn makes one Hooves attack and +
-one Radiant Horn attack. +
-Hooves. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 +
-+ 4) Bludgeoning damage. +
-Radiant Horn. Melee Attack Roll: +7, reach 5 ft. Hit: 9 +
-(1d10 + 4) Radiant damage. +
-Spellcasting. The unicorn casts one of the following +
-spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 14): +
-At Will: Detect Evil and Good, Druidcraft +
-1/Day Each: Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall +
-Bonus Actions +
-Unicorn’s Blessing (3/Day). The unicorn touches another creature with its horn and casts Cure Wounds +
-or Lesser Restoration on that creature, using the same +
-spellcasting ability as Spellcasting. +
-Legendary Actions +
-Legendary Action Uses: 3. Immediately after another +
-creature’s turn, the unicorn can expend a use to take one +
-of the following actions. The unicorn regains all expended +
-uses at the start of each of its turns. +
-Charging Horn. The unicorn moves up to half its Speed +
-without provoking Opportunity Attacks, and it makes +
-one Radiant Horn attack. +
-Shimmering Shield. The unicorn targets itself or one +
-creature it can see within 60 feet of itself. The target +
-gains 10 (3d6) Temporary Hit Points, and its AC increases by 2 until the end of the unicorn’s next turn. +
-The unicorn can’t take this action again until the start of +
-its next turn. +
-Vampires +
-Vampire Familiar +
-Medium or Small Humanoid, Neutral Evil +
-AC 15 Initiative +5 (15) +
-HP 65 (10d8 + 20) +
-Speed 30 ft., Climb 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 17 +3 +3 Dex 16 +3 +5 Con 15 +2 +2 +
-Int 10 +0 +0 Wis 10 +0 +2 Cha 14 +2 +2 +
-Skills Perception +4, Persuasion +4, Stealth +7 +
-Resistances Necrotic +
-Immunities Charmed (except from its vampire master) +
-Gear Daggers (10) +
-Senses Darkvision 60 ft.; Passive Perception 14 +
-Languages Common plus one other language +
-CR 3 (XP 700; PB +2) +
-Traits +
-Vampiric Connection. While the familiar and its vampire master are on the same plane of existence, the +
-vampire can communicate with the familiar telepathically, and the vampire can perceive through the familiar’s senses. +
-Actions +
-Multiattack. The familiar makes two Umbral Dagger attacks. +
-Umbral Dagger. Melee or Ranged Attack Roll: +5, +
-reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing +
-damage plus 7 (3d4) Necrotic damage. If the target +
-is reduced to 0 Hit Points by this attack, the target +
-becomes Stable but has the Poisoned condition for 1 +
-hour. While it has the Poisoned condition, the target +
-has the Paralyzed condition. +
-Bonus Actions +
-Deathless Agility. The familiar takes the Dash or Disengage action. +
-Vampire Spawn +
-Medium or Small Undead, Neutral Evil +
-AC 16 Initiative +3 (13) +
-HP 90 (12d8 + 36) +
-Speed 30 ft. +
-335 System Reference Document 5.2.1 +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 16 +3 +3 Dex 16 +3 +6 Con 16 +3 +3 +
-Int 11 +0 +0 Wis 10 +0 +3 Cha 12 +1 +1 +
-Skills Perception +3, Stealth +6 +
-Resistances Necrotic +
-Senses Darkvision 60 ft.; Passive Perception 13 +
-Languages Common plus one other language +
-CR 5 (XP 1,800; PB +3) +
-Traits +
-Spider Climb. The vampire can climb difficult surfaces, +
-including along ceilings, without needing to make an +
-ability check. +
-Vampire Weakness. The vampire has these +
-weaknesses: +
-Forbiddance. The vampire can’t enter a residence without an invitation from an occupant. +
-Running Water. The vampire takes 20 Acid damage if it +
-ends its turn in running water. +
-Stake to the Heart. The vampire is destroyed if a +
-weapon that deals Piercing damage is driven into the +
-vampire’s heart while the vampire has the Incapacitated condition. +
-Sunlight. The vampire takes 20 Radiant damage if it +
-starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks. +
-Actions +
-Multiattack. The vampire makes two Claw attacks and +
-uses Bite. +
-Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (2d4 + 3) +
-Slashing damage. If the target is a Medium or smaller +
-creature, it has the Grappled condition (escape DC 13) +
-from one of two claws. +
-Bite. Constitution Saving Throw: DC 14, one creature +
-within 5 feet that is willing or that has the Grappled, +
-Incapacitated, or Restrained condition. Failure: 5 (1d4 +
-+ 3) Piercing damage plus 10 (3d6) Necrotic damage. The target’s Hit Point maximum decreases by an +
-amount equal to the Necrotic damage taken, and the +
-vampire regains Hit Points equal to that amount. +
-Bonus Actions +
-Deathless Agility. The vampire takes the Dash or Disengage action. +
-Vampire +
-Medium or Small Undead, Lawful Evil +
-AC 16 Initiative +14 (24) +
-HP 195 (23d8 + 92) +
-Speed 40 ft., Climb 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 18 +4 +4 Dex 18 +4 +9 Con 18 +4 +9 +
-Int 17 +3 +3 Wis 15 +2 +7 Cha 18 +4 +9 +
-Skills Perception +7, Stealth +9 +
-Resistances Necrotic +
-Senses Darkvision 120 ft.; Passive Perception 17 +
-Languages Common plus two other languages +
-CR 13 (XP 10,000, or 11,500 in lair; PB +5) +
-Traits +
-Legendary Resistance (3/Day, or 4/Day in Lair). If +
-the vampire fails a saving throw, it can choose to succeed instead. +
-Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to +
-become mist (no action required). If it can’t use ShapeShift, it is destroyed. +
-While it has 0 Hit Points in mist form, it can’t return +
-to its vampire form, and it must reach its resting place +
-within 2 hours or be destroyed. Once in its resting +
-place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it +
-regains 1 Hit Point after spending 1 hour there. +
-Spider Climb. The vampire can climb difficult surfaces, +
-including along ceilings, without needing to make an +
-ability check. +
-Vampire Weakness. The vampire has these +
-weaknesses: +
-Forbiddance. The vampire can’t enter a residence without an invitation from an occupant. +
-Running Water. The vampire takes 20 Acid damage if it +
-ends its turn in running water. +
-Stake to the Heart. If a weapon that deals Piercing +
-damage is driven into the vampire’s heart while the +
-vampire has the Incapacitated condition in its resting +
-place, the vampire has the Paralyzed condition until +
-the weapon is removed. +
-Sunlight. The vampire takes 20 Radiant damage if it +
-starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks. +
-Actions +
-Multiattack (Vampire Form Only). The vampire makes +
-two Grave Strike attacks and uses Bite. +
-Grave Strike (Vampire Form Only). Melee Attack Roll: +
-+9, reach 5 ft. Hit: 8 (1d8 + 4) Bludgeoning damage +
-plus 7 (2d6) Necrotic damage. If the target is a Large or +
-smaller creature, it has the Grappled condition (escape +
-DC 14) from one of two hands. +
-Bite (Bat or Vampire Form Only). Constitution Saving +
-Throw: DC 17, one creature within 5 feet that is willing +
-or that has the Grappled, Incapacitated, or Restrained +
-condition. Failure: 6 (1d4 + 4) Piercing damage plus 13 +
-(3d8) Necrotic damage. The target’s Hit Point maximum +
-336 System Reference Document 5.2.1 +
-decreases by an amount equal to the Necrotic damage +
-taken, and the vampire regains Hit Points equal to that +
-amount. A Humanoid reduced to 0 Hit Points by this +
-damage and then buried rises the following sunset as a +
-Vampire Spawn under the vampire’s control. +
-Bonus Actions +
-Charm (Recharge 5–6). The vampire casts Charm Person, requiring no spell components and using Charisma +
-as the spellcasting ability (spell save DC 17), and the +
-duration is 24 hours. The Charmed target is a willing +
-recipient of the vampire’s Bite, the damage of which +
-doesn’t end the spell. When the spell ends, the target is +
-unaware it was Charmed by the vampire. +
-Shape-Shift. If the vampire isn’t in sunlight or running +
-water, it shape-shifts into a Tiny bat (Speed 5 ft., Fly +
-Speed 30 ft.) or a Medium cloud of mist (Speed 5 ft., +
-Fly Speed 20 ft. [hover]), or it returns to its vampire +
-form. Anything it is wearing transforms with it. +
-While in bat form, the vampire can’t speak. Its game +
-statistics, other than its size and Speed, are unchanged. +
-While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless and +
-can enter an enemy’s space and stop there. If air can +
-pass through a space, the mist can do so, but it can’t +
-pass through liquid. It has Resistance to all damage, except the damage it takes from sunlight. +
-Legendary Actions +
-Legendary Action Uses: 3 (4 in Lair). Immediately after +
-another creature’s turn, the vampire can expend a use to +
-take one of the following actions. The vampire regains all +
-expended uses at the start of each of its turns. +
-Beguile. The vampire casts Command, requiring no +
-spell components and using Charisma as the spellcasting ability (spell save DC 17). The vampire can’t take +
-this action again until the start of its next turn. +
-Deathless Strike. The vampire moves up to half its +
-Speed, and it makes one Grave Strike attack. +
-Vrock +
-Vrock +
-Large Fiend (Demon), Chaotic Evil +
-AC 15 Initiative +2 (12) +
-HP 152 (16d10 + 64) +
-Speed 40 ft., Fly 60 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 17 +3 +3 Dex 15 +2 +5 Con 18 +4 +4 +
-Int 8 −1 −1 Wis 13 +1 +4 Cha 8 −1 +2 +
-Resistances Cold, Fire, Lightning +
-Immunities Poison; Poisoned +
-Senses Darkvision 120 ft.; Passive Perception 11 +
-Languages Abyssal; telepathy 120 ft. +
-CR 6 (XP 2,300; PB +3) +
-Traits +
-Demonic Restoration. If the vrock dies outside the +
-Abyss, its body dissolves into ichor, and it gains a new +
-body instantly, reviving with all its Hit Points somewhere in the Abyss. +
-Magic Resistance. The vrock has Advantage on saving +
-throws against spells and other magical effects. +
-Actions +
-Multiattack. The vrock makes two Shred attacks. +
-Shred. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 +
-+ 3) Piercing damage plus 10 (3d6) Poison damage. +
-Spores (Recharge 6). Constitution Saving Throw: DC +
-15, each creature in a 20-foot Emanation originating +
-from the vrock. Failure: The target has the Poisoned +
-condition and repeats the save at the end of each of its +
-turns, ending the effect on itself on a success. While +
-Poisoned, the target takes 5 (1d10) Poison damage at +
-the start of each of its turns. Emptying a flask of Holy +
-Water on the target ends the effect early. +
-Stunning Screech (1/Day). Constitution Saving Throw: +
-DC 15, each creature in a 20-foot Emanation originating +
-from the vrock (demons succeed automatically). Failure: 10 (3d6) Thunder damage, and the target has the +
-Stunned condition until the end of the vrock’s next turn. +
-Warriors +
-Warrior Infantry +
-Medium or Small Humanoid, Neutral +
-AC 13 Initiative +0 (10) +
-HP 9 (2d8) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 13 +1 +1 Dex 11 +0 +0 Con 11 +0 +0 +
-Int 8 −1 −1 Wis 11 +0 +0 Cha 8 −1 −1 +
-Gear Chain Shirt, Spear +
-Senses Passive Perception 10 +
-Languages Common +
-CR 1/8 (XP 25; PB +2) +
-337 System Reference Document 5.2.1 +
-Traits +
-Pack Tactics. The warrior has Advantage on an attack +
-roll against a creature if at least one of the warrior’s allies is within 5 feet of the creature and the ally doesn’t +
-have the Incapacitated condition. +
-Actions +
-Spear. Melee or Ranged Attack Roll: +3, reach 5 ft. or +
-range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage. +
-Warrior Veteran +
-Medium or Small Humanoid, Neutral +
-AC 17 Initiative +3 (13) +
-HP 65 (10d8 + 20) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 16 +3 +3 Dex 13 +1 +1 Con 14 +2 +2 +
-Int 10 +0 +0 Wis 11 +0 +0 Cha 10 +0 +0 +
-Skills Athletics +5, Perception +2 +
-Gear Greatsword, Heavy Crossbow, Splint Armor +
-Senses Passive Perception 12 +
-Languages Common plus one other language +
-CR 3 (XP 700; PB +2) +
-Actions +
-Multiattack. The warrior makes two Greatsword or +
-Heavy Crossbow attacks. +
-Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 +
-(2d6 + 3) Slashing damage. +
-Heavy Crossbow. Ranged Attack Roll: +3, range +
-100/400 ft. Hit: 12 (2d10 + 1) Piercing damage. +
-Reactions +
-Parry. Trigger: The warrior is hit by a melee attack roll +
-while holding a weapon. Response: The warrior adds 2 +
-to its AC against that attack, possibly causing it to miss. +
-Water Elemental +
-Water Elemental +
-Large Elemental, Neutral +
-AC 14 Initiative +2 (12) +
-HP 114 (12d10 + 48) +
-Speed 30 ft., Swim 90 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 18 +4 +4 Dex 14 +2 +2 Con 18 +4 +4 +
-Int 5 −3 −3 Wis 10 +0 +0 Cha 8 −1 −1 +
-Resistances Acid, Fire +
-Immunities Poison; Exhaustion, Grappled, Paralyzed, +
-Petrified, Poisoned, Prone, Restrained, Unconscious +
-Senses Darkvision 60 ft.; Passive Perception 10 +
-Languages Primordial (Aquan) +
-CR 5 (XP 1,800; PB +3) +
-Traits +
-Freeze. If the elemental takes Cold damage, its Speed +
-decreases by 20 feet until the end of its next turn. +
-Water Form. The elemental can enter an enemy’s space +
-and stop there. It can move through a space as narrow +
-as 1 inch without expending extra movement to do so. +
-Actions +
-Multiattack. The elemental makes two Slam attacks. +
-Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 +
-+ 4) Bludgeoning damage. If the target is a Medium or +
-smaller creature, it has the Prone condition. +
-Whelm (Recharge 4–6). Strength Saving Throw: DC 15, +
-each creature in the elemental’s space. Failure: 22 (4d8 +
-+ 4) Bludgeoning damage. If the target is a Large or +
-smaller creature, it has the Grappled condition (escape +
-DC 14). Until the grapple ends, the target has the Restrained condition, is suffocating unless it can breathe +
-water, and takes 9 (2d8) Bludgeoning damage at the +
-start of each of the elemental’s turns. The elemental +
-can grapple one Large creature or up to two Medium +
-or smaller creatures at a time with Whelm. As an action, a creature within 5 feet of the elemental can pull +
-a creature out of it by succeeding on a DC 14 Strength +
-(Athletics) check. Success: Half damage only. +
-Werebear +
-Werebear +
-Medium or Small Monstrosity (Lycanthrope), Neutral Good +
-AC 15 Initiative +3 (13) +
-HP 135 (18d8 + 54) +
-Speed 30 ft., 40 ft. (bear form only), Climb 30 ft. (bear +
-form only) +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 19 +4 +4 Dex 10 +0 +0 Con 17 +3 +3 +
-Int 11 +0 +0 Wis 12 +1 +1 Cha 12 +1 +1 +
-Skills Perception +7 +
-Gear Handaxes (4) +
-Senses Darkvision 60 ft.; Passive Perception 17 +
-Languages Common (can’t speak in bear form) +
-CR 5 (XP 1,800; PB +3) +
-Actions +
-Multiattack. The werebear makes two attacks, using +
-Handaxe or Rend in any combination. It can replace +
-one attack with a Bite attack. +
-Bite (Bear or Hybrid Form Only). Melee Attack Roll: +
-+7, reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage. If +
-the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 14. Failure: +
-The target is cursed. If the cursed target drops to 0 Hit +
-Points, it instead becomes a Werebear under the GM’s +
-338 System Reference Document 5.2.1 +
-control and has 10 Hit Points. Success: The target is immune to this werebear’s curse for 24 hours. +
-Handaxe (Humanoid or Hybrid Form Only). Melee +
-or Ranged Attack Roll: +7, reach 5 ft or range 20/60 ft. +
-Hit: 14 (3d6 + 4) Slashing damage. +
-Rend (Bear or Hybrid Form Only). Melee Attack Roll: +
-+7, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage. +
-Bonus Actions +
-Shape-Shift. The werebear shape-shifts into a Large +
-bear-humanoid hybrid form or a Large bear, or it returns to its true humanoid form. Its game statistics, +
-other than its size, are the same in each form. Any +
-equipment it is wearing or carrying isn’t transformed. +
-Wereboar +
-Wereboar +
-Medium or Small Monstrosity (Lycanthrope), Neutral Evil +
-AC 15 Initiative +2 (12) +
-HP 97 (15d8 + 30) +
-Speed 30 ft., 40 ft. (boar form only) +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 17 +3 +3 Dex 10 +0 +0 Con 15 +2 +2 +
-Int 10 +0 +0 Wis 11 +0 +0 Cha 8 −1 −1 +
-Skills Perception +2 +
-Gear Javelins (6) +
-Senses Passive Perception 12 +
-Languages Common (can’t speak in boar form) +
-CR 4 (XP 1,100; PB +2) +
-Actions +
-Multiattack. The wereboar makes two attacks, using +
-Javelin or Tusk in any combination. It can replace one +
-attack with a Gore attack. +
-Gore (Boar or Hybrid Form Only). Melee Attack Roll: +
-+5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If +
-the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: +
-The target is cursed. If the cursed target drops to 0 Hit +
-Points, it instead becomes a Wereboar under the GM’s +
-control and has 10 Hit Points. Success: The target is immune to this wereboar’s curse for 24 hours. +
-Javelin (Humanoid or Hybrid Form Only). Melee or +
-Ranged Attack Roll: +5, reach 5 ft. or range 30/120 ft. +
-Hit: 13 (3d6 + 3) Piercing damage. +
-Tusk (Boar or Hybrid Form Only). Melee Attack Roll: +
-+5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the +
-target is a Medium or smaller creature and the wereboar moved 20+ feet straight toward it immediately +
-before the hit, the target takes an extra 7 (2d6) Piercing +
-damage and has the Prone condition. +
-Bonus Actions +
-Shape-Shift. The wereboar shape-shifts into a Medium +
-boar-humanoid hybrid or a Small boar, or it returns to +
-its true humanoid form. Its game statistics, other than +
-its size, are the same in each form. Any equipment it is +
-wearing or carrying isn’t transformed. +
-Wererat +
-Wererat +
-Medium or Small Monstrosity (Lycanthrope), Lawful Evil +
-AC 13 Initiative +3 (13) +
-HP 60 (11d8 + 11) +
-Speed 30 ft., Climb 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 10 +0 +0 Dex 16 +3 +3 Con 12 +1 +1 +
-Int 11 +0 +0 Wis 10 +0 +0 Cha 8 −1 −1 +
-Skills Perception +4, Stealth +5 +
-Gear Hand Crossbow +
-Senses Darkvision 60 ft.; Passive Perception 14 +
-Languages Common (can’t speak in rat form) +
-CR 2 (XP 450; PB +2) +
-Actions +
-Multiattack. The wererat makes two attacks, using +
-Scratch or Hand Crossbow in any combination. It can +
-replace one attack with a Bite attack. +
-Bite (Rat or Hybrid Form Only). Melee Attack Roll: +
-+5, reach 5 ft. Hit: 8 (2d4 + 3) Piercing damage. If the +
-target is a Humanoid, it is subjected to the following +
-effect. Constitution Saving Throw: DC 11. Failure: The +
-target is cursed. If the cursed target drops to 0 Hit +
-Points, it instead becomes a Wererat under the GM’s +
-control and has 10 Hit Points. Success: The target is immune to this wererat’s curse for 24 hours. +
-Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 +
-+ 3) Slashing damage. +
-Hand Crossbow (Humanoid or Hybrid Form Only). +
-Ranged Attack Roll: +5, range 30/120 ft. Hit: 6 (1d6 +
-+ 3) Piercing damage. +
-Bonus Actions +
-Shape-Shift. The wererat shape-shifts into a Medium +
-rat-humanoid hybrid or a Small rat, or it returns to its +
-true humanoid form. Its game statistics, other than its +
-size, are the same in each form. Any equipment it is +
-wearing or carrying isn’t transformed. +
-339 System Reference Document 5.2.1 +
-Weretiger +
-Weretiger +
-Medium or Small Monstrosity (Lycanthrope), Neutral +
-AC 12 Initiative +2 (12) +
-HP 120 (16d8 + 48) +
-Speed 30 ft., 40 ft. (tiger form only) +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 17 +3 +3 Dex 15 +2 +2 Con 16 +3 +3 +
-Int 10 +0 +0 Wis 13 +1 +1 Cha 11 +0 +0 +
-Skills Perception +5, Stealth +4 +
-Gear Longbow +
-Senses Darkvision 60 ft.; Passive Perception 15 +
-Languages Common (can’t speak in tiger form) +
-CR 4 (XP 1,100; PB +2) +
-Actions +
-Multiattack. The weretiger makes two attacks, using +
-Scratch or Longbow in any combination. It can replace +
-one attack with a Bite attack. +
-Bite (Tiger or Hybrid Form Only). Melee Attack Roll: +
-+5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If +
-the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 13. Failure: +
-The target is cursed. If the cursed target drops to 0 Hit +
-Points, it instead becomes a Weretiger under the GM’s +
-control and has 10 Hit Points. Success: The target is immune to this weretiger’s curse for 24 hours. +
-Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 +
-+ 3) Slashing damage. +
-Longbow (Humanoid or Hybrid Form Only). Ranged +
-Attack Roll: +4, range 150/600 ft. Hit: 11 (2d8 + 2) +
-Piercing damage. +
-Bonus Actions +
-Prowl (Tiger or Hybrid Form Only). The weretiger +
-moves up to its Speed without provoking Opportunity +
-Attacks. At the end of this movement, the weretiger can +
-take the Hide action. +
-Shape-Shift. The weretiger shape-shifts into a Large +
-tiger-humanoid hybrid or a Large tiger, or it returns to +
-its true humanoid form. Its game statistics, other than +
-its size, are the same in each form. Any equipment it is +
-wearing or carrying isn’t transformed. +
-Werewolf +
-Werewolf +
-Medium or Small Monstrosity (Lycanthrope), Chaotic Evil +
-AC 15 Initiative +4 (14) +
-HP 71 (11d8 + 22) +
-Speed 30 ft., 40 ft. (wolf form only) +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 16 +3 +3 Dex 14 +2 +2 Con 14 +2 +2 +
-Int 10 +0 +0 Wis 11 +0 +0 Cha 10 +0 +0 +
-Skills Perception +4, Stealth +4 +
-Gear Longbow +
-Senses Darkvision 60 ft.; Passive Perception 14 +
-Languages Common (can’t speak in wolf form) +
-CR 3 (XP 700; PB +2) +
-Traits +
-Pack Tactics. The werewolf has Advantage on an attack +
-roll against a creature if at least one of the werewolf’s +
-allies is within 5 feet of the creature and the ally doesn’t +
-have the Incapacitated condition. +
-Actions +
-Multiattack. The werewolf makes two attacks, using +
-Scratch or Longbow in any combination. It can replace +
-one attack with a Bite attack. +
-Bite (Wolf or Hybrid Form Only). Melee Attack Roll: +
-+5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If +
-the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: +
-The target is cursed. If the cursed target drops to 0 Hit +
-Points, it instead becomes a Werewolf under the GM’s +
-control and has 10 Hit Points. Success: The target is immune to this werewolf’s curse for 24 hours. +
-Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 +
-+ 3) Slashing damage. +
-Longbow (Humanoid or Hybrid Form Only). Ranged +
-Attack Roll: +4, range 150/600 ft. Hit: 11 (2d8 + 2) +
-Piercing damage. +
-Bonus Actions +
-Shape-Shift. The werewolf shape-shifts into a Large +
-wolf-humanoid hybrid or a Medium wolf, or it returns +
-to its true humanoid form. Its game statistics, other than +
-its size, are the same in each form. Any equipment it is +
-wearing or carrying isn’t transformed. +
-White Dragons +
-White Dragon Wyrmling +
-Medium Dragon (Chromatic), Chaotic Evil +
-AC 16 Initiative +2 (12) +
-HP 32 (5d8 + 10) +
-Speed 30 ft., Burrow 15 ft., Fly 60 ft., Swim 30 ft. +
-340 System Reference Document 5.2.1 +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 14 +2 +2 Dex 10 +0 +2 Con 14 +2 +2 +
-Int 5 −3 −3 Wis 10 +0 +2 Cha 11 +0 +0 +
-Skills Perception +4, Stealth +2 +
-Immunities Cold +
-Senses Blindsight 10 ft., Darkvision 60 ft.; +
-Passive Perception 14 +
-Languages Draconic +
-CR 2 (450 XP; PB +2) +
-Traits +
-Ice Walk. The dragon can move across and climb icy +
-surfaces without needing to make an ability check. +
-Additionally, Difficult Terrain composed of ice or snow +
-doesn’t cost it extra movement. +
-Actions +
-Multiattack. The dragon makes two Rend attacks. +
-Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) +
-Slashing damage plus 2 (1d4) Cold damage. +
-Cold Breath (Recharge 5–6). Constitution Saving +
-Throw: DC 12, each creature in a 15-foot Cone. Failure: +
-22 (5d8) Cold damage. Success: Half damage. +
-Young White Dragon +
-Large Dragon (Chromatic), Chaotic Evil +
-AC 17 Initiative +3 (13) +
-HP 123 (13d10 + 52) +
-Speed 40 ft., Burrow 20 ft., Fly 80 ft., Swim 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 18 +4 +4 Dex 10 +0 +3 Con 18 +4 +4 +
-Int 6 −2 2 Wis 11 +0 +3 Cha 12 +1 +1 +
-Skills Perception +6, Stealth +3 +
-Immunities Cold +
-Senses Blindsight 30 ft., Darkvision 120 ft.; +
-Passive Perception 16 +
-Languages Common, Draconic +
-CR 6 (2,300 XP; PB +3) +
-Traits +
-Ice Walk. The dragon can move across and climb icy +
-surfaces without needing to make an ability check. +
-Additionally, Difficult Terrain composed of ice or snow +
-doesn’t cost it extra movement. +
-Actions +
-Multiattack. The dragon makes three Rend attacks. +
-Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (2d4 +
-+ 4) Slashing damage plus 2 (1d4) Cold damage. +
-Cold Breath (Recharge 5–6). Constitution Saving +
-Throw: DC 15, each creature in a 30-foot Cone. Failure: +
-40 (9d8) Cold damage. Success: Half damage. +
-Adult White Dragon +
-Huge Dragon (Chromatic), Chaotic Evil +
-AC 18 Initiative +10 (20) +
-HP 200 (16d12 + 96) +
-Speed 40 ft., Burrow 30 ft., Fly 80 ft., Swim 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 22 +6 +6 Dex 10 +0 +5 Con22 +6 +6 +
-Int 8 −1 −1 Wis 12 +1 +6 Cha 12 +1 +1 +
-Skills Perception +11, Stealth +5 +
-Immunities Cold +
-Senses Blindsight 60 ft., Darkvision 120 ft.; +
-Passive Perception 21 +
-Languages Common, Draconic +
-CR 13 (XP 10,000, or 11,500 in lair; PB +5) +
-Traits +
-Ice Walk. The dragon can move across and climb icy +
-surfaces without needing to make an ability check. +
-Additionally, Difficult Terrain composed of ice or snow +
-doesn’t cost it extra movement. +
-Legendary Resistance (3/Day, or 4/Day in Lair). If +
-the dragon fails a saving throw, it can choose to succeed instead. +
-Actions +
-Multiattack. The dragon makes three Rend attacks. +
-Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 +
-+ 6) Slashing damage plus 4 (1d8) Cold damage. +
-Cold Breath (Recharge 5–6). Constitution Saving +
-Throw: DC 19, each creature in a 60-foot Cone. Failure: +
-54 (12d8) Cold damage. Success: Half damage. +
-Legendary Actions +
-Legendary Action Uses: 3 (4 in Lair). Immediately after +
-another creature’s turn, the dragon can expend a use to +
-take one of the following actions. The dragon regains all +
-expended uses at the start of each of its turns. +
-Freezing Burst. Constitution Saving Throw: DC 14, +
-each creature in a 30-foot-radius Sphere centered on +
-a point the dragon can see within 120 feet. Failure: 7 +
-(2d6) Cold damage, and the target’s Speed is 0 until +
-the end of the target’s next turn. Failure or Success: The +
-dragon can’t take this action again until the start of its +
-next turn. +
-Frightful Presence. The dragon casts Fear, requiring no +
-Material components and using Charisma as the spellcasting ability (spell save DC 14). The dragon can’t take +
-this action again until the start of its next turn. +
-Pounce. The dragon moves up to half its Speed, and it +
-makes one Rend attack. +
-341 System Reference Document 5.2.1 +
-Ancient White Dragon +
-Gargantuan Dragon (Chromatic), Chaotic Evil +
-AC 20 Initiative +12 (22) +
-HP 333 (18d20 + 144) +
-Speed 40 ft., Burrow 40 ft., Fly 80 ft., Swim 40 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 26 +8 +8 Dex 10 +0 +6 Con 26 +8 +8 +
-Int 10 +0 +0 Wis 13 +1 +7 Cha 18 +4 +4 +
-Skills Perception +13, Stealth +6 +
-Immunities Cold +
-Senses Blindsight 60 ft., Darkvision 120 ft.; +
-Passive Perception 23 +
-Languages Common, Draconic +
-CR 20 (XP 25,000, or 33,000 in lair; PB +6) +
-Traits +
-Ice Walk. The dragon can move across and climb icy +
-surfaces without needing to make an ability check. +
-Additionally, Difficult Terrain composed of ice or snow +
-doesn’t cost it extra movement. +
-Legendary Resistance (4/Day, or 5/Day in Lair). If +
-the dragon fails a saving throw, it can choose to succeed instead. +
-Actions +
-Multiattack. The dragon makes three Rend attacks. +
-Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 17 (2d8 +
-+ 8) Slashing damage plus 7 (2d6) Cold damage. +
-Cold Breath (Recharge 5–6). Constitution Saving +
-Throw: DC 22, each creature in a 90-foot Cone. Failure: 63 (14d8) Cold damage. Success: Half damage. +
-Legendary Actions +
-Legendary Action Uses: 3 (4 in Lair). Immediately after +
-another creature’s turn, the dragon can expend a use to +
-take one of the following actions. The dragon regains all +
-expended uses at the start of each of its turns. +
-Freezing Burst. Constitution Saving Throw: DC 20, +
-each creature in a 30-foot-radius Sphere centered on +
-a point the dragon can see within 120 feet. Failure: 14 +
-(4d6) Cold damage, and the target’s Speed is 0 until +
-the end of the target’s next turn. Failure or Success: The +
-dragon can’t take this action again until the start of its +
-next turn. +
-Frightful Presence. The dragon casts Fear, requiring no +
-Material components and using Charisma as the spellcasting ability (spell save DC 18). The dragon can’t take +
-this action again until the start of its next turn. +
-Pounce. The dragon moves up to half its Speed, and it +
-makes one Rend attack. +
-Wight +
-Wight +
-Medium Undead, Neutral Evil +
-AC 14 Initiative +4 (14) +
-HP 82 (11d8 + 33) +
-Speed 30 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 15 +2 +2 Dex 14 +2 +2 Con 16 +3 +3 +
-Int 10 +0 +0 Wis 13 +1 +1 Cha 15 +2 +2 +
-Skills Perception +3, Stealth +4 +
-Resistances Necrotic +
-Immunities Poison; Exhaustion, Poisoned +
-Gear Studded Leather Armor +
-Senses Darkvision 60 ft.; Passive Perception 13 +
-Languages Common plus one other language +
-CR 3 (XP 700; PB +2) +
-Traits +
-Sunlight Sensitivity. While in sunlight, the wight has +
-Disadvantage on ability checks and attack rolls. +
-Actions +
-Multiattack. The wight makes two attacks, using Necrotic Sword or Necrotic Bow in any combination. It +
-can replace one attack with a use of Life Drain. +
-Necrotic Sword. Melee Attack Roll: +4, reach 5 ft. +
-Hit: 6 (1d8 + 2) Slashing damage plus 4 (1d8) Necrotic damage. +
-Necrotic Bow. Ranged Attack Roll: +4, range +
-150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 4 +
-(1d8) Necrotic damage. +
-Life Drain. Constitution Saving Throw: DC 13, one +
-creature within 5 feet. Failure: 6 (1d8 + 2) Necrotic +
-damage, and the target’s Hit Point maximum decreases +
-by an amount equal to the damage taken. +
-A Humanoid slain by this attack rises 24 hours later +
-as a Zombie under the wight’s control, unless the Humanoid is restored to life or its body is destroyed. The +
-wight can have no more than twelve zombies under its +
-control at a time. +
-Will-o’-Wisp +
-Will-o’-Wisp +
-Tiny Undead, Chaotic Evil +
-AC 19 Initiative +9 (19) +
-HP 27 (11d4) +
-Speed 5 ft., Fly 50 ft. (hover) +
-342 System Reference Document 5.2.1 +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 1 −5 −5 Dex 28 +9 +9 Con 10 +0 +0 +
-Int 13 +1 +1 Wis 14 +2 +2 Cha 11 +0 +0 +
-Resistances Acid, Bludgeoning, Cold, Fire, Necrotic, +
-Piercing, Slashing +
-Immunities Lightning, Poison; Exhaustion, Grappled, +
-Paralyzed, Petrified, Poisoned, Prone, Restrained, +
-Unconscious +
-Senses Darkvision 120 ft.; Passive Perception 12 +
-Languages Common plus one other language +
-CR 2 (XP 450; PB +2) +
-Traits +
-Ephemeral. The wisp can’t wear or carry anything. +
-Illumination. The wisp sheds Bright Light in a 20-foot +
-radius and Dim Light for an additional 20 feet. +
-Incorporeal Movement. The wisp can move through +
-other creatures and objects as if they were Difficult +
-Terrain. It takes 5 (1d10) Force damage if it ends its turn +
-inside an object. +
-Actions +
-Shock. Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 +
-+ 2) Lightning damage. +
-Bonus Actions +
-Consume Life. Constitution Saving Throw: DC 10, one +
-living creature the wisp can see within 5 feet that has 0 +
-Hit Points. Failure: The target dies, and the wisp regains +
-10 (3d6) Hit Points. +
-Vanish. The wisp and its light have the Invisible condition until the wisp’s Concentration ends on this effect, +
-which ends early immediately after the wisp makes an +
-attack roll or uses Consume Life. +
-Winter Wolf +
-Winter Wolf +
-Large Monstrosity, Neutral Evil +
-AC 13 Initiative +1 (11) +
-HP 75 (10d10 + 20) +
-Speed 50 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 18 +4 +4 Dex 13 +1 +1 Con 14 +2 +2 +
-Int 7 −2 −2 Wis 12 +1 +1 Cha 8 −1 −1 +
-Skills Perception +5, Stealth +5 +
-Immunities Cold +
-Senses Passive Perception 15 +
-Languages Common, Giant +
-CR 3 (XP 700; PB +2) +
-Traits +
-Pack Tactics. The wolf has Advantage on an attack roll +
-against a creature if at least one of the wolf’s allies is +
-within 5 feet of the creature and the ally doesn’t have +
-the Incapacitated condition. +
-Actions +
-Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) +
-Piercing damage. If the target is a Large or smaller creature, it has the Prone condition. +
-Cold Breath (Recharge 5–6). Constitution Saving +
-Throw: DC 12, each creature in a 15-foot Cone. Failure: +
-18 (4d8) Cold damage. Success: Half damage. +
-Worg +
-Worg +
-Large Fey, Neutral Evil +
-AC 13 Initiative +1 (11) +
-HP 26 (4d10 + 4) +
-Speed 50 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 16 +3 +3 Dex 13 +1 +1 Con 13 +1 +1 +
-Int 7 −2 −2 Wis 11 +0 +0 Cha 8 −1 −1 +
-Skills Perception +4 +
-Senses Darkvision 60 ft.; Passive Perception 14 +
-Languages Goblin, Worg +
-CR 1/2 (XP 100; PB +2) +
-Actions +
-Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) +
-Piercing damage, and the next attack roll made against +
-the target before the start of the worg’s next turn has +
-Advantage. +
-Wraith +
-Wraith +
-Medium or Small Undead, Neutral Evil +
-AC 13 Initiative +3 (13) +
-HP 67 (9d8 + 27) +
-Speed 5 ft., Fly 60 ft. (hover) +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 6 −2 −2 Dex 16 +3 +3 Con 16 +3 +3 +
-Int 12 +1 +1 Wis 14 +2 +2 Cha 15 +2 +2 +
-Resistances Acid, Bludgeoning, Cold, Fire, Piercing, +
-Slashing +
-Immunities Necrotic, Poison; Charmed, Exhaustion, +
-Grappled, Paralyzed, Petrified, Poisoned, Prone, +
-Restrained, Unconscious +
-Senses Darkvision 60 ft.; Passive Perception 12 +
-Languages Common plus two other languages +
-CR 5 (XP 1,800; PB +3) +
-343 System Reference Document 5.2.1 +
-Traits +
-Incorporeal Movement. The wraith can move through +
-other creatures and objects as if they were Difficult +
-Terrain. It takes 5 (1d10) Force damage if it ends its turn +
-inside an object. +
-Sunlight Sensitivity. While in sunlight, the wraith has +
-Disadvantage on ability checks and attack rolls. +
-Actions +
-Life Drain. Melee Attack Roll: +6, reach 5 ft. Hit: 21 +
-(4d8 + 3) Necrotic damage. If the target is a creature, its +
-Hit Point maximum decreases by an amount equal to +
-the damage taken. +
-Create Specter. The wraith targets a Humanoid corpse +
-within 10 feet of itself that has been dead for no longer +
-than 1 minute. The target’s spirit rises as a Specter in +
-the space of its corpse or in the nearest unoccupied +
-space. The specter is under the wraith’s control. The +
-wraith can have no more than seven specters under its +
-control at a time. +
-Wyvern +
-Wyvern +
-Large Dragon, Unaligned +
-AC 14 Initiative +0 (10) +
-HP 127 (15d10 + 45) +
-Speed 30 ft., Fly 80 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 19 +4 +4 Dex 10 +0 +0 Con 16 +3 +3 +
-Int 5 −3 −3 Wis 12 +1 +1 Cha 6 −2 −2 +
-Skills Perception +4 +
-Senses Darkvision 120 ft.; Passive Perception 14 +
-Languages None +
-CR 6 (XP 2,300; PB +3) +
-Actions +
-Multiattack. The wyvern makes one Bite attack and +
-one Sting attack. +
-Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) +
-Piercing damage. +
-Sting. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 +
-+ 4) Piercing damage plus 24 (7d6) Poison damage, and +
-the target has the Poisoned condition until the start of +
-the wyvern’s next turn. +
-Xorn +
-Xorn +
-Medium Elemental, Neutral +
-AC 19 Initiative +0 (10) +
-HP 84 (8d8 + 48) +
-Speed 20 ft., Burrow 20 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 17 +3 +3 Dex 10 +0 +0 Con 22 +6 +6 +
-Int 11 +0 +0 Wis 10 +0 +0 Cha 11 +0 +0 +
-Skills Perception +6, Stealth +6 +
-Immunities Poison; Paralyzed, Petrified, Poisoned +
-Senses Darkvision 60 ft., Tremorsense 60 ft.; +
-Passive Perception 16 +
-Languages Primordial (Terran) +
-CR 5 (XP 1,800; PB +3) +
-Traits +
-Earth Glide. The xorn can burrow through nonmagical, +
-unworked earth and stone. While doing so, the xorn +
-doesn’t disturb the material it moves through. +
-Treasure Sense. The xorn can pinpoint the location of +
-precious metals and stones within 60 feet of itself. +
-Actions +
-Multiattack. The xorn makes one Bite attack and three +
-Claw attacks. +
-Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 17 (4d6 + 3) +
-Piercing damage. +
-Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d10 + +
-3) Slashing damage. +
-Bonus Actions +
-Charge. The xorn moves up to its Speed or Burrow +
-Speed straight toward an enemy it can sense. +
-Zombies +
-Zombie +
-Medium Undead, Neutral Evil +
-AC 8 Initiative −2 (8) +
-HP 15 (2d8 + 6) +
-Speed 20 ft. +
-MOD SAVE MOD SAVE MOD SAVE +
-Str 13 +1 +1 Dex 6 −2 −2 Con 16 +3 +3 +
-Int 3 −4 −4 Wis 6 −2 +0 Cha 5 −3 −3 +
-Immunities Poison; Exhaustion, Poisoned +
-Senses Darkvision 60 ft.; Passive Perception 8 +
-Languages Understands Common plus one other language +
-but can’t speak +
-CR 1/4 (XP 50; PB +2) +
-Traits +
-Undead Fortitude. If damage reduces the zombie to 0 +
-Hit Points, it makes a Constitution saving throw (DC 5 +
-plus the damage taken) unless the damage is Radiant or +
-from a Critical Hit. On a successful save, the zombie +
-drops to 1 Hit Point instead.+
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