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Name

Name Race, class, Align CR 0 xp

  • Armor class AC (AC break)
  • Hit points HP (HP break)
  • Speed speed
  • STRstr (-5)
  • DEXdex (-5)
  • CONcon (-5)
  • INTint (-5)
  • WISwis (-5)
  • CHAcha (-5)

Save Throws:saves

Skills:skills

Damage Resistances:dam res

Damage Immunities:dam im

Condition Immunities:condition imm

Senses:senses

Languages:languages

Challenge:CR (0 xp)

aditional

description

Actions

action

Legendary Actions

legendary

Aarakocra

Aarakocra Medium humanoid (aarakocra), neutral good 1/4 50 xp

  • Armor class 12
  • Hit points 13 (3d8)
  • Speed 20 ft. , fly 50 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 11 (0)

Save Throws: Perception +5

Senses: passive Perception 15

Languages: Aarakocra, Auran

Challenge: 1/4 (50 xp)

Dive Attack. If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.

Actions

Talon. Melee Weapon Attack +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) slashing damage.

Javelin. Melee or Ranged Weapon Attack +4 to hit, reach 5 ft. or range 30/120 tf., one target.
Hit: 5 (1d6 + 2) piercing damage.

Aboleth

Aboleth Large Abomination, Lawful Evil 10 5,900 xp

  • Armor class 17 (Natural Armor)
  • Hit points 135 (18d10 + 36)
  • Speed 10 ft., swim 40 ft.
  • STR 21 (+5)
  • DEX 9 (-1)
  • CON 15 (+2)
  • INT 18 (+4)
  • WIS 15 (+2)
  • CHA 18 (+4)

Save Throws: Con +6, Int +8, Wis +6

Skills: History +12, Perception +10

Senses: Darkvision 120 ft. passive Perception 20

Languages: Deep Speech, telephathy 120 ft.

Challenge: 10 (5,900 xp)

Amphibious. It can breath air and water.

Mucous Cloud. While underwater, it is surrounded by transformative mucus. A creature that touches it or hits it with a melee attack while within 5 ft. of it must make a DC 14 Con saving throw. Fail: diseased for 1d4 hours and can only breathe underwater.

Probing Telepathy. If a creature communicates telepathically with it, it learns the creature's greatest desires if it can see the creature.

Actions

Multiattack. It makes three tentacle attacks.
Tentacle: Melee weapon attack: + 9 to hit, reach 10 ft. one target.
Hit: 12 (2d6 + 5) bludgeoning dmg. If target is a creature, succeed on a DC 14 Con saving throw or is diseased. The disease has no effect for 1 min. and can be removed by any magic that cures disease. After 1 min., the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.

Tail. Melee Weapon Attack: +9 to hit, reach 10ft. one target.
Hit: 15 (3d6 + 5) bludgeoning damage.

Enslave (3/Day). It targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wis saving throw or be magically charmed until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under it's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes dmg, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.

Legendary Actions

The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn . The aboleth regains spent legendary actions at the start of its turn.

Detect. The aboleth makes a Wisdom (Perception) check.
Tail Swipe. The aboleth makes one tail attack.
Psychic Drain (Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.

Angels, Deva

Angels, Deva Medium celestial, lawful good 10 5,900 xp

  • Armor class 17 (natural armor)
  • Hit points 136 (16d8 + 64)
  • Speed 30 ft., fly 90 ft.
  • STR 18 (+4)
  • DEX 18 (+4)
  • CON 18 (+4)
  • INT 17 (+3)
  • WIS 20 (+5)
  • CHA 20 (+5)

Save Throws: Wis +9, Char +9

Skills: Insight +9, Perception +9

Damage Resistances: radiant, bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities: charmed, exhaustion, frightened

Senses: darkvision 120 ft., passive Perception 19

Languages: all, telepathy 120 tf.

Challenge: 10 (5,900 xp)

Angelic Weapons. The deva's weapon attacks are magical. When the deva hit s with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Innate Spellcasting. The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:
At will: detect evil and good
1/day each: commune, raise dead

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

Actions

Multiattack. The deva makes two melee attacks.
Mace. Melee Weapon Attack: +8 to hi t, reach 5 ft., one
target.
Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8)
radiant damage.

Healing Touch (3/Day). The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Change Shape. The deva magically polymorphs into a
humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form . It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice). In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gain s any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.

Angel, Planetar

Angel, Planetar Large celestial, Lawful Good 16 15,000 xp

  • Armor class 19 (natural armor)
  • Hit points 200 (16d10 + 112)
  • Speed 40 ft., fly 120 ft
  • STR 24 (+7)
  • DEX 20 (+5)
  • CON 24 (+7)
  • INT 19 (+4)
  • WIS 22 (+6)
  • CHA 25 (+7)

Save Throws: Con +12, Wis +11, Cha +12

Skills: Perception +11

Damage Resistances: radiant, bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities: charmed, eshaustion, frightened

Senses: truesight 120 ft., passive Perception 21

Languages: all, telepathy 120 ft

Challenge: 16 (15,000 xp)

Angelic Weapons. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).

Innate Spellcasting. The planetar's spellcasting ability is
Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, flame strike, raise dead
1/day each: commune, control weather, insect plague

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

Actions

Multiattack. The planetar makes two melee attacks.

Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft.,
one target.
Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.

Healing Touch (4/Day). The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Angel, Solar

Angel, Solar Large celestial, lawful good 21 33,000 xp

  • Armor class 21 (natural armor)
  • Hit points 243 (18d10+144)
  • Speed 50 ft, fly 150 ft
  • STR 26 (+8)
  • DEX 22 (+6)
  • CON 26 (+8)
  • INT 25 (+7)
  • WIS 25 (+7)
  • CHA 30 (+10)

Save Throws: Int +14, Wis +14, Cha +17

Skills: Perception +14

Damage Resistances: radiant, bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: necrotic, poison

Condition Immunities: charmed, exhaustion, frightened, poisoned

Senses: truesight 120 ft., passive Perception 24

Languages: all, telepathy 120 ft.

Challenge: 21 (33,000 xp)

Angelic Weapons. The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Divine Awareness. The solar knows if it hears a lie.

Innate Spellcasting. The solar's spell casting ability is Charisma (spell save DC 25). It can innately cast the foll owing spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, resurrection
1/day each: commune, control weather

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

Actions

Multiattack. The solar makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft. , one. target.
Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8)
radiant damage.
Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 120/600 ft., one target.
Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 190
hit points or fewer, it must succeed on a DC 15 Con
saving throw or die.
Flying Sword. The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be
holding it. The hovering sword falls if the solar dies.
Healing Touch (4/Day). The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary Actions

The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The solar regains spent legendary actions at the start of its turn.
Teleport. The solar magically teleports, along with any
equipment it is wearing or carrying, up to 120 feet to an
unoccupied space it can see.
Searing Burst (Costs 2 Actions). The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions). The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Con saving throw or be blinded until magic such as the lesser restoration spell removes the blindness .

Animated Object, Flying Sword

Animated Object, Flying Sword Small Construct, unaligned 1/4 50 xp

  • Armor class 17 (natural armor)
  • Hit points 17 (5d6)
  • Speed 0 ft., fly 50 ft (hover)
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 1 (-5)
  • WIS 5 (-3)
  • CHA 1 (-5)

Save Throws: Dex +4

Damage Immunities: poison, psychic

Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned

Senses: blindsight 60 ft (blind beyond this), passive Perception 7

Languages: -

Challenge: 1/4 (50 xp)

Antimagic Susceptibility. The sword is incapacitated while in the area of an anti magic field. if targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.

Actions

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d8 + 1) slashing damage.

Animated Objects, Rug of Smothering

Animated Objects, Rug of Smothering Large Construct, 2 450 xp

  • Armor class 12
  • Hit points 33 (6d10)
  • Speed 10 ft.
  • STR 17 (+3)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 3 (-4)
  • CHA 1 (-5)

Damage Immunities: poison, psychic

Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned

Senses: blindsight 60 ft. (blind beyond this radius)

Languages: -

Challenge: 2 (450 xp)

Antimagic Susceptibility. The rug is incapacitated while in
the area of an anti magic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Damage Transfer. While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.

False Appearance. While the rug remains motionless, it is
indistinguishable from a normal rug.

Actions

Smother. Melee Weapon Attack: +5 to hit, reach 5 ft ., one
Medium or smaller creature.
Hit: The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.

Ankheg

Ankheg Large Monstrosity, unaligned 2 450 xp

  • Armor class 14 (natural armor)
  • Hit points 39 (6d10 + 6)
  • Speed 30 ft., burrow 10 ft.
  • STR 17 (+3)
  • DEX 11 (0)
  • CON 13 (+1)
  • INT 1 (-5)
  • WIS 13 (+1)
  • CHA 6 (-2)

Senses: darkvision 60 ft., tremorsense 60 ft.

Languages: -

Challenge: 2 (450 xp)

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.

Acid Spray (Recharge 6). The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

Azer

Azer Medium elemental, lawful neutral 2 450 xp

  • Armor class 17 (natural armor, shield)
  • Hit points 39 (6d8 + 12)
  • Speed 30 ft.
  • STR 17 (+3)
  • DEX 12 (+1)
  • CON 15 (+2)
  • INT 12 (+1)
  • WIS 13 (+1)
  • CHA 10 (0)

Save Throws: Con +4

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: passive Perception 11

Languages: Ignan

Challenge: 2 (450 xp)

Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Heated Weapons. When the azer hits with a metal melee
weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

Illumination. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft ., onetarget.
Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Banshee

Banshee Medium undead, chaotic evil 4 1,100 xp

  • Armor class 12
  • Hit points 58 (13d8)
  • Speed 0 ft., fly 40 ft. (hover)
  • STR 1 (-5)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 17 (+3)

Save Throws: Wis +2, Char +4

Damage Resistances: acid, fire, lightning, thunder, bludgeoning, piercing and slashing from nonmagical weapons

Damage Immunities: cold, necrotic, poison

Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Elvish

Challenge: 4 (1,100 xp)

Detect Life. The banshee can magically sense the presence
of living creatures up to 5 miles away. She knows the general
direction they're in but not their exact locations.

Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.

Actions

Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target.
Hit: 12 (3d6 + 2) necrotic damage.

Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the banshee's Horrifying Visage for the next 24 hours.

Wail (1/Day). The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.

Basilisk

Basilisk Medium monstrosity, unaligned 3 700 xp

  • Armor class 15 (natural armor)
  • Hit points 52 (8d8 + 16)
  • Speed 20 ft.
  • STR 16 (+3)
  • DEX 8 (-1)
  • CON 15 (+2)
  • INT 2 (-4)
  • WIS 8 (-1)
  • CHA 7 (-2)

Senses: darkvision 60 ft., passive Perception 9

Languages: -

Challenge: 3 (700 xp)

Petrifying Gaze. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.
If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and tar gets itself with its gaze.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.

Behir

Behir Huge monstrosity, neutral evil 11 7,200 xp

  • Armor class 17 (natural armor)
  • Hit points 168 (16d12 + 64)
  • Speed 50 ftl, climb 40 ft.
  • STR 23 (+6)
  • DEX 16 (+3)
  • CON 18 (+4)
  • INT 7 (-2)
  • WIS 14 (+2)
  • CHA 12 (+1)

Skills: Perception + 6, Stealth +7

Damage Immunities: lightning

Senses: darkvision 90 ft., passive Perception 16

Languages: Draconic

Challenge: 11 (7,200 xp)

Actions

Multiattack. The behir makes two attacks: one with its bite and one to constrict.

Bite. Melee Weapon Attack: +10 to hit, reach 10ft., one target.
Hit: 22 (3d10 + 6) piercing damage.

Constrict. Melee Weapon Attack: + 10 to hit, reach 5 ft., one Large or smaller creature.
Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.

Lightning Breath (Recharge 5-6). The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Swallow. The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.
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 prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

Beholder

Beholder Large Aberration, Lawful evil 13 10,000 xp

  • Armor class 18 (natural armor)
  • Hit points 180 (19d10 + 76)
  • Speed 0 ft., fly 20 ft. (hover)
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 18 (+4)
  • INT 17 (+3)
  • WIS 15 (+2)
  • CHA 17 (+3)

Save Throws: Int +8, Wis +7, Cha +8

Skills: Percpetion +12

Condition Immunities: prone

Senses: darkvision 120 ft., passive Perception 22

Languages: Deep Speech, Undercommon

Challenge: 13 (10,000 xp)

Antimagic Cone. The beholder's central eye creates an area of antimagic, as in the anti magic field spell, in a 150-foot cone. At the start of each of its turns , the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 14 (4d6) piercing damage.

Eye Rays. (see page 28 of MM for description of effects) The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
1. Charm (DC 16 Wis)
2. Paralyzing (DC 16 Con)
3. Fear (DC 16 Wis)
4. Slowing (DC 16 Dex)
5. Enervating (DC 16 Con)
6. Telekinetic (DC 16 Str)
7. Sleep (DC 16 Wis)
8. Petrification (DC 16 Dex)
9. Disintegration (DC 16 Dex)
10. Death (DC 16 Dex)

Legendary Actions

The beholder can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn . The beholder regains spent legendary actions at the start of its turn.

Eye Ray. The beholder uses one random eye ray.

Beholder, Death Tyrant

Beholder, Death Tyrant Large undead, Lawful Evil 14 11,500 xp

  • Armor class 19 (natural armor)
  • Hit points 187 (25d10 + 50)
  • Speed 0 ft., 20 ft. (hover)
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 19 (+4)
  • WIS 15 (+2)
  • CHA 19 (+4)

Save Throws: Str +5, Con +7, Int +9, Wis +7, Cha +9

Skills: Percpetion +12

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, paralyzed, petrified, poisoned, prone

Senses: darkvision 120 ft., passive Perception 22

Languages: Deep Speech, Undercommon

Challenge: 14 (11,500 xp)

Negative Energy Cone. The death tyrant's central eye emits an invisible, magical 150-foot cone of negative energy. At the start of each of its turns, the tyrant decides which way the cone faces and whether the cone is active.
Any creature in that area can't regain hit points. Any humanoid that dies there becomes a zombie under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 14 (4d6) piercing damage.

Eye Rays. (see page 29 of MM for description of effects) The death tyrant shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

1. Charm (DC 16 Wis)
2. Paralyzing (DC 16 Con)
3. Fear (DC 16 Wis)
4. Slowing (DC 16 Dex)
5. Enervating (DC 16 Con)
6. Telekinetic (DC 16 Str)
7. Sleep (DC 16 Wis)
8. Petrification (DC 16 Dex)
9. Disintegration (DC 16 Dex)
10. Death (DC 16 Dex)

Legendary Actions

The death tyrant can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn. The tyrant regains spent legendary actions at the start of its turn.

Eye Ray. The death tyrant uses one random eye ray.

Blight, Needle

Blight, Needle Medium Plant, neutral evil 1/4 50 xp

  • Armor class 12 (natural armor)
  • Hit points 11 (2d8 + 2)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 4 (-3)
  • WIS 8 (-1)
  • CHA 3 (-4)

Condition Immunities: blinded, deafened

Senses: blindsight 60 ft. (blind beyond this radius)

Languages: understands Common but can't speak

Challenge: 1/4 (50 xp)

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft ., one target.
Hit: 6 (2d4 + 1) piercing damage.

Needles. Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target.
Hit: 8 (2d6 + 1) piercing damage.

Blight, Twig

Blight, Twig Small Plant, neutral evil 1/8 25 xp

  • Armor class 13 (natural armor)
  • Hit points 4 (1d6 + 1)
  • Speed 20 ft.
  • STR 6 (-2)
  • DEX 13 (+1)
  • CON 12 (+1)
  • INT 4 (-3)
  • WIS 8 (-1)
  • CHA 3 (-4)

Skills: Stealth +3

Condition Immunities: blinded, deafened

Senses: blindsight 60ft. (blind beyond this radius), passive Perception 9

Languages: understands Common but can't speak

Challenge: 1/8 (25 xp)

Damage Vulnerabilities fire

False Appearance. While the blight remains motionless, it is
indistinguishable from a dead shrub.

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) piercing damage.

Blight, Vine

Blight, Vine Medium Plant, neutral evil 1/2 100 xp

  • Armor class 12 (natural armor)
  • Hit points 26 (4d8 + 8)
  • Speed 10 ft.
  • STR 15 (+2)
  • DEX 8 (-1)
  • CON 14 (+2)
  • INT 5 (-3)
  • WIS 10 (0)
  • CHA 3 (-4)

Skills: Stealth +1

Condition Immunities: blinded, deafened

Senses: blindsight 60 ft. (blind beyond this radius)

Languages: Common

Challenge: 1/2 (100 xp)

False Appearance. While the blight remains motionless , it is
indistinguishable from a tangle of vines.

Actions

Constrict. Melee Weapon Attack: +4 to hit, reach 10ft., one
target.
Hit: 9 (2d6 + 2) bludgeoning damage, and a Large or smaller target is grappled (escape DC 12) . Until this grapple ends, the target is re strained, and the blight can't constrict another target.

Entangling Plants (Recharge 5-6). Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for non plant creatures. In addition, each creature of the blight 's choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become re strained . A creature can use its action to make a DC 12 Strength check, freeing itself or another entangled creature within reach on a success.

Bugbear

Bugbear Medium Humanoid (goblinoid), chaotic evil 1 200 xp

  • Armor class 16 (Hide armor, Shield))
  • Hit points 27 (5d8 + 5))
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 8 (-1)
  • WIS 11 (0)
  • CHA 9 (-1)

Skills: Stealth +6, Survival +2

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Goblin

Challenge: 1 (200 xp)

Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target.
Hit: 11 (2d8 + 2) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target.
Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.

Bugbear Chief

Bugbear Chief Medium Humanoid (goblinoid), chaotic evil 3 700 xp

  • Armor class 17 (chain shirt, shield)
  • Hit points 65 (10d8 + 20)
  • Speed 30 ft.
  • STR 17 (+3)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 11 (0)

Skills: Intimidation +2, Stealth +6, Survival +3

Senses: darkvision 60 ft., passive Perception 11

Languages: Common, Goblin

Challenge: 3 (700 xp)

Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Heart of Hruggek. The bugbear has advantage on saving throws against being charmed, frightened , paralyzed, poisoned, stunned, or put to sleep.

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Multiattack. The bugbear makes two melee attacks.

Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target.
Hit: 12 (2d8 + 3) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target.
Hit: 10 (2d6 + 3) piercing damage in melee or 6 (1d6 + 3) piercing damage at range.

Bulette

Bulette Large monstrosity, unaligned 5 1,800 xp

  • Armor class 17 (natural armor)
  • Hit points 94 (9d10 + 45)
  • Speed 40 ft., burrow 40 ft.
  • STR 19 (+4)
  • DEX 11 (0)
  • CON 21 (+5)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Skills: Perception +6

Senses: darkvision 60 ftl, tremorsense 60 ft.

Languages: -

Challenge: 5 (1,800 xp)

Standing Leap. The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 30 (4d12 + 4) piercing damage.

Deadly Leap. If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage , isn't knocked prone, and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is with in range, the creature instead falls prone in the bulette's space.

Cambion

Cambion Medium fiend, any evil alignment 5 1,800 xp

  • Armor class 19 (scale mail)
  • Hit points 82 (11d8 + 33)
  • Speed 30 ft., fly 60 ft.
  • STR 18 (+4)
  • DEX 18 (+4)
  • CON 16 (+3)
  • INT 14 (+2)
  • WIS 12 (+1)
  • CHA 16 (+3)

Save Throws: Str +7, Con +6, Int +5, Cha +6

Skills: Deception +6, Intimidation +6, Perception +4, Stealth +7

Damage Resistances: cold, fire, lightning, poison, bludgeoning, piercing, and slashing from nonmagical weapons

Senses: darkvision 60 ft., passive Perception 14

Languages: Abyssal, Common, Infernal

Challenge: 5 (1,800 xp)

Fiendish Blessing. The AC of the cambion includes its Charisma bonus.

Innate Spellcasting. The cambion's spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:

3/day each: alter self, command, detect magic
1/day: plane shift (self only)

Actions

Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft ., one target.
Hit: 7 (1d6 + 4) piercing damage, or 8 (1 d8 + 4) piercing damage if used with two hands to make a
melee attack, plus 3 (1 d6) fire damage.

Fire Ray. Ranged Spell Attack: +7 to hit, range 120ft., one target.
Hit: 10 (3d6) fire damage.

Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion's spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the cambion's Fiendish Charm for the next 24 hours.

Centaur

Centaur Large monstrosity, neutral evil 2 450 xp

  • Armor class 12
  • Hit points 45 (6d10 + 12)
  • Speed 50 ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 9 (-1)
  • WIS 13 (+1)
  • CHA 11 (0)

Skills: Athletics +6, Perception +3, Survival +3

Senses: passive Perception 13

Languages: Elvish, Sylvan

Challenge: 2 (450 xp)

Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.

Actions

Multiattack. The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.

Pike. Melee Weapon Attack: +6 to hit, reach 10ft., one target.
Hit: 9 (1d10 + 4) piercing damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft ., one target. Hit: 6 (1d8 + 2) piercing damage.

Chimera

Chimera Large monstrosity, chaotic evil 6 2,300 xp

  • Armor class 14 (natural armor)
  • Hit points 114 (12d10 + 48)
  • Speed 30 ft., fly 60 ft.
  • STR 19 (+4)
  • DEX 11 (0)
  • CON 19 (+4)
  • INT 3 (-4)
  • WIS 14 (+2)
  • CHA 10 (0)

Skills: Perception +8

Senses: darkvision 60 ft., passive Perception 18

Languages: understands Draconic but can't speak

Challenge: 6 (2,300 xp)

Actions

Multiattack. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) piercing damage.

Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (1d12 + 4) bludgeoning damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.

Fire Breath (Recharge 5-6). The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.

Cloaker

Cloaker Large aberration, chaotic neutral 8 3,900 xp

  • Armor class 14 (natural armor)
  • Hit points 78 (12d10 + 12)
  • Speed 10 ft., fly 40 ft.
  • STR 17 (+3)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 13 (+1)
  • WIS 12 (+1)
  • CHA 14 (+2)

Skills: Stealth +5

Senses: darkvision 60ft., passive Perception 11

Languages: Deep Speech, Undercommon

Challenge: 8 (3,900 xp)

Damage Transfer. While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half.

False Appearance. While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.

Light Sensitivity. While in bright light, the cloaker has
disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The cloaker makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. lfthe cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.

Tail. Melee Weapon Attack: +6 to hit, reach 10ft., one creature.
Hit: 7 (1d8 + 3) slashing damage.

Moan. Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours

Phantasms (Recharges after a Short or Long Rest). The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear. Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.

Cockatrice

Cockatrice Small monstrosity, unaligned 1/2 100 xp

  • Armor class 11
  • Hit points 27 (6d6 + 6)
  • Speed 20 ft., fly 40 ft.
  • STR 6 (-2)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 13 (+1)
  • CHA 5 (-3)

Senses: darkvision 60ft., pass ive Perception 11

Languages: -

Challenge: 1/2 (100 xp)

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft ., one creature.
Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified . On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure , the creature is petrified for 24 hours.

Couatl

Couatl Medium celestial, lawful good 4 1,100 xp

  • Armor class 19 (natural armor)
  • Hit points 97 (13d8 + 39)
  • Speed 30 ft., fly 90 ft.
  • STR 16 (+3)
  • DEX 20 (+5)
  • CON 17 (+3)
  • INT 18 (+4)
  • WIS 20 (+5)
  • CHA 18 (+4)

Save Throws: Con +5, Wis +7, Cha +6

Damage Resistances: radiant

Damage Immunities: psychic, bludgeoning, piercing, and slashing from non magical weapons

Senses: truesight 120ft., passive Perception 15

Languages: all, telepathy 120ft.

Challenge: 4 (1,100 xp)

Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:

At will: detect evil and good, detect magic, detect thoughts
3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield
1/day each: dream, greater restoration , scrying

Magic Weapons. The couatl's weapon attacks are magical.

Shielded Mind. The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.

Constrict. Melee Weapon Attack: +6 to hit, reach 10ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.

Change Shape. The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).
In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks . If the new form has a bite attack, the couatl can use its bite in that form.

Crawling Claw

Crawling Claw Tiny undead, neutral evil 0 10 xp

  • Armor class 12
  • Hit points 2 (1d4)
  • Speed 20 ft., climb 20 ft.
  • STR 13 (+1)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 5 (-3)
  • WIS 10 (0)
  • CHA 4 (-3)

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: blindsight 30 ft. (blind beyond this radius), passive Perception 10

Languages: understands Common but can't speak

Challenge: 0 (10 xp)

Turn Immunity. The claw is immune to effects that
turn undead.

Actions

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft ., one
target.
Hit: 3 (1d4 + 1) bludgeoning or slashing damage
(claw's choice) .

Death Knight

Death Knight Medium undead, chaotic evil 17 18,000 xp

  • Armor class 20 (plate, shield)
  • Hit points 180 (19d8 + 95)
  • Speed 30 ft.
  • STR 20 (+5)
  • DEX 11 (0)
  • CON 20 (+5)
  • INT 12 (+1)
  • WIS 16 (+3)
  • CHA 18 (+4)

Save Throws: Dex +6, Wis +9, Cha +10

Damage Immunities: necrotic, poison

Condition Immunities: exhaustion , frightened , poisoned

Senses: da rkvi sion 120ft. , passive Perception 13

Languages: Abyssal, Common

Challenge: 17 (18,000 xp)

Reactions:
Parry. The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon.

Magic Resistance. The death knight has advantage on saving throws again st spells and other magical effects.

Marshal Undead. Unless the death knight is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.

Spellcasting. The death knight is a 19th-level spell caster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared:
1st level (4 slots): command, compelled duel, searing smite
2nd level (3 slot s): hold per-son , magic weapon
3rd level (3 slots) : dispel magic, elemental weapon
4th level (3 slots): banishment, staggering smite
5th level (2 slots): destructive wave (necrotic)


Actions

Multiattack. The death knight makes three longsword attacks.

Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft. ,
one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 +
5) slashing damage if used with two hands, plus 18 (4d8)
necrotic damage.

Hellfire Orb (1/Day). The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot radius sphere centered on that point must make a DC 18 Dex saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.

Demilich

Demilich Tiny undead, neutral evil 18 20,000 xp

  • Armor class 20 (natural armor)
  • Hit points 80 (20d4)
  • Speed 0 ft., fly 30 ft. (hover)
  • STR 1 (-5)
  • DEX 20 (+5)
  • CON 10 (0)
  • INT 20 (+5)
  • WIS 17 (+3)
  • CHA 20 (+5)

Save Throws: Con +6, I nt + 11, Wis +9, Cha + 11

Damage Resistances: bludgeoning, piercing, and slashing from magic weapons

Damage Immunities: necrotic, poison, psychic, bludgeoning, piercing, and slashing from non magical weapons

Condition Immunities: charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned

Senses: truesight 120 ft., passive Perception 13

Languages: -

Challenge: 18 (20,000 xp)

Avoidance. If the demilich is subjected to an effect that allows it to make a saving throw to take only ha lf damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Legendary Resistance (3/Day). If the demilich fails a saving throw, it can choose to succeed instead.

Turn Immunity. The demilich is immune to effects that
turn undead.

Actions

Howl (Recharge 5-6). The demilich emits a bloodcurdling
howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC 15 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn.

Life Drain. The demilich targets up to three creatures that it can see within 10 feet of it. Each target must succeed on a DC 19 Constitution saving throw or take 21 (6d6) necrotic damage, and the demilich regains hit points equal to the total damage dealt to all targets.

Legendary Actions

The demilich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The demilich regains spent legendary actions at the start of its turn.

Flight. The demilich flies up to half its flying speed.

Cloud of Dust. The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 15 Constitution saving th row or be blinded until the end of the demilich's next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich's next turn.

Energy Drain (Costs 2 Actions). Each creature with in 30 feet of the demilich must make a DC 15 Constitution saving throw. On a failed save, the creature's hit point maximum is magically reduced by 10 (3d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. A creature's hit point maximum can be restored with the greater restoration spell or similar magic
.
Vile Curse (Costs 3 Actions). The demilich targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.