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source:srd52:monsters_a_z [2025/05/05 01:00] – 만듦 dndkr | source:srd52:monsters_a_z [2025/05/15 21:59] (현재) – 만듦 dndkr | ||
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줄 1: | 줄 1: | ||
- | 258 System Reference Document 5.2.1 | + | |
- | Monsters A–Z | + | < |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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), | + | |
- | 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, | + | |
- | Half damage. | + | |
- | Young Black Dragon | + | |
- | Large Dragon (Chromatic), | + | |
- | 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, | + | |
- | Half damage. | + | |
- | Adult Black Dragon | + | |
- | Huge Dragon (Chromatic), | + | |
- | 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, | + | |
- | 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), | + | |
- | 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, | + | |
- | 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), | + | |
- | 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, | + | |
- | Half damage. | + | |
- | Young Blue Dragon | + | |
- | Large Dragon (Chromatic), | + | |
- | 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, | + | |
- | Adult Blue Dragon | + | |
- | Huge Dragon (Chromatic), | + | |
- | 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, | + | |
- | 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, | + | |
- | 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), | + | |
- | 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, | + | |
- | (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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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), | + | |
- | 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), | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | Bonus Actions | + | |
- | Divine Aid (2/Day). The couatl casts Bless, Lesser Restoration, | + | |
- | 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, | + | |
- | Immunities Necrotic, Poison; Charmed, Exhaustion, | + | |
- | Frightened, Grappled, Incapacitated, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | Image, Plane Shift | + | |
- | Doppelganger | + | |
- | Doppelganger | + | |
- | Medium Monstrosity, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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 | + | |
- | moves within 30 feet of the shrieker. Response: The | + | |
- | 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, | + | |
- | 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, | + | |
- | 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), | + | |
- | 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), | + | |
- | 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), | + | |
- | 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, | + | |
- | 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), | + | |
- | 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), | + | |
- | 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), | + | |
- | 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), | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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), | + | |
- | 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), | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | (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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | (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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | Red Dragons | + | |
- | Red Dragon Wyrmling | + | |
- | Medium Dragon (Chromatic), | + | |
- | 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), | + | |
- | 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), | + | |
- | 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), | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | (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, | + | |
- | (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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | + 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, | + | |
- | 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), | + | |
- | 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), | + | |
- | 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), | + | |
- | 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), | + | |
- | 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), | + | |
- | 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), | + | |
- | 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, | + | |
- | 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), | + | |
- | 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, | + | |
- | 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), | + | |
- | 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, | + | |
- | 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), | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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, | + | |
- | 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. | + |