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Aboleth Large aberration, lawful evil 10 5,000 xp

  • Armor class 17 (natural armor)
  • Hit points 135 (18d10+36)
  • Speed 10 ft., swim 40 ft.
  • STR21 (+5)
  • DEX9 (-1)
  • CON15 (+2)
  • INT18 (+4)
  • WIS15 (+2)
  • CHA18 (+4)

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

Skills:History +12, Perception +10

Senses:passive Perception 20, darkvision 120 ft.

Languages:Deep Speech, telepathy 120 ft.

Challenge:10 (5,000 xp)

Amphibious. The aboleth can breathe air and water.

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

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

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.

Actions

Multiattack. The aboleth makes three tentacle attacks.

Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, 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 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.

Enslave (3/day). The aboleth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth'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 damage, 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.

Abominable Yeti Huge monstrosity, chaotic evil 9 5,000 xp

  • Armor class 15 (natural armor)
  • Hit points 137 (11d12+66)
  • Speed 40 ft., climb 40 ft.
  • STR24 (+7)
  • DEX10 (0)
  • CON22 (+6)
  • INT9 (-1)
  • WIS13 (+1)
  • CHA9 (-1)

Skills:Perception +5, Stealth +4

Damage Immunities:cold

Senses:passive Perception 15, darkvision 60 ft.

Languages:Yeti

Challenge:9 (5,000 xp)

Fear of Fire. If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Keen Smell. The yeti has advantage on Wisdom (Perception) checks that rely on smell.

Snow Camouflage. The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Multiattack. The yeti can use its Chilling Gaze and makes two claw attacks.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage.

Chilling Gaze. The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 18 Constitution saving throw against this magic or take 21 (6d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to this yeti's gaze for 1 hour.

Cold Breath (Recharge 6). The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.

Adult Black Dragon Huge dragon, chaotic evil 14 11,500 xp

  • Armor class 19 (natural armor)
  • Hit points 195 (17d12+85)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR23 (+6)
  • DEX14 (+2)
  • CON21 (+5)
  • INT14 (+2)
  • WIS13 (+1)
  • CHA17 (+3)

Save Throws:Dex +7, Con +10, Wis +6, Cha +8

Skills:Perception +11, Stealth +7

Damage Immunities:acid

Senses:passive Perception 21, blindsight 60 ft., darkvision 120 ft.

Languages:Common, Draconic

Challenge:14 (11,500 xp)

Amphibious. The dragon can breathe air and water.

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Acid Breath (Recharge 5-6). The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Adult Blue Dracolich Huge undead, lawful evil 17 18,000 xp

  • Armor class 19 (natural armor)
  • Hit points 225 (18d12+108)
  • Speed 40 ft., burrow 30 ft., fly 80 ft.
  • STR25 (+7)
  • DEX10 (0)
  • CON23 (+6)
  • INT16 (+3)
  • WIS15 (+2)
  • CHA19 (+4)

Save Throws:Dex +5, Con +11, Wis +7, Cha +9

Skills:Perception +12, Stealth +5

Damage Resistances:necrotic

Damage Immunities:lightning, poison

Condition Immunities:charmed, exhaustion, frightened, paralyzed, poisoned

Senses:passive Perception 22, blindsight 60 ft., darkvision 120 ft.

Languages:Common, Draconic

Challenge:17 (18,000 xp)

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

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

Detect. The dracolich makes a Wisdom (Perception) check.

Tail Attack. The dracolich makes a tail attack.

Wing Attack (Costs 2 Actions). The dracolich beats its tattered wings. Each creature within 10 ft. of the dracolich must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. After beating its wings this way, the dracolich can fly up to half its flying speed.

Actions

Multiattack. The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Frightful Presence. Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dracolich's Frightful Presence for the next 24 hours.

Lightning Breath (Recharge 5-6). The dracolich exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Adult Blue Dragon Huge dragon, lawful evil 16 15,000 xp

  • Armor class 19
  • Hit points 225 (18d12+108)
  • Speed 40 ft., burrow 30 ft., fly 80 ft.
  • STR25 (+7)
  • DEX10 (0)
  • CON23 (+6)
  • INT16 (+3)
  • WIS15 (+2)
  • CHA19 (+4)

Save Throws:Dex +5, Con +11, Wis +7, Cha +9

Skills:Perception +12, Stealth +5

Damage Immunities:lightning

Senses:passive Perception 22, blindsight 60 ft., darkvision 120 ft.

Languages:Common, Draconic

Challenge:16 (15,000 xp)

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 90-foot line that is 5 ft. wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Adult Brass Dragon Huge dragon, chaotic good 13 10,000 xp

  • Armor class 18 (natural armor)
  • Hit points 172 (15d12+75)
  • Speed 40 ft., burrow 40 ft., fly 80 ft.
  • STR23 (+6)
  • DEX10 (0)
  • CON21 (+5)
  • INT14 (+2)
  • WIS13 (+1)
  • CHA17 (+3)

Save Throws:Dex +5, Con +10, Wis +6, Cha +8

Skills:History +7, Perception +11, Persuasion +8, Stealth +5

Damage Immunities:fire

Senses:passive Perception 21, blindsight 60 ft., darkvision 120 ft.

Languages:Common, Draconic

Challenge:13 (10,000 xp)

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach,. 0 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one. Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Adult Bronze Dragon Huge dragon, lawful good 15 13,000 xp

  • Armor class 19 (natural armor)
  • Hit points 212 (17d12+102)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR25 (+7)
  • DEX10 (0)
  • CON23 (+6)
  • INT16 (+3)
  • WIS15 (+2)
  • CHA19 (+4)

Save Throws:Dex +5, Con +11, Wis +7, Cha +9

Skills:Insight +7, Perception +12, Stealth +5

Damage Immunities:lightning

Senses:passive Perception 22, blindsight 60 ft., darkvision 120 ft.

Languages:Common, Draconic

Challenge:15 (13,000 xp)

Amphibious. The dragon can breathe air and water.

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. Lightning Breath. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

Adult Copper Dragon Huge dragon, chaotic good 14 11,500 xp

  • Armor class 18 (natural armor)
  • Hit points 184 (16d12+80)
  • Speed 40 ft., climb 40 ft., fly 80 ft.
  • STR23 (+6)
  • DEX12 (+1)
  • CON21 (+5)
  • INT18 (+4)
  • WIS15 (+2)
  • CHA17 (+3)

Save Throws:Dex +6, Con +10, Wis +7, Cha +8

Skills:Deception +8, Perception +12, Stealth +6

Damage Immunities:acid

Senses:passive Perception 22, blindsight 60 ft., darkvision 120 ft.

Languages:Common, Draconic

Challenge:14 (11,500 xp)

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. Acid Breath. The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Adult Gold Dragon Huge dragon, lawful good 17 18,000 xp

  • Armor class 19 (natural armor)
  • Hit points 256 (19d12+133)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR27 (+8)
  • DEX14 (+2)
  • CON25 (+7)
  • INT16 (+3)
  • WIS15 (+2)
  • CHA24 (+7)

Save Throws:Dex +8, Con +13, Wis +8, Cha +13

Skills:Insight +8, Perception +14, Persuasion +13, Stealth +8

Damage Immunities:fire

Senses:passive Perception 24, blindsight 60 ft., darkvision 120 ft.

Languages:Common, Draconic

Challenge:17 (18,000 xp)

Amphibious. The dragon can breathe air and water.

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Adult Green Dragon Huge dragon, lawful evil 15 13,000 xp

  • Armor class 19 (natural armor)
  • Hit points 207 (18d12+90)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR23 (+6)
  • DEX12 (+1)
  • CON21 (+5)
  • INT18 (+4)
  • WIS15 (+2)
  • CHA17 (+3)

Save Throws:Dex +6, Con +10, Wis +7, Cha +8

Skills:Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6

Damage Immunities:poison

Condition Immunities:poisoned

Senses:passive Perception 22, blindsight 60 ft., darkvision 120 ft.

Languages:Common, Draconic

Challenge:15 (13,000 xp)

Amphibious. The dragon can breathe air and water.

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours .

Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

Adult Red Dragon Huge dragon, chaotic evil 17 18,000 xp

  • Armor class 19 (natural armor)
  • Hit points 256 (19d12+133)
  • Speed 40 ft., climb 40 ft., fly 80 ft.
  • STR27 (+8)
  • DEX10 (0)
  • CON25 (+7)
  • INT16 (+3)
  • WIS13 (+1)
  • CHA21 (+5)

Save Throws:Dex +6, Con +13, Wis +7, Cha +11

Skills:Perception +13, Stealth +6

Damage Immunities:fire

Senses:passive Perception 23, blindsight 60 ft., darkvision 120 ft.

Languages:Common, Draconic

Challenge:17 (18,000 xp)

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Lair Actions. On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: the dragon can't use the same effect two rounds in a row: Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. A tremor shakes the lair in a 60-foot-radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone. Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.

Adult Silver Dragon Huge dragon, lawful good 16 15,000 xp

  • Armor class 19 (natural armor)
  • Hit points 243 (18d12+126)
  • Speed 40 ft., fly 80 ft.
  • STR27 (+8)
  • DEX10 (0)
  • CON25 (+7)
  • INT16 (+3)
  • WIS13 (+1)
  • CHA21 (+5)

Save Throws:Dex +5, Con +12, Wis +6, Cha +10

Skills:Arcana +8, History +8, Perception +11, Stealth +5

Damage Immunities:cold

Senses:passive Perception 21, blindsight 60 ft., darkvision 120 ft.

Languages:Common, Draconic

Challenge:16 (15,000 xp)

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Adult White Dragon Huge dragon, chaotic evil 13 10,000 xp

  • Armor class 18 (natural armor)
  • Hit points 200 (16d12+96)
  • Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
  • STR22 (+6)
  • DEX10 (0)
  • CON22 (+6)
  • INT8 (-1)
  • WIS12 (+1)
  • CHA12 (+1)

Save Throws:Dex +5, Con +11, Wis +6, Cha +6

Skills:Perception +11, Stealth +5

Damage Immunities:cold

Senses:passive Perception 21, blindsight 60 ft., darkvision 120 ft.

Languages:Common, Draconic

Challenge:13 (10,000 xp)

Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

Air Elemental Large elemental, neutral 5 1,800 xp

  • Armor class 15
  • Hit points 90 (12d10+24)
  • Speed fly 90 ft. (hover)
  • STR14 (+2)
  • DEX20 (+5)
  • CON14 (+2)
  • INT6 (-2)
  • WIS10 (0)
  • CHA6 (-2)

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

Damage Immunities:poison

Condition Immunities:exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses:passive Perception 10, darkvision 60 ft.

Languages:Auran

Challenge:5 (1,800 xp)

Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Whirlwind (Recharge 4-6). Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

Allosaurus Large beast, unaligned 2 450 xp

  • Armor class 15 (natural armor)
  • Hit points 60 (6d10+18)
  • Speed 60 ft.
  • STR19 (+4)
  • DEX13 (+1)
  • CON17 (+3)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA5 (-3)

Skills:Perception +5

Senses:passive Perception 15

Languages:

Challenge:2 (450 xp)

Pounce. If the allosaurus moves at least 30 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the allosaurus can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Ancient Black Dragon Gargantuan dragon, chaotic evil 21 33,000 xp

  • Armor class 22 (natural armor)
  • Hit points 367 (21d20+147)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR27 (+8)
  • DEX14 (+2)
  • CON25 (+7)
  • INT16 (+3)
  • WIS15 (+2)
  • CHA19 (+4)

Save Throws:Dex +9, Con +14, Wis +9, Cha +11

Skills:Perception +16, Stealth +9

Damage Immunities:acid

Senses:passive Perception 26, blindsight 60 ft., darkvision 120 ft.

Languages:Common, Draconic

Challenge:21 (33,000 xp)

Amphibious. The dragon can breathe air and water.

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

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft ., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Acid Breath (Recharge 5-6). The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

Ancient Blue Dragon Gargantuan dragon, lawful evil 23 50,000 xp

  • Armor class 22 (natural armor)
  • Hit points 481 (26d20+208)
  • Speed 40 ft., burrow 40 ft., fly 80 ft.
  • STR29 (+9)
  • DEX10 (0)
  • CON27 (+8)
  • INT18 (+4)
  • WIS17 (+3)
  • CHA21 (+5)

Save Throws:Dex +7, Con +15, Wis +10, Cha +12

Skills:Perception +17, Stealth +7

Damage Immunities:lightning

Senses:passive Perception 27, blindsight 60 ft., darkvision 120 ft.

Languages:Common, Draconic

Challenge:23 (50,000 xp)

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

Ancient Brass Dragon Gargantuan dragon, chaotic good 20 41,000 xp

  • Armor class 20 (natural armor)
  • Hit points 297 (17d20+119)
  • Speed 40 ft., burrow 40 ft., fly 80 ft.
  • STR27 (+8)
  • DEX10 (0)
  • CON25 (+7)
  • INT16 (+3)
  • WIS15 (+2)
  • CHA19 (+4)

Save Throws:Dex +6, Con +13, Wis +8, Cha +10

Skills:History +9, Perception +14, Persuasion +10, Stealth +6

Damage Immunities:fire

Senses:passive Perception 24, blindsight 60 ft., darkvision 120 ft.

Languages:Common, Draconic

Challenge:20 (41,000 xp)

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:Fire Breath. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher 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 dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Ancient Bronze Dragon Gargantuan dragon, lawful good 22 41,000 xp

  • Armor class 22 (natural armor)
  • Hit points 444 (24d20+192)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR29 (+9)
  • DEX10 (0)
  • CON27 (+8)
  • INT18 (+4)
  • WIS17 (+3)
  • CHA21 (+5)

Save Throws:Dex +7, Con +15, Wis +10, Cha +12

Skills:Insight +10, Perception +17, Stealth +7

Damage Immunities:lightning

Senses:passive Perception 27, blindsight 60 ft., darkvision 120 ft.

Languages:Common, Draconic

Challenge:22 (41,000 xp)

Amphibious. The dragon can breathe air and water.

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. Lightning Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher 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 dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Ancient Copper Dragon Gargantuan dragon, chaotic good 21 33,000 xp

  • Armor class 21 (natural armor)
  • Hit points 350 (20d20+140)
  • Speed 40 ft., climb 40 ft., fly 80 ft.
  • STR27 (+8)
  • DEX12 (+1)
  • CON25 (+7)
  • INT20 (+5)
  • WIS17 (+3)
  • CHA19 (+4)

Save Throws:Dex +8, Con +14, Wis +10, Cha +11

Skills:Deception +11, Perception +17, Stealth +8

Damage Immunities:acid

Senses:passive Perception 27, blindsight 60 ft., darkvision 120 ft.

Languages:Common, Draconic

Challenge:21 (33,000 xp)

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. Acid Breath. The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher 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 dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Ancient Gold Dragon Gargantuan dragon, lawful good 24 62,000 xp

  • Armor class 22 (natural armor)
  • Hit points 546 (28d20+252)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR30 (+10)
  • DEX14 (+2)
  • CON29 (+9)
  • INT18 (+4)
  • WIS17 (+3)
  • CHA28 (+9)

Save Throws:Dex +9, Con +16, Wis +10, Cha +16

Skills:Insight +10, Perception +17, Persuasion +16, Stealth +9

Damage Immunities:fire

Senses:passive Perception 27, blindsight 60 ft., darkvision 120 ft.

Languages:Common, Draconic

Challenge:24 (62,000 xp)

Amphibious. The dragon can breathe air and water.

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher 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 dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Ancient Green Dragon Gargantuan dragon, lawful evil 22 41,000 xp

  • Armor class 21 (natural armor)
  • Hit points 385 (22d20+154)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR27 (+8)
  • DEX12 (+1)
  • CON25 (+7)
  • INT20 (+5)
  • WIS17 (+3)
  • CHA19 (+4)

Save Throws:Dex +8, Con +14, Wis +10, Cha +11

Skills:Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8

Damage Immunities:poison

Condition Immunities:poisoned

Senses:passive Perception 27, blindsight 60 ft., darkvision 120 ft.

Languages:Common, Draconic

Challenge:22 (41,000 xp)

Amphibious. The dragon can breathe air and water.

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.

Ancient Red Dragon Gargantuan dragon, chaotic evil 24 62,000 xp

  • Armor class 22 (natural armor)
  • Hit points 546 (28d20+252)
  • Speed 40 ft., climb 40 ft., fly 80 ft.
  • STR30 (+10)
  • DEX10 (0)
  • CON29 (+9)
  • INT18 (+4)
  • WIS15 (+2)
  • CHA23 (+6)

Save Throws:Dex +7, Con +16, Wis +9, Cha +13

Skills:Perception +16, Stealth +7

Damage Immunities:fire

Senses:passive Perception 26, blindsight 60 ft., darkvision 120 ft.

Languages:Common, Draconic

Challenge:24 (62,000 xp)

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Ancient Silver Dragon Gargantuan dragon, lawful good 23 50,000 xp

  • Armor class 22 (natural armor)
  • Hit points 487 (25d20+225)
  • Speed 40 ft., fly 80 ft.
  • STR30 (+10)
  • DEX10 (0)
  • CON29 (+9)
  • INT18 (+4)
  • WIS15 (+2)
  • CHA23 (+6)

Save Throws:Dex +7, Con +16, Wis +9, Cha +13

Skills:Arcana +11, History +11, Perception +16, Stealth +7

Damage Immunities:cold

Senses:passive Perception 26, blindsight 60 ft., darkvision 120 ft.

Languages:Common, Draconic

Challenge:23 (50,000 xp)

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas in a 90- foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher 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 dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Ancient White Dragon Gargantuan dragon, chaotic evil 20 41,000 xp

  • Armor class 20 (natural armor)
  • Hit points 333 (18d20+144)
  • Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.
  • STR26 (+8)
  • DEX10 (0)
  • CON26 (+8)
  • INT10 (0)
  • WIS13 (+1)
  • CHA14 (+2)

Save Throws:Dex +6, Con +14, Wis +7, Cha +8

Skills:Perception +13, Stealth +6

Damage Immunities:cold

Senses:passive Perception 23, blindsight 60 ft., darkvision 120 ft.

Languages:Common, Draconic

Challenge:20 (41,000 xp)

Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours .

Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (l6d8) cold damage on a failed save, or half as much damage on a successful one.

Androsphinx Large monstrosity, lawful neutral 17 18,000 xp

  • Armor class 17 (natural armor)
  • Hit points 199 (19d10+95)
  • Speed 40 ft., fly 60 ft.
  • STR22 (+6)
  • DEX10 (0)
  • CON20 (+5)
  • INT16 (+3)
  • WIS18 (+4)
  • CHA23 (+6)

Save Throws:Dex +6, Con +11, Int +9, Wis +10

Skills:Arcana +9, Perception +10, Religion +15

Damage Immunities:psychic, bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities:charmed, frightened

Senses:passive Perception 20, truesight 120 ft.

Languages:Common, Sphinx

Challenge:17 (18,000 xp)

Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.

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

Spellcasting. The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared: Cantrips (at will): sacred flame, spare the dying, thaumaturgy 1st level (4 slots): command, detect evil and good, detect magic 2nd level (3 slots): lesser restoration, zone of truth 3rd level (3 slots): dispel magic, tongues 4th level (3 slots): banishment, freedom of movement 5th level (2 slots): flame strike, greater restoration 6th level (1 slot): heroes' feast

Claw Attack. The sphinx makes one claw attack.

Teleport (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.

Actions

Multiattack. The sphinx makes two claw attacks.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.

Roar (3/Day). The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

Animated Armor Medium construct, unaligned 1 200 xp

  • Armor class 18 (natural armor)
  • Hit points 33 (6d8+6)
  • Speed 25 ft.
  • STR14 (+2)
  • DEX11 (0)
  • CON13 (+1)
  • INT1 (-5)
  • WIS3 (-4)
  • CHA1 (-5)

Damage Immunities:poison, psychic

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

Senses:passive Perception 6, blindsight 60 ft. (blind beyond this radius)

Languages:

Challenge:1 (200 xp)

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

False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.

Actions

Multiattack. The armor makes two melee attacks.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Ankheg Large monstrosity, unaligned 2 450 xp

  • Armor class 14 (natural armor, 11 while prone)
  • Hit points 39 (6d10+6)
  • Speed 30 ft., burrow 10 ft.
  • STR17 (+3)
  • DEX11 (0)
  • CON13 (+1)
  • INT1 (-5)
  • WIS13 (+1)
  • CHA6 (-2)

Senses:passive Perception 11, 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: 10 (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 ft. long and 5 ft. 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.

Ankylosaurus Huge beast, unaligned 3 700 xp

  • Armor class 15 (natural armor)
  • Hit points 68 (8d12+16)
  • Speed 30 ft.
  • STR19 (+4)
  • DEX11 (0)
  • CON15 (+2)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA5 (-3)

Senses:passive Perception 11

Languages:

Challenge:3 (700 xp)

Actions

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Arcanaloth Medium fiend (yugoloth), neutral evil 12 8,400 xp

  • Armor class 17 (natural armor)
  • Hit points 104 (16d8+32)
  • Speed 30 ft., fly 30 ft.
  • STR17 (+3)
  • DEX12 (+1)
  • CON14 (+2)
  • INT20 (+5)
  • WIS16 (+3)
  • CHA17 (+3)

Save Throws:Dex +5, Int +9, Wis +7, Cha +7

Skills:Arcana +13, Deception +9, Insight +9, Perception +7

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

Damage Immunities:acid, poison

Condition Immunities:charmed, poisoned

Senses:passive Perception 17, truesight 120 ft.

Languages:all, telepathy 120 ft.

Challenge:12 (8,400 xp)

Innate Spellcasting. The arcanaloth's innate spellcasting ability is Charisma (spell save DC 15). The arcanaloth can innately cast the following spells, requiring no material components: At will: alter self, darkness, heat metal, invisibility (self only), magic missile

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

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

Spellcasting. The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arcanaloth has the following wizard spells prepared: Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation 1st level (4 slots): detect magic, identify, shield, Tenser's floating disk 2nd level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion 3rd level (3 slots): counterspell, fear, fireball 4th level (3 slots): banishment, dimension door 5th level (2 slots): contact other plane, hold monster 6th level (1 slot): chain lightning 7th level (1 slot): finger of death 8th level (1 slot): mind blank

Actions

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. The target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Teleport. The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Variant: Summon Yugoloth (1/Day). The yugoloth attempts a magical summoning. An arcanaloth has a 40 percent chance of summoning one arcanaloth. A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.

Archmage Medium humanoid (any race), any alignment any six languages 12 xp

  • Armor class 12 (15 with mage armor)
  • Hit points 99 (18d8+18)
  • Speed 30 ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON12 (+1)
  • INT20 (+5)
  • WIS15 (+2)
  • CHA16 (+3)

Save Throws:Int +9, Wis +6

Skills:Arcana +13, History +13

Damage Resistances:damage from spells

Damage Immunities: non magical bludgeoning, piercing, and slashing (from stoneskin)

Languages:passive Perception 12

Challenge:any six languages (12 xp)

8400

Actions

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

Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp 1st level (4 slots): detect magic, identify, mage armor*, magic missile 2nd level (3 slots): detect thoughts, mirror image, misty step 3rd level (3 slots): counterspell,fly, lightning bolt 4th level (3 slots): banishment, fire shield, stoneskin* 5th level (3 slots): cone of cold, scrying, wall of force 6th level (1 slot): globe of invulnerability 7th level (1 slot): teleport 8th level (1 slot): mind blank* 9th level (1 slot): time stop* The archmage casts these spells on itself before combat.

Legendary Actions

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Assassin Medium humanoid (any race), any non-good alignment 8 3,900 xp

  • Armor class 15 (studded leather)
  • Hit points 78 (12d8+24)
  • Speed 30 ft.
  • STR11 (0)
  • DEX16 (+3)
  • CON14 (+2)
  • INT13 (+1)
  • WIS11 (0)
  • CHA10 (0)

Save Throws:Dex +6, Int +4

Skills:Acrobatics +6, Deception +3, Perception +3, Stealth +9

Damage Resistances:poison

Senses:passive Perception 13

Languages:Thieves' cant plus any two languages

Challenge:8 (3,900 xp)

Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

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 saving throw, and only half damage if it fails.

Sneak Attack (1/Turn). The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

Actions

Multiattack. The assassin makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Avatar of Death Medium undead, neutral evil 0 10 xp

  • Armor class 20
  • Hit points 0
  • Speed 60 ft., fly 60 ft. (hover)
  • STR16 (+3)
  • DEX16 (+3)
  • CON16 (+3)
  • INT16 (+3)
  • WIS16 (+3)
  • CHA16 (+3)

Damage Immunities:necrotic, poison

Condition Immunities:charmed, frightened, paralyzed, petrified, poisoned , unconscious

Senses:passive Perception 13, darkvision 60 ft., truesight 60 ft.

Languages:all languages known to its summoner

Challenge:0 (10 xp)

Incorporeal Movement. The avatar 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.

Turning Immunity. The avatar is immune to features that turn undead.

Hit Points. The Avatar of Death appears with hit points equal to half its summoner's maximum hit points.

Actions

Reaping Scythe. The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage.

Awakened Shrub Small plant, unaligned 0 10 xp

  • Armor class 9
  • Hit points 10 (3d6)
  • Speed 20 ft.
  • STR3 (-4)
  • DEX8 (-1)
  • CON11 (0)
  • INT10 (0)
  • WIS10 (0)
  • CHA6 (-2)

Damage Resistances:piercing

Senses:passive Perception 10

Languages:one language known by its creator

Challenge:0 (10 xp)

Vulnerability: fire

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

Actions

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

Awakened Tree Huge plant, unaligned 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 59 (7d12+14)
  • Speed 20 ft.
  • STR19 (+4)
  • DEX6 (-2)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA7 (-2)

Damage Resistances:bludgeoning, piercing

Senses:passive Perception 10

Languages:one language known by its creator

Challenge:2 (450 xp)

Vulnerability: fire

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

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.

Azer Medium elemental, lawful neutral 2 450 xp

  • Armor class 17 (natural armor, shield)
  • Hit points 39 (6d8+12)
  • Speed 30 ft.
  • STR17 (+3)
  • DEX12 (+1)
  • CON15 (+2)
  • INT12 (+1)
  • WIS13 (+1)
  • CHA10 (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 ft. 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 ft. .

Actions

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 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.

Baboon Small beast, unaligned 0 10 xp

  • Armor class 12
  • Hit points 3 (1d6)
  • Speed 30 ft., climb 30 ft.
  • STR8 (-1)
  • DEX14 (+2)
  • CON11 (0)
  • INT4 (-3)
  • WIS12 (+1)
  • CHA6 (-2)

Senses:passive Perception 11

Languages:

Challenge:0 (10 xp)

Pack Tactics. The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

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

Badger Tiny beast, unaligned 0 10 xp

  • Armor class 10
  • Hit points 3 (1d4+1)
  • Speed 20 ft., burrow 5 ft.
  • STR4 (-3)
  • DEX11 (0)
  • CON12 (+1)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA5 (-3)

Senses:passive Perception 11, darkvision 30 ft.

Languages:

Challenge:0 (10 xp)

Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Balor Huge fiend (demon), chaotic evil 19 2,200 xp

  • Armor class 19 (natural armor)
  • Hit points 262 (21d12+126)
  • Speed 40 ft., fly 80 ft.
  • STR26 (+8)
  • DEX15 (+2)
  • CON22 (+6)
  • INT20 (+5)
  • WIS16 (+3)
  • CHA22 (+6)

Save Throws:Str +14, Con +12, Wis +9, Cha +12

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

Damage Immunities:fire, poison

Condition Immunities:poisoned

Senses:passive Perception 13, truesight 120 ft.

Languages:Abyssal, telepathy 120 ft.

Challenge:19 (2,200 xp)

Death Throes. When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.

Fire Aura. At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

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

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

Actions

Multiattack. The balor makes two attacks: one with its longsword and one with its whip.

Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.

Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.

Teleport. The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Variant: Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Bandit Captain Medium humanoid (any race), any non-lawful alignment 2 450 xp

  • Armor class 15 (studded leather)
  • Hit points 65 (10d8+20)
  • Speed 30 ft.
  • STR15 (+2)
  • DEX16 (+3)
  • CON14 (+2)
  • INT14 (+2)
  • WIS11 (0)
  • CHA14 (+2)

Save Throws:Str +4, Dex +5, Wis +2

Skills:Athletics +4, Deception +4

Senses:passive Perception 10

Languages:any two languages

Challenge:2 (450 xp)

Actions

Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Reactions



Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

Banshee Medium undead, chaotic evil 4 1,100 xp

  • Armor class 12
  • Hit points 58 (13d8)
  • Speed 0 ft., fly 40 ft. (hover)
  • STR1 (-5)
  • DEX14 (+2)
  • CON10 (0)
  • INT12 (+1)
  • WIS11 (0)
  • CHA17 (+3)

Save Throws:Wis +2, Cha +5

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:passive Perception 10, darkvision 60 ft.

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 that aren'tundead or constructs. 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 ft. 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 ft. 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. The woeful banshee is a spiteful creature formed from the spirit of a female elf. Its face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it.

Barbed Devil Medium fiend (devil), lawful evil 5 1,800 xp

  • Armor class 15 (natural armor)
  • Hit points 110 (13d8+52)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX17 (+3)
  • CON18 (+4)
  • INT12 (+1)
  • WIS14 (+2)
  • CHA14 (+2)

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

Skills:Deception +5, Insight +5, Perception +8

Damage Resistances:cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Damage Immunities:fire, poison

Condition Immunities:poisoned

Senses:passive Perception 18, darkvision 120 ft.

Languages:Infernal, telepathy 120 ft.

Challenge:5 (1,800 xp)

Barbed Hide. At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

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

Actions

Multiattack. The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit: 6 (1d6 + 3) piercing damage.

Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Barlgura Large fiend (demon), chaotic evil 5 1,800 xp

  • Armor class 15 (natural armor)
  • Hit points 68 (8d10+24)
  • Speed 40 ft., climb 40 ft.
  • STR18 (+4)
  • DEX15 (+2)
  • CON16 (+3)
  • INT7 (-2)
  • WIS14 (+2)
  • CHA9 (-1)

Save Throws:Dex +5, Con +6

Skills:Perception +5, Stealth +5

Damage Resistances:cold, fire, lightning

Damage Immunities:poison

Condition Immunities:poisoned

Senses:passive Perception 15, blindsight 30 ft., darkvision 120 ft.

Languages:Abyssal, telepathy 120 ft.

Challenge:5 (1,800 xp)

Innate Spellcasting. The barlgura's spellcasting ability is Wisdom (spell save DC 13). The barlgura can innately cast the following spells, requiring no material components: 1/day each: entangle, phantasmal force2/day each: disguise self, invisibility (self only)

Reckless. At the start of its turn, the barlgura can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Running Leap. The barlgura's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start.

Actions

Multiattack. The barlgura makes three attacks: one with its bite and two with its fists.

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

Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.

Variant: Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. A barlgura has a 30 percent chance of summoning one barlgura. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Basilisk Medium monstrosity, unaligned 3 700 xp

  • Armor class 12 (natural armor)
  • Hit points 52 (8d8+16)
  • Speed 20 ft.
  • STR16 (+3)
  • DEX8 (-1)
  • CON15 (+2)
  • INT2 (-4)
  • WIS8 (-1)
  • CHA7 (-2)

Senses:passive Perception 9, darkvision 60 ft.

Languages:

Challenge:3 (700 xp)

Petrifying Gaze. If a creature starts its turn within 30 ft. 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 ft. of it in bright light, it mistakes itself for a rival and targets 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.

Bat Tiny beast, unaligned 0 10 xp

  • Armor class 12
  • Hit points 1 (1d4-1)
  • Speed 5 ft., fly 30 ft.
  • STR2 (-4)
  • DEX15 (+2)
  • CON8 (-1)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA4 (-3)

Senses:passive Perception 11, blindsight 60 ft.

Languages:

Challenge:0 (10 xp)

Echolocation. The bat can't use its blindsight while deafened.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Bearded Devil Medium fiend (devil), lawful evil 3 700 xp

  • Armor class 13 (natural armor)
  • Hit points 52 (8d8+16)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX15 (+2)
  • CON15 (+2)
  • INT9 (-1)
  • WIS11 (0)
  • CHA11 (0)

Save Throws:Str +5, Con +4, Wis +2

Damage Resistances:cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Damage Immunities:fire, poison

Condition Immunities:poisoned

Senses:passive Perception 10, darkvision 120 ft.

Languages:Infernal, telepathy 120 ft.

Challenge:3 (700 xp)

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

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

Steadfast. The devil can't be frightened while it can see an allied creature within 30 feet of it.

Actions

Multiattack. The devil makes two attacks: one with its beard and one with its glaive.

Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Behir Huge monstrosity, neutral evil 11 7,200 xp

  • Armor class 17 (natural armor)
  • Hit points 168 (16d12+64)
  • Speed 50 ft., climb 40 ft.
  • STR23 (+6)
  • DEX16 (+3)
  • CON18 (+4)
  • INT7 (-2)
  • WIS14 (+2)
  • CHA12 (+1)

Skills:Perception +6, Stealth +7

Damage Immunities:lightning

Senses:passive Perception 16, darkvision 90 ft.

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 10 ft., 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 ft. long and 5 ft. 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 ft. 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 ft. of movement, exiting prone.

Beholder Large aberration, lawful evil 13 10,000 xp

  • Armor class 18 (natural armor)
  • Hit points 189 (19d10+76)
  • Speed 0 ft., fly 20 ft. (hover)
  • STR10 (0)
  • DEX14 (+2)
  • CON18 (+4)
  • INT17 (+3)
  • WIS15 (+2)
  • CHA17 (+3)

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

Skills:Perception +12

Condition Immunities:prone

Senses:passive Perception 22, darkvision 120 ft.

Languages:Deep Speech, Undercommon

Challenge:13 (10,000 xp)

Antimagic Cone. The beholder's central eye creates an area of antimagic, as in the antimagic 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.

Eye Ray. The beholder uses one random eye ray.

Actions

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

Eye Rays. The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 ft. of it:1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature. 2. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 4. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. 6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 ft. in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 ft. in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. 7. Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. 8. Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. 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 until freed by the greater restoration spell or other magic. 9. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. 10. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Beholder Zombie Large undead, neutral evil 5 1,800 xp

  • Armor class 15 (natural armor)
  • Hit points 93 (11d10+33)
  • Speed 0 ft., fly 20 ft. (hover)
  • STR10 (0)
  • DEX8 (-1)
  • CON16 (+3)
  • INT3 (-4)
  • WIS8 (-1)
  • CHA5 (-3)

Save Throws:Wis +2

Damage Immunities:poison

Condition Immunities:poisoned, prone

Senses:passive Perception 9, darkvision 60 ft.

Languages:understands Deep Speech and Undercommon but can't speak

Challenge:5 (1,800 xp)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Eye Ray. The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it. 1. Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 2. Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. 4. Disintegration Ray. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it.

Berserker Medium humanoid (any race), any chaotic alignment 2 450 xp

  • Armor class 13 (hide armor)
  • Hit points 67 (9d8+27)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON17 (+3)
  • INT9 (-1)
  • WIS11 (0)
  • CHA9 (-1)

Senses:passive Perception 10

Languages:any one language (usually Common)

Challenge:2 (450 xp)

Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

Black Dragon Wyrmling Medium dragon, chaotic evil 2 450 xp

  • Armor class 17 (natural armor)
  • Hit points 33 (6d8+6)
  • Speed 30 ft., fly 60 ft., swim 30 ft.
  • STR15 (+2)
  • DEX14 (+2)
  • CON13 (+1)
  • INT10 (0)
  • WIS11 (0)
  • CHA13 (+1)

Save Throws:Dex +4, Con +3, Wis +2, Cha +3

Skills:Perception +4, Stealth +4

Damage Immunities:acid

Senses:passive Perception 14, blindsight 10 ft., darkvision 60 ft.

Languages:Draconic

Challenge:2 (450 xp)

Amphibious. The dragon can breathe air and water.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.

Acid Breath (Recharge 5-6). The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (Sd8) acid damage on a failed save, or half as much damage on a successful one.

Black Pudding Large ooze, unaligned 4 1,100 xp

  • Armor class 7
  • Hit points 85 (10d10+30)
  • Speed 20 ft., climb 20 ft.
  • STR16 (+3)
  • DEX5 (-3)
  • CON16 (+3)
  • INT1 (-5)
  • WIS6 (-2)
  • CHA1 (-5)

Damage Immunities:acid, cold, lightning, slashing

Condition Immunities:blinded, charmed, deafened, exhaustion, frightened, prone

Senses:passive Perception 8, blindsight 60 ft. (blind beyond this radius)

Languages:

Challenge:4 (1,100 xp)

Amorphous. The pudding can move through a space as narrow as 1 inch wide without squeezing.

Corrosive Form. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

Spider Climb. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Reactions



Split. When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.

Blue Dragon Wyrmling Medium dragon, lawful evil 3 700 xp

  • Armor class 17 (natural armor)
  • Hit points 52 (8d8+16)
  • Speed 30 ft., burrow 15 ft., fly 60 ft.
  • STR17 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT12 (+1)
  • WIS11 (0)
  • CHA15 (+2)

Save Throws:Dex +2, Con +4, Wis +2, Cha +4

Skills:Perception +4, Stealth +2

Damage Immunities:lightning

Senses:passive Perception 14, blindsight 10 ft., darkvision 60 ft.

Languages:Draconic

Challenge:3 (700 xp)

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.

Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Blue Slaad Large aberration, chaotic neutral 7 2,900 xp

  • Armor class 15 (natural armor)
  • Hit points 123 (13d10+52)
  • Speed 30 ft.
  • STR20 (+5)
  • DEX15 (+2)
  • CON18 (+4)
  • INT7 (-2)
  • WIS7 (-2)
  • CHA9 (-1)

Skills:Perception +1

Damage Resistances:acid, cold, fire, lightning, thunder

Senses:passive Perception 11, darkvision 60 ft.

Languages:Slaad, telepathy 60 ft.

Challenge:7 (2,900 xp)

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

Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.

Variant: Control Gem. Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.

Actions

Multiattack. The slaad makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be infected with a disease called chaos phage. While infected, the target can't regain hit points, and its hit point maximum is reduced by 10 (3d6) every 24 hours. If the disease reduces the target's hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse the transformation.

Bone Devil Large fiend (devil), lawful evil 12 8,400 xp

  • Armor class 19 (natural armor)
  • Hit points 142 (15d10+60)
  • Speed 40 ft., fly 40 ft.
  • STR18 (+4)
  • DEX16 (+3)
  • CON18 (+4)
  • INT13 (+1)
  • WIS14 (+2)
  • CHA16 (+3)

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

Skills:Deception +7, Insight +6

Damage Resistances:cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Damage Immunities:fire, poison

Condition Immunities:poisoned

Senses:passive Perception 9, darkvision 120 ft.

Languages:Infernal, telepathy 120 ft.

Challenge:12 (8,400 xp)

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

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

Actions

Multiattack. The devil makes three attacks: two with its claws and one with its sting.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success .

Bone Devil Polearm Large fiend (devil), lawful evil 12 8,400 xp

  • Armor class 19 (natural armor)
  • Hit points 142 (15d10+60)
  • Speed 40 ft., fly 40 ft.
  • STR18 (+4)
  • DEX16 (+3)
  • CON18 (+4)
  • INT13 (+1)
  • WIS14 (+2)
  • CHA16 (+3)

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

Skills:Deception +7, Insight +6

Damage Resistances:cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Damage Immunities:fire, poison

Condition Immunities:poisoned

Senses:passive Perception 9, darkvision 120 ft.

Languages:Infernal, telepathy 120 ft.

Challenge:12 (8,400 xp)

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

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

Actions

Multiattack. The devil makes three attacks: two with its hooked polearm and one with its sting.

Hooked Polearm. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is a huge or smaller creature, it is grappled (escape DC 14). Until the grapple ends, the devil can't use its polearm on another target.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success .

Bone Naga (Guardian) Large undead, lawful evil 4 1,100 xp

  • Armor class 15 (natural armor)
  • Hit points 58 (9d10+9)
  • Speed 30 ft.
  • STR15 (+2)
  • DEX16 (+3)
  • CON12 (+1)
  • INT15 (+2)
  • WIS15 (+2)
  • CHA16 (+3)

Damage Immunities:poison

Condition Immunities:charmed, exhaustion, paralyzed, poisoned

Senses:passive Perception 12, darkvision 60 ft.

Languages:Common plus one other language

Challenge:4 (1,100 xp)

Spellcasting. The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Wisdom, and it has the following cleric spells prepared: Cantrips (at will): mending, sacred flame, thaumaturgy 1st level (4 slots): command, shield of faith 2nd level (3 slots): calm emotions, hold person 3rd level (2 slots): bestow curse

Actions

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

Bone Naga (Spirit) Large undead, lawful evil 4 1,100 xp

  • Armor class 15 (natural armor)
  • Hit points 58 (9d10+9)
  • Speed 30 ft.
  • STR15 (+2)
  • DEX16 (+3)
  • CON12 (+1)
  • INT15 (+2)
  • WIS15 (+2)
  • CHA16 (+3)

Damage Immunities:poison

Condition Immunities:charmed, exhaustion, paralyzed, poisoned

Senses:passive Perception 12, darkvision 60 ft.

Languages:Common plus one other language

Challenge:4 (1,100 xp)

Spellcasting. The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Intelligence, and it has the following wizard spells prepared: Cantrips (at will): mage hand, minor illusion, ray of frost 1st level (4 slots): charm person, sleep 2nd level (3 slots): detect thoughts, hold person 3rd level (2 slots): lightning bolt

Actions

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

Brass Dragon Wyrmling Medium dragon, chaotic good 1 200 xp

  • Armor class 16 (natural armor)
  • Hit points 16 (3d8+3)
  • Speed 30 ft., burrow 15 ft., fly 60 ft.
  • STR15 (+2)
  • DEX10 (0)
  • CON13 (+1)
  • INT10 (0)
  • WIS11 (0)
  • CHA13 (+1)

Save Throws:Dex +2, Con +3, Wis +2, Cha +3

Skills:Perception +4, Stealth +2

Damage Immunities:fire

Senses:passive Perception 14, blindsight 10 ft., darkvision 60 ft.

Languages:Draconic

Challenge:1 (200 xp)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. Sleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Bronze Dragon Wyrmling Medium dragon, lawful good 2 450 xp

  • Armor class 17 (natural armor)
  • Hit points 32 (5d8+10)
  • Speed 30 ft., fly 60 ft., swim 30 ft.
  • STR17 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT12 (+1)
  • WIS11 (0)
  • CHA15 (+2)

Save Throws:Dex +2, Con +4, Wis +2, Cha +4

Skills:Perception +4, Stealth +2

Damage Immunities:lightning

Senses:passive Perception 14, blindsight 10 ft., darkvision 60 ft.

Languages:Draconic

Challenge:2 (450 xp)

Amphibious. The dragon can breathe air and water.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. Lightning Breath. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.

Brown Bear Large beast, unaligned 1 200 xp

  • Armor class 11 (natural armor)
  • Hit points 34 (4d10+12)
  • Speed 40 ft., climb 30 ft.
  • STR19 (+4)
  • DEX10 (0)
  • CON16 (+3)
  • INT2 (-4)
  • WIS13 (+1)
  • CHA7 (-2)

Skills:Perception +3

Senses:passive Perception 13

Languages:

Challenge:1 (200 xp)

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

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

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

  • Armor class 16 (hide armor, shield)
  • Hit points 27 (5d8+5)
  • Speed 30 ft.
  • STR15 (+2)
  • DEX14 (+2)
  • CON13 (+1)
  • INT8 (-1)
  • WIS11 (0)
  • CHA9 (-1)

Skills:Stealth +6, Survival +2

Senses:passive Perception 10, darkvision 60 ft.

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 Medium humanoid (goblinoid), chaotic evil 3 700 xp

  • Armor class 17 (chain shirt, shield)
  • Hit points 65 (10d8+20)
  • Speed 30 ft.
  • STR17 (+3)
  • DEX14 (+2)
  • CON14 (+2)
  • INT11 (0)
  • WIS12 (+1)
  • CHA11 (0)

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

Senses:passive Perception 11, darkvision 60 ft.

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).

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.

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

Actions

Multiattack. The bugbear makes two melee attacks

Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 3) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 3) piercing damage in melee or 5 (1d6 + 3) piercing damage at range.

Bulette Large monstrosity, unaligned 5 1,800 xp

  • Armor class 17 (natural armor)
  • Hit points 94 (9d10+45)
  • Speed 40 ft., burrow 40 ft.
  • STR19 (+4)
  • DEX11 (0)
  • CON21 (+5)
  • INT2 (-4)
  • WIS10 (0)
  • CHA5 (-3)

Skills:Perception +6

Senses:passive Perception 16, darkvision 60 ft., tremorsense 60 ft.

Languages:

Challenge:5 (1,800 xp)

Standing Leap. The bulette's long jump is up to 30 ft. and its high jump is up to 15 ft., 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 ft. as part of its movement, it can then use this action to land on its ft. 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 ft. out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space.

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.
  • STR18 (+4)
  • DEX18 (+4)
  • CON16 (+3)
  • INT14 (+2)
  • WIS12 (+1)
  • CHA16 (+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:passive Perception 14, darkvision 60 ft.

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 magic1/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 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

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

Fiendish Charm. One humanoid the cambion can see within 30 ft. 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.

Carrion Crawler Large monstrosity, unaligned 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 51 (6d10+18)
  • Speed 30 ft., climb 30 ft.
  • STR14 (+2)
  • DEX13 (+1)
  • CON16 (+3)
  • INT1 (-5)
  • WIS12 (+1)
  • CHA5 (-3)

Skills:Perception +3

Senses:passive Perception 13, darkvision 60 ft.

Languages:

Challenge:2 (450 xp)

Keen Smell. The carrion crawler has advantage on Wisdom (Perception) checks that rely on smell.

Spider Climb. The carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The carrion crawler makes two attacks: one with its tentacles and one with its bite.

Tentacles. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 4 (1d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

Cat Tiny beast, unaligned 0 10 xp

  • Armor class 12
  • Hit points 2 (1d4)
  • Speed 40 ft., climb 30 ft.
  • STR3 (-4)
  • DEX15 (+2)
  • CON10 (0)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA7 (-2)

Skills:Perception +3, Stealth +4

Senses:passive Perception 13

Languages:

Challenge:0 (10 xp)

Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Cave Bear Large beast, unaligned 2 450 xp

  • Armor class 12 (natural armor)
  • Hit points 42 (5d10+15)
  • Speed 40 ft., swim 30 ft.
  • STR20 (+5)
  • DEX10 (0)
  • CON16 (+3)
  • INT2 (-4)
  • WIS13 (+1)
  • CHA7 (-2)

Skills:Perception +3

Senses:passive Perception 13, darkvision 60 ft.

Languages:

Challenge:2 (450 xp)

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Centaur Large monstrosity, neutral good 2 450 xp

  • Armor class 12
  • Hit points 45 (6d10+12)
  • Speed 50 ft.
  • STR18 (+4)
  • DEX14 (+2)
  • CON14 (+2)
  • INT9 (-1)
  • WIS13 (+1)
  • CHA11 (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 ft. 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 10 ft., 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.

Chain Devil Medium fiend (devil), lawful evil 11 7,200 xp

  • Armor class 16 (natural armor)
  • Hit points 85 (10d8+40)
  • Speed 30 ft.
  • STR18 (+4)
  • DEX15 (+2)
  • CON18 (+4)
  • INT11 (0)
  • WIS12 (+1)
  • CHA14 (+2)

Save Throws:Con +7, Wis +4, Cha +5

Damage Resistances:cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Damage Immunities:fire, poison

Condition Immunities:poisoned

Senses:passive Perception 8, darkvision 120 ft.

Languages:Infernal, telepathy 120 ft.

Challenge:11 (7,200 xp)

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

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

Actions

Multiattack. The devil makes two attacks with its chains.

Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.

Animate Chains (Recharges after a Short or Long Rest). Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried. Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.

Reactions



Unnerving Mask. When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.

Chasme Large fiend (demon), chaotic evil 6 2,300 xp

  • Armor class 15 (natural armor)
  • Hit points 84 (13d10+13)
  • Speed 20 ft., fly 60 ft.
  • STR15 (+2)
  • DEX15 (+2)
  • CON12 (+1)
  • INT11 (0)
  • WIS14 (+2)
  • CHA10 (0)

Save Throws:Dex +5, Wis +5

Skills:Perception +5

Damage Resistances:cold, fire, lightning

Damage Immunities:poison

Condition Immunities:poisoned

Senses:passive Perception 15, blindsight 10 ft., darkvision 120 ft.

Languages:Abyssal, telepathy 120 ft.

Challenge:6 (2,300 xp)

Drone. The chasme produces a horrid droning sound to which demons are immune. Any other creature that starts its turn with in 30 feet of the chasme must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. A creature that can't hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours .

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

Spider Climb. The chasme can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Proboscis. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) piercing damage plus 24 (7d6) necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration .

Variant: Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. A chasme has a 30 percent chance of summoning one chasme. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

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.
  • STR19 (+4)
  • DEX11 (0)
  • CON19 (+4)
  • INT3 (-4)
  • WIS14 (+2)
  • CHA10 (0)

Skills:Perception +8

Senses:passive Perception 18, darkvision 60 ft.

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.

Chuul Large aberration, chaotic evil 4 1,100 xp

  • Armor class 16 (natural armor)
  • Hit points 93 (11d10+33)
  • Speed 30 ft., swim 30 ft.
  • STR19 (+4)
  • DEX10 (0)
  • CON16 (+3)
  • INT5 (-3)
  • WIS11 (0)
  • CHA5 (-3)

Skills:Perception +4

Damage Immunities:poison

Condition Immunities:poisoned

Senses:passive Perception 14, darkvision 60 ft.

Languages:understands Deep Speech but can't speak

Challenge:4 (1,100 xp)

Amphibious. The chuul can breathe air and water.

Sense Magic. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Actions

Multiattack. The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.

Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.

Tentacles. One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Clay Golem Large construct, unaligned 9 5,000 xp

  • Armor class 14 (natural armor)
  • Hit points 133 (14d10+56)
  • Speed 20 ft.
  • STR20 (+5)
  • DEX9 (-1)
  • CON18 (+4)
  • INT3 (-4)
  • WIS8 (-1)
  • CHA1 (-5)

Damage Immunities:acid, poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine

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

Senses:passive Perception 9, darkvision 60 ft.

Languages:understands the languages of its creator but can't speak

Challenge:9 (5,000 xp)

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 with 60 hit points or fewer, roll a d6. 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, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

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

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

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.

Haste (Recharge 5-6). Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.

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.
  • STR17 (+3)
  • DEX15 (+2)
  • CON12 (+1)
  • INT13 (+1)
  • WIS12 (+1)
  • CHA14 (+2)

Skills:Stealth +5

Senses:passive Perception 11, darkvision 60 ft.

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. If the 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 10 ft., 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.

Cloud Giant Huge giant, neutral good (50%) or neutral evil (50%) 9 5,000 xp

  • Armor class 14 (natural armor)
  • Hit points 200 (16d12+96)
  • Speed 40 ft.
  • STR27 (+8)
  • DEX10 (0)
  • CON22 (+6)
  • INT12 (+1)
  • WIS16 (+3)
  • CHA16 (+3)

Save Throws:Con +10, Wis +7, Cha +7

Skills:Insight +7, Perception +7

Senses:passive Perception 17

Languages:Common, Giant

Challenge:9 (5,000 xp)

Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.

Innate Spellcasting. The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: At will: detect magic, fog cloud, light3/day each: feather fall, fly, misty step, telekinesis1/day each: control weather, gaseous form

Actions

Fling. The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 20 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice and land prone, taking 1d8 bludgeoning damage for every 10 feet it was thrown. Wind Aura. A magical aura of wind surrounds the giant. The aura is a 10-foot-radius sphere that lasts as long as the giant maintains concentration on it (as if concentrating on a spell). While the aura is in effect, the giant gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical.

Multiattack. The giant makes two morningstar attacks.

Morningstar. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.

Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.

Commoner Medium humanoid (any race), any alignment 0 10 xp

  • Armor class 10
  • Hit points 4 (1d8)
  • Speed 30 ft.
  • STR10 (0)
  • DEX10 (0)
  • CON10 (0)
  • INT10 (0)
  • WIS10 (0)
  • CHA10 (0)

Senses:passive Perception 10

Languages:any one language (usually Common)

Challenge:0 (10 xp)

Actions

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

Copper Dragon Wyrmling Medium dragon, chaotic good 1 200 xp

  • Armor class 16 (natural armor)
  • Hit points 22 (4d8+4)
  • Speed 30 ft., climb 30 ft., fly 60 ft.
  • STR15 (+2)
  • DEX12 (+1)
  • CON13 (+1)
  • INT14 (+2)
  • WIS11 (0)
  • CHA13 (+1)

Save Throws:Dex +3, Con +3, Wis +2, Cha +3

Skills:Perception +4, Stealth +3

Damage Immunities:acid

Senses:passive Perception 14, blindsight 10 ft., darkvision 60 ft.

Languages:Draconic

Challenge:1 (200 xp)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. Acid Breath. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath. The dragon exhales gas in a 1 5-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

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.
  • STR16 (+3)
  • DEX20 (+5)
  • CON17 (+3)
  • INT18 (+4)
  • WIS20 (+5)
  • CHA18 (+4)

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

Damage Resistances:radiant

Damage Immunities:psychic, bludgeoning, piercing, and slashing from nonmagical weapons

Senses:passive Perception 15, truesight 120 ft.

Languages:all, telepathy 120 ft.

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 thoughts3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield1/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 10 ft., 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.

Crab Tiny beast, unaligned 0 10 xp

  • Armor class 11 (natural armor)
  • Hit points 2 (1d4)
  • Speed 20 ft., swim 20 ft.
  • STR2 (-4)
  • DEX11 (0)
  • CON10 (0)
  • INT1 (-5)
  • WIS8 (-1)
  • CHA2 (-4)

Skills:Stealth +2

Senses:passive Perception 9, blindsight 30 ft.

Languages:

Challenge:0 (10 xp)

Amphibious. The crab can breathe air and water.

Actions

Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Crawling Claw Tiny undead, neutral evil 0 10 xp

  • Armor class 12
  • Hit points 2 (1d4)
  • Speed 20 ft., climb 20 ft.
  • STR13 (+1)
  • DEX14 (+2)
  • CON11 (0)
  • INT5 (-3)
  • WIS10 (0)
  • CHA4 (-3)

Damage Immunities:poison

Condition Immunities:poisoned

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

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) .

Cult Fanatic Medium humanoid (any race), any non-good alignment 2 450 xp

  • Armor class 13 (leather armor)
  • Hit points 22 (6d8+6)
  • Speed 30 ft.
  • STR11 (0)
  • DEX14 (+2)
  • CON12 (+1)
  • INT10 (0)
  • WIS13 (+1)
  • CHA14 (+2)

Skills:Deception +4, Persuasion +4, Religion +2

Senses:passive Perception 11

Languages:any one language (usually Common)

Challenge:2 (450 xp)

Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.

Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): command, inflict wounds, shield of faith 2nd level (3 slots): hold person, spiritual weapon

Actions

Multiattack. The fanatic makes two melee attacks.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Cyclops Huge giant, chaotic neutral 6 2,300 xp

  • Armor class 14 (natural armor)
  • Hit points 138 (12d12+60)
  • Speed 30 ft.
  • STR22 (+6)
  • DEX11 (0)
  • CON20 (+5)
  • INT8 (-1)
  • WIS6 (-2)
  • CHA10 (0)

Senses:passive Perception 8

Languages:Giant

Challenge:6 (2,300 xp)

Poor Depth Perception. The cyclops has disadvantage on any attack roll against a target more than 30 ft. away.

Actions

Multiattack. The cyclops makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Dao Large elemental, neutral evil 11 7,200 xp

  • Armor class 18 (natural armor)
  • Hit points 187 (15d10+105)
  • Speed 30 ft., burrow 30 ft., fly 30 ft.
  • STR23 (+6)
  • DEX12 (+1)
  • CON24 (+7)
  • INT12 (+1)
  • WIS13 (+1)
  • CHA14 (+2)

Save Throws:Int +5, Wis +5, Cha +6

Condition Immunities:petrified

Senses:passive Perception 11, darkvision 120 ft.

Languages:Terran

Challenge:11 (7,200 xp)

Earth Glide. The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn't disturb the material it moves through.

Elemental Demise. If the dao dies, its body disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying.

Innate Spellcasting. The dao's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: detect evil and good, detect magic, stone shape3/day each: passwall, move earth, tongues1/day each: conjure elemental (earth elemental only), gaseous form, invisibility, phantasmal killer, plane shift, wall of stone

Sure-Footed. The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Variant: Genie Powers. Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality. Disguises. Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well. Wishes. The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence. To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.

Actions

Multiattack. The Dao makes two fist attacks or two maul attacks.

Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Maul. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Strength check or be knocked prone.

Death Dog Medium monstrosity, neutral evil 1 200 xp

  • Armor class 12
  • Hit points 39 (6d8+12)
  • Speed 40 ft.
  • STR15 (+2)
  • DEX14 (+2)
  • CON14 (+2)
  • INT3 (-4)
  • WIS13 (+1)
  • CHA6 (-2)

Skills:Perception +5, Stealth +4

Senses:passive Perception 15, darkvision 120 ft.

Languages:

Challenge:1 (200 xp)

Two-Headed. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

Actions

Multiattack. The dog makes two bite attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

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

  • Armor class 20 (plate, shield)
  • Hit points 180 (19d8+95)
  • Speed 30 ft.
  • STR20 (+5)
  • DEX11 (0)
  • CON20 (+5)
  • INT12 (+1)
  • WIS16 (+3)
  • CHA18 (+4)

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

Damage Immunities:necrotic, poison

Condition Immunities:exhaustion, frightened, poisoned

Senses:passive Perception 13, darkvision 120 ft.

Languages:Abyssal, Common

Challenge:17 (18,000 xp)

Undead Nature. A death knight doesn't require air, food, drink, or sleep.

Magic Resistance. The death knight has advantage on saving throws against 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 slots): hold person, 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 Dexterity 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.

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. command, compelled duel, searing smite, hold person, magic weapon, dispel magic, elemental weapon, banishment, staggering smite, destructive wave4,3,3,3,2,0,0,0,0

Death Slaad Medium aberration (shapechanger), chaotic evil 10 5,000 xp

  • Armor class 18 (natural armor)
  • Hit points 170 (20d8+80)
  • Speed 30 ft.
  • STR20 (+5)
  • DEX15 (+2)
  • CON19 (+4)
  • INT15 (+2)
  • WIS10 (0)
  • CHA16 (+3)

Skills:Arcana +6, Perception +8

Damage Resistances:acid, cold, fire, lightning, thunder

Senses:passive Perception 18, blindsight 60 ft., darkvision 60 ft.

Languages:Slaad, telepathy 60 ft.

Challenge:10 (5,000 xp)

Shapechanger. The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Innate Spellcasting. The slaad's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The slaad can innately cast the following spells, requiring no material components: At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image2/day each: fear, fireball, fly, tongues1/day each: cloudkill, plane shift

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

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

Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.

Variant: Control Gem. Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.

Actions

Multiattack. The slaad makes three attacks: one with its bite and two with its claws or greatsword.

Bite (Slaad Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic damage.

Claws (Slaad Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage plus 7 (2d6) necrotic damage.

Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) necrotic damage.

Death Tyrant Large undead, lawful evil 14 11,500 xp

  • Armor class 19 (natural armor)
  • Hit points 187 (25d10+50)
  • Speed 0 ft., fly 20 ft. (hover)
  • STR10 (0)
  • DEX14 (+2)
  • CON14 (+2)
  • INT19 (+4)
  • WIS15 (+2)
  • CHA19 (+4)

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

Skills:Perception +12

Damage Immunities:poison

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

Senses:passive Perception 22, darkvision 120 ft.

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.

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

Actions

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

Eye Rays. 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 ft. of it:1. Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by the death tyrant for 1 hour, or until the death tyrant harms the creature. 2. Paralyzing Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Fear Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 4. Slowing Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 5. Enervation Ray. The targeted creature must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. 6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 17 Strength saving throw or the death tyrant moves it up to 30 ft. in any direction. It is restrained by the ray's telekinetic grip until the start of the death tyrant's next turn or until the death tyrant is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 ft. in any direction. The death tyrant can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. 7. Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. 8. Petrification Ray. The targeted creature must make a DC 17 Dexterity saving throw. 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 until freed by the greater restoration spell or other magic. 9. Disintegration Ray. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. 10. Death Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Deer Medium beast, unaligned 0 10 xp

  • Armor class 13
  • Hit points 4 (1d8)
  • Speed 50 ft.
  • STR11 (0)
  • DEX16 (+3)
  • CON11 (0)
  • INT2 (-4)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:passive Perception 12

Languages:

Challenge:0 (10 xp)

Actions

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

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)
  • STR1 (-5)
  • DEX20 (+5)
  • CON10 (0)
  • INT20 (+5)
  • WIS17 (+3)
  • CHA20 (+5)

Save Throws:Con +6, Int +11, Wis +9, Cha +11

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

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

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

Senses:passive Perception 13, truesight 120 ft.

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 half 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.

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 throw 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.

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.

Deva Medium celestial, lawful good 10 5,000 xp

  • Armor class 17 (natural armor)
  • Hit points 136 (16d8+64)
  • Speed 30 ft., fly 90 ft.
  • STR18 (+4)
  • DEX18 (+4)
  • CON18 (+4)
  • INT17 (+3)
  • WIS20 (+5)
  • CHA20 (+5)

Save Throws:Wis +9, Cha +9

Skills:Insight +9, Perception +9

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

Condition Immunities:charmed, exhaustion, frightened

Senses:passive Perception 19, darkvision 120 ft.

Languages:all, telepathy 120 ft.

Challenge:10 (5,000 xp)

Angelic Weapons. The deva's weapon attacks are magical. When the deva hits 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 good1/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 hit, 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 gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.

Dire Wolf Large beast, unaligned 1 200 xp

  • Armor class 14 (natural armor)
  • Hit points 37 (5d10+10)
  • Speed 50 ft.
  • STR17 (+3)
  • DEX15 (+2)
  • CON15 (+2)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA7 (-2)

Skills:Perception +3, Stealth +4

Senses:passive Perception 13

Languages:

Challenge:1 (200 xp)

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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 ft. of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Displacer Beast Large monstrosity, lawful evil 3 700 xp

  • Armor class 13 (natural armor)
  • Hit points 85 (10d10+30)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX15 (+2)
  • CON16 (+3)
  • INT6 (-2)
  • WIS12 (+1)
  • CHA8 (-1)

Senses:passive Perception 11, darkvision 60 ft.

Languages:

Challenge:3 (700 xp)

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

Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.

Actions

Multiattack. The displacer beast makes two attacks with its tentacles.

Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) piercing damage.

Djinni Large elemental, chaotic good 11 7,200 xp

  • Armor class 17 (natural armor)
  • Hit points 161 (14d10+84)
  • Speed 30 ft., fly 90 ft.
  • STR21 (+5)
  • DEX15 (+2)
  • CON22 (+6)
  • INT15 (+2)
  • WIS16 (+3)
  • CHA20 (+5)

Save Throws:Dex +6, Wis +7, Cha +9

Damage Immunities:lightning, thunder

Senses:passive Perception 13, darkvision 120 ft.

Languages:Auran

Challenge:11 (7,200 xp)

Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.

Innate Spellcasting. The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: detect evil and good, detect magic, thunderwave 3/day each: create food and water (can create wine instead of water), tongues, wind walk1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift

Variant: Genie Powers. Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality. Disguises. Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well. Wishes. The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence. To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.

Actions

Multiattack. The djinni makes three scimitar attacks.

Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice).

Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

Doppelganger Medium monstrosity (shapechanger), unaligned 3 700 xp

  • Armor class 14
  • Hit points 52 (8d8+16)
  • Speed 30 ft.
  • STR11 (0)
  • DEX18 (+4)
  • CON14 (+2)
  • INT11 (0)
  • WIS12 (+1)
  • CHA14 (+2)

Skills:Deception +6, Insight +3

Damage Immunities:charmed

Senses:passive Perception 11, darkvision 60 ft.

Languages:Common

Challenge:3 (700 xp)

Shapechanger. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Ambusher. In the first round of a combat, the doppelganger has advantage on attack rolls against any creature it surprised

Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Actions

Multiattack. The doppelganger makes two melee attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

Dragon Turtle Gargantuan dragon, neutral 17 18,000 xp

  • Armor class 20 (natural armor)
  • Hit points 341 (22d20+10)
  • Speed 20 ft., swim 40 ft.
  • STR25 (+7)
  • DEX10 (0)
  • CON20 (+5)
  • INT10 (0)
  • WIS12 (+1)
  • CHA12 (+1)

Save Throws:Dex +6, Con +11, Wis +7

Damage Resistances:fire

Senses:passive Perception 11, darkvision 120 ft.

Languages:Aquan, Draconic

Challenge:17 (18,000 xp)

Amphibious. The dragon turtle can breathe air and water.

Actions

Multiattack. The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.

Steam Breath (Recharge 5-6). The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

Drider Large monstrosity, chaotic evil 6 2,300 xp

  • Armor class 19 (natural armor)
  • Hit points 123 (13d10+52)
  • Speed 30 ft., climb 30 ft.
  • STR16 (+3)
  • DEX16 (+3)
  • CON18 (+4)
  • INT13 (+1)
  • WIS14 (+2)
  • CHA12 (+1)

Skills:Perception +5, Stealth +9

Senses:passive Perception 15, darkvision 120 ft.

Languages:Elvish, Undercommon

Challenge:6 (2,300 xp)

Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.

Innate Spellcasting. The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components: At will: dancing lights1/day each: darkness, faerie fire

Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Web Walker. The drider ignores movement restrictions caused by webbing.

Actions

Multiattack. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.

Drider Spellcaster Large monstrosity, chaotic evil 6 2,300 xp

  • Armor class 19 (natural armor)
  • Hit points 123 (13d10+52)
  • Speed 30 ft., climb 30 ft.
  • STR16 (+3)
  • DEX16 (+3)
  • CON18 (+4)
  • INT13 (+1)
  • WIS16 (+3)
  • CHA12 (+1)

Skills:Perception +5, Stealth +9

Senses:passive Perception 15, darkvision 120 ft.

Languages:Elvish, Undercommon

Challenge:6 (2,300 xp)

Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.

Innate Spellcasting. The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components: At will: dancing lights1/day each: darkness, faerie fire

Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Web Walker. The drider ignores movement restrictions caused by webbing.

Spellcasting. The drider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The drider has the following spells prepared from the cleric spell list: Cantrips (at will): poison spray, thaumaturgy 1st level (4 slots): bane, detect magic, sanctuary 2nd level (3 slots): hold person, silence 3rd level (3 slots): clairvoyance, dispel magic 4th level (2 slots): divination,freedom of movement

Actions

Multiattack. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.

Drow Elite Warrior Medium humanoid (elf), neutral evil 5 1,800 xp

  • Armor class 18 (studded leather, shield)
  • Hit points 71 (11d8+22)
  • Speed 30 ft.
  • STR13 (+1)
  • DEX18 (+4)
  • CON14 (+2)
  • INT11 (0)
  • WIS13 (+1)
  • CHA12 (+1)

Save Throws:Dex +7, Con +5, Wis +4

Skills:Perception +4, Stealth +10

Senses:passive Perception 14, darkvision 120 ft.

Languages:Elvish, Undercommon

Challenge:5 (1,800 xp)

Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.

Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: At will: dancing lights1/day each: darkness, faerie fire, levitate (self only)

Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The drow makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.

Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Reactions



Parry. The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon. dancing lights, darkness, faerie fire, levitate

Drow Mage Medium humanoid (elf), neutral evil 7 2,900 xp

  • Armor class 12 (15 with mage armor)
  • Hit points 45 (10d8)
  • Speed 30 ft.
  • STR9 (-1)
  • DEX14 (+2)
  • CON10 (0)
  • INT17 (+3)
  • WIS13 (+1)
  • CHA12 (+1)

Skills:Arcana +6, Deception +5, Perception +4, Stealth +5

Senses:passive Perception 14, darkvision 120 ft.

Languages:Elvish, Undercommon

Challenge:7 (2,900 xp)

Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.

Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: At will: dancing lights1/day each: darkness, faerie fire, levitate (self only)

Spellcasting. The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared: Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost 1st level (4 slots): mage armor, magic missile, shield, witch bolt 2nd level (3 slots): alter self, misty step, web 3rd level (3 slots): fly, lightning bolt 4th level (3 slots): Evard's black tentacles, greater invisibility 5th level (2 slots): cloudkill

Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands, plus 3 (1d6) poison damage.

Summon Demon (1/Day). The drow magically summons a quasit, or attempts to summon a shadow demon with a 50 percent chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

Drow Priestess of Lolth Medium humanoid (elf), neutral evil 8 3,900 xp

  • Armor class 15 (scale mail)
  • Hit points 71 (13d8+13)
  • Speed 30 ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON12 (+1)
  • INT13 (+1)
  • WIS17 (+3)
  • CHA18 (+4)

Save Throws:Con +4, Wis +6, Cha +7

Skills:Insight +6, Perception +6, Religion +4, Stealth +5

Senses:passive Perception 16, darkvision 120 ft.

Languages:Elvish, Undercommon

Challenge:8 (3,900 xp)

Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.

Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 15. She can innately cast the following spells, requiring no material components: At will: dancing lights1/day each: darkness, faerie fire, levitate (self only)

Spellcasting. The drow is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The drow has the following cleric spells prepared: Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy 1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness 2nd level (3 slots): lesser restoration, protection from poison, web 3rd level (3 slots): conjure animals (2 giant spiders), dispel magic 4th level (3 slots): divination, freedom of movement 5th level (2 slots): insect plague, mass cure wounds

Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The drow makes two scourge attacks.

Scourge. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage.

Summon Demon (1/Day). The drow attempts to magically summon a yochlol with a 30 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

Druid Medium humanoid (any race), any alignment 2 450 xp

  • Armor class 11 (16 with barkskin)
  • Hit points 27 (5d8+5)
  • Speed 30 ft.
  • STR10 (0)
  • DEX12 (+1)
  • CON13 (+1)
  • INT12 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Skills:Medicine +4, Nature +3, Perception +4

Senses:passive Perception 14

Languages:Druidic plus any two languages

Challenge:2 (450 xp)

Spellcasting. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft, produce flame, shillelagh 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave 2nd level (3 slots): animal messenger, barkskin

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with shillelagh or if wielded with two hands.

Dryad Medium fey, neutral 1 200 xp

  • Armor class 11 (16 with barkskin)
  • Hit points 22 (5d8)
  • Speed 30 ft.
  • STR10 (0)
  • DEX12 (+1)
  • CON11 (0)
  • INT14 (+2)
  • WIS15 (+2)
  • CHA18 (+4)

Skills:Perception +4, Stealth +5

Senses:passive Perception 14, darkvision 60 ft.

Languages:Elvish, Sylvan

Challenge:1 (200 xp)

Innate Spellcasting. The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components: At will: druidcraft3/day each: entangle, goodberry1/day each: barkskin, pass without trace, shillelagh

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.

Tree Stride. Once on her turn, the dryad can use 10 ft. of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger.

Actions

Club. Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.

Fey Charm. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can. Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours. The dryad can have no more than one humanoid and up to three beasts charmed at a time.

Duergar Medium humanoid (dwarf), lawful evil 1 200 xp

  • Armor class 16 (scale mail, shield)
  • Hit points 26 (4d8+4)
  • Speed 25 ft.
  • STR14 (+2)
  • DEX11 (0)
  • CON14 (+2)
  • INT11 (0)
  • WIS10 (0)
  • CHA9 (-1)

Damage Resistances:poison

Senses:passive Perception 10, darkvision 120 ft.

Languages:Dwarvish, Undercommon

Challenge:1 (200 xp)

Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.

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

Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .

Eagle Small beast, unaligned 0 10 xp

  • Armor class 12
  • Hit points 3 (1d6)
  • Speed 10 ft., fly 60 ft.
  • STR6 (-2)
  • DEX15 (+2)
  • CON10 (0)
  • INT2 (-4)
  • WIS14 (+2)
  • CHA7 (-2)

Skills:Perception +4

Senses:passive Perception 14

Languages:

Challenge:0 (10 xp)

Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions

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

Earth Elemental Large elemental, neutral 5 1,800 xp

  • Armor class 17 (natural armor)
  • Hit points 126 (12d10+60)
  • Speed 30 ft., burrow 30 ft.
  • STR20 (+5)
  • DEX8 (-1)
  • CON20 (+5)
  • INT5 (-3)
  • WIS10 (0)
  • CHA5 (-3)

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

Damage Immunities:poison

Condition Immunities:exhaustion, paralyzed, petrified, poisoned, unconscious

Senses:passive Perception 10, darkvision 60 ft., tremorsense 60 ft.

Languages:Terran

Challenge:5 (1,800 xp)

Vulnerability: thunder

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 slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Efreeti Large elemental, lawful evil 11 7,200 xp

  • Armor class 17 (natural armor)
  • Hit points 200 (16d10+112)
  • Speed 40 ft., fly 60 ft.
  • STR22 (+6)
  • DEX12 (+1)
  • CON24 (+7)
  • INT16 (+3)
  • WIS15 (+2)
  • CHA16 (+3)

Save Throws:Int +7, Wis +6, Cha +7

Damage Immunities:fire

Senses:passive Perception 12, darkvision 120 ft.

Languages:Ignan

Challenge:11 (7,200 xp)

Elemental Demise. If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinni was wearing or carrying.

Innate Spellcasting. The efreeti's innate spell casting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: detect magic3/day: enlarge/reduce, tongues1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire

Variant: Genie Powers. Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality. Disguises. Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well. Wishes. The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence. To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.

Actions

Multiattack. The efreeti makes two scimitar attacks or uses its Hurl Flame twice.

Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.

Hurl Flame. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.

Elephant Huge beast, unaligned 4 1,100 xp

  • Armor class 12 (natural armor)
  • Hit points 76 (8d12+24)
  • Speed 40 ft.
  • STR22 (+6)
  • DEX9 (-1)
  • CON17 (+3)
  • INT3 (-4)
  • WIS11 (0)
  • CHA6 (-2)

Senses:passive Perception 10

Languages:

Challenge:4 (1,100 xp)

Trampling Charge. If the elephant moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.

Actions

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.

Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.

Empyrean Huge celestial (titan), chaotic good (75%) or neutral evil (25%) 23 50,000 xp

  • Armor class 22 (natural armor)
  • Hit points 313 (19d12+190)
  • Speed 50 ft., fly 50 ft., swim 50 ft.
  • STR30 (+10)
  • DEX21 (+5)
  • CON30 (+10)
  • INT21 (+5)
  • WIS22 (+6)
  • CHA27 (+8)

Save Throws:Str +17, Int +12, Wis +13, Cha +15

Skills:Insight +13, Persuasion +15

Damage Immunities:bludgeoning, piercing, and slashing from nonmagical weapons

Senses:passive Perception 16, truesight 120 ft.

Languages:all

Challenge:23 (50,000 xp)

Innate Spellcasting. The empyrean's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: greater restoration, pass without trace, water breathing, water walk1/day each: commune, dispel evil and good, earthquake, fire storm, plane shift (self only)

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

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

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

Attack. The empyrean makes one attack.

Bolster. The empyrean bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can't be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of the empyrean's next turn.

Trembling Strike (Costs 2 Actions). The empyrean strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of the empyrean must succeed on a DC 25 Strength saving throw or be knocked prone.

Actions

Maul. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the empyrean's next turn.

Bolt. Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (empyrean's choice): acid, cold, fire, force, lightning, radiant, or thunder.

Erinyes Medium fiend (devil), lawful evil 12 8,400 xp

  • Armor class 18 (plate)
  • Hit points 153 (18d8+72)
  • Speed 30 ft., fly 60 ft.
  • STR18 (+4)
  • DEX16 (+3)
  • CON18 (+4)
  • INT14 (+2)
  • WIS14 (+2)
  • CHA18 (+4)

Save Throws:Dex +7, Con +8, Wis +6, Cha +8

Damage Resistances:cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Damage Immunities:fire, poison

Condition Immunities:poisoned

Senses:passive Perception 12, truesight 120 ft.

Languages:Infernal, telepathy 120 ft.

Challenge:12 (8,400 xp)

Hellish Weapons. The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).

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

Actions

Multiattack. The erinyes makes three attacks

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage.

Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.

Variant: Rope of Entanglement. Some erinyes carry a rope of entanglement (detailed in the Dungeon Master's Guide). When such an erinyes uses its Multiattack, the erinyes can use the rope in place of two of the attacks.

Reactions



Parry. The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.

Ettercap Medium monstrosity, neutral evil 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 44 (8d8+8)
  • Speed 30 ft., climb 30 ft.
  • STR14 (+2)
  • DEX15 (+2)
  • CON13 (+1)
  • INT7 (-2)
  • WIS12 (+1)
  • CHA8 (-1)

Skills:Perception +3, Stealth +4, Survival +3

Senses:passive Perception 13, darkvision 60 ft.

Languages:

Challenge:2 (450 xp)

Spider Climb. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.

Web Walker. The ettercap ignores movement restrictions caused by webbing.

Actions

Multiattack. The ettercap makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Web (Recharge 5-6). Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, is vulnerable to fire damage and immune to bludgeoning damage.

Variant: Web Garrote. Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or Small creature against which the ettercap has advantage on the attack roll. Hit: 4 (1d4 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target can't breathe, and the ettercap has advantage on attack rolls against it.

Ettin Large giant, chaotic evil 4 1,100 xp

  • Armor class 12 (natural armor)
  • Hit points 85 (10d10+30)
  • Speed 40 ft.
  • STR21 (+5)
  • DEX8 (-1)
  • CON17 (+3)
  • INT6 (-2)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Perception +4

Senses:passive Perception 14, darkvision 60 ft.

Languages:Giant, Orc

Challenge:4 (1,100 xp)

Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Wakeful. When one of the ettin's heads is asleep, its other head is awake.

Actions

Multiattack. The ettin makes two attacks: one with its battleaxe and one with its morningstar.

Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Faerie Dragon (Blue) Tiny dragon, chaotic good 2 450 xp

  • Armor class 15
  • Hit points 14 (4d4+4)
  • Speed 10 ft., fly 60 ft.
  • STR3 (-4)
  • DEX20 (+5)
  • CON13 (+1)
  • INT14 (+2)
  • WIS12 (+1)
  • CHA16 (+3)

Skills:Arcana +4, Perception +3, Stealth +7

Senses:passive Perception 13, darkvision 60 ft.

Languages:Draconic, Sylvan

Challenge:2 (450 xp)

The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. Red 5 years or lessOrange 6-10 yearsYellow 11-20 yearsGreen 21-30 yearsBlue 31-40 yearsIndigo 41-50 yearsViolet 51 years or moreA green or older faerie dragon's CR increases to 2.

Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

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

Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. 1/day each: color spray, dancing lights, mage hand, major image, minor illusion, mirror image, suggestion

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Euphoria Breath (Recharge 5-6). The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. 5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.

Faerie Dragon (Green) Tiny dragon, chaotic good 2 450 xp

  • Armor class 15
  • Hit points 14 (4d4+4)
  • Speed 10 ft., fly 60 ft.
  • STR3 (-4)
  • DEX20 (+5)
  • CON13 (+1)
  • INT14 (+2)
  • WIS12 (+1)
  • CHA16 (+3)

Skills:Arcana +4, Perception +3, Stealth +7

Senses:passive Perception 13, darkvision 60 ft.

Languages:Draconic, Sylvan

Challenge:2 (450 xp)

The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. Red 5 years or lessOrange 6-10 yearsYellow 11-20 yearsGreen 21-30 yearsBlue 31-40 yearsIndigo 41-50 yearsViolet 51 years or moreA green or older faerie dragon's CR increases to 2.

Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

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

Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. 1/day each: color spray, dancing lights, mage hand, minor illusion, mirror image, suggestion

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Euphoria Breath (Recharge 5-6). The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. 5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.

Faerie Dragon (Indigo) Tiny dragon, chaotic good 2 450 xp

  • Armor class 15
  • Hit points 14 (4d4+4)
  • Speed 10 ft., fly 60 ft.
  • STR3 (-4)
  • DEX20 (+5)
  • CON13 (+1)
  • INT14 (+2)
  • WIS12 (+1)
  • CHA16 (+3)

Skills:Arcana +4, Perception +3, Stealth +7

Senses:passive Perception 13, darkvision 60 ft.

Languages:Draconic, Sylvan

Challenge:2 (450 xp)

The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. Red 5 years or lessOrange 6-10 yearsYellow 11-20 yearsGreen 21-30 yearsBlue 31-40 yearsIndigo 41-50 yearsViolet 51 years or moreA green or older faerie dragon's CR increases to 2.

Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

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

Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. 1/day each: color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, suggestion

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Euphoria Breath (Recharge 5-6). The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. 5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.

Faerie Dragon (Orange) Tiny dragon, chaotic good 1 200 xp

  • Armor class 15
  • Hit points 14 (4d4+4)
  • Speed 10 ft., fly 60 ft.
  • STR3 (-4)
  • DEX20 (+5)
  • CON13 (+1)
  • INT14 (+2)
  • WIS12 (+1)
  • CHA16 (+3)

Skills:Arcana +4, Perception +3, Stealth +7

Senses:passive Perception 13, darkvision 60 ft.

Languages:Draconic, Sylvan

Challenge:1 (200 xp)

The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. Red 5 years or lessOrange 6-10 yearsYellow 11-20 yearsGreen 21-30 yearsBlue 31-40 yearsIndigo 41-50 yearsViolet 51 years or moreA green or older faerie dragon's CR increases to 2.

Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

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

Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. 1/day each:color spray, dancing lights, mage hand, minor illusion

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Euphoria Breath (Recharge 5-6). The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. 5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.

Faerie Dragon (Red) Tiny dragon, chaotic good 1 200 xp

  • Armor class 15
  • Hit points 14 (4d4+4)
  • Speed 10 ft., fly 60 ft.
  • STR3 (-4)
  • DEX20 (+5)
  • CON13 (+1)
  • INT14 (+2)
  • WIS12 (+1)
  • CHA16 (+3)

Skills:Arcana +4, Perception +3, Stealth +7

Senses:passive Perception 13, darkvision 60 ft.

Languages:Draconic, Sylvan

Challenge:1 (200 xp)

The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. Red 5 years or lessOrange 6-10 yearsYellow 11-20 yearsGreen 21-30 yearsBlue 31-40 yearsIndigo 41-50 yearsViolet 51 years or moreA green or older faerie dragon's CR increases to 2.

Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

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

Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. 1/day each: dancing lights, mage hand, minor illusion

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Euphoria Breath (Recharge 5-6). The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. 5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.

Faerie Dragon (Violet) Tiny dragon, chaotic good 2 450 xp

  • Armor class 15
  • Hit points 14 (4d4+4)
  • Speed 10 ft., fly 60 ft.
  • STR3 (-4)
  • DEX20 (+5)
  • CON13 (+1)
  • INT14 (+2)
  • WIS12 (+1)
  • CHA16 (+3)

Skills:Arcana +4, Perception +3, Stealth +7

Senses:passive Perception 13, darkvision 60 ft.

Languages:Draconic, Sylvan

Challenge:2 (450 xp)

The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. Red 5 years or lessOrange 6-10 yearsYellow 11-20 yearsGreen 21-30 yearsBlue 31-40 yearsIndigo 41-50 yearsViolet 51 years or moreA green or older faerie dragon's CR increases to 2.

Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

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

Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. 1/day each: color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, polymorph, suggestion

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Euphoria Breath (Recharge 5-6). The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. 5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.

Faerie Dragon (Yellow) Tiny dragon, chaotic good 1 200 xp

  • Armor class 15
  • Hit points 14 (4d4+4)
  • Speed 10 ft., fly 60 ft.
  • STR3 (-4)
  • DEX20 (+5)
  • CON13 (+1)
  • INT14 (+2)
  • WIS12 (+1)
  • CHA16 (+3)

Skills:Arcana +4, Perception +3, Stealth +7

Senses:passive Perception 13, darkvision 60 ft.

Languages:Draconic, Sylvan

Challenge:1 (200 xp)

The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. Red 5 years or lessOrange 6-10 yearsYellow 11-20 yearsGreen 21-30 yearsBlue 31-40 yearsIndigo 41-50 yearsViolet 51 years or moreA green or older faerie dragon's CR increases to 2.

Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

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

Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. 1/day each: color spray, dancing lights, mage hand, minor illusion, mirror image

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Euphoria Breath (Recharge 5-6). The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. 5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.

Fire Elemental Large elemental, neutral 5 1,800 xp

  • Armor class 13
  • Hit points 102 (12d10+36)
  • Speed 50 ft.
  • STR10 (0)
  • DEX17 (+3)
  • CON16 (+3)
  • INT6 (-2)
  • WIS10 (0)
  • CHA7 (-2)

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

Damage Immunities:fire, poison

Condition Immunities:exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses:passive Perception 10, darkvision 60 ft.

Languages:Ignan

Challenge:5 (1,800 xp)

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile 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 and catches fire

Actions

until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft. .

Water Susceptibility. For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Legendary Actions

Multiattack. The elemental makes two touch attacks.

Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

Fire Giant Huge giant, lawful evil 9 5,000 xp

  • Armor class 18 (plate)
  • Hit points 162 (13d12+78)
  • Speed 30 ft.
  • STR25 (+7)
  • DEX9 (-1)
  • CON23 (+6)
  • INT10 (0)
  • WIS14 (+2)
  • CHA13 (+1)

Save Throws:Dex +3, Con +10, Cha +5

Skills:Athletics +11, Perception +6

Damage Immunities:fire

Senses:passive Perception 16

Languages:Giant

Challenge:9 (5,000 xp)

Siege Monster. The giant deals double damage to objects and structures.

Tackle. When the giant enters any enemy's space for the first time on a turn, the enemy must succeed on a DC 19 Strength saving throw or be knocked prone.

Actions

Multiattack. The giant makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.

Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.

Fire Snake Medium elemental, neutral evil 1 200 xp

  • Armor class 14 (natural armor)
  • Hit points 22 (5d8)
  • Speed 30 ft.
  • STR12 (+1)
  • DEX14 (+2)
  • CON11 (0)
  • INT7 (-2)
  • WIS10 (0)
  • CHA8 (-1)

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

Damage Immunities:fire

Senses:passive Perception 10, darkvision 60 ft.

Languages:understands Ignan but can't speak

Challenge:1 (200 xp)

Vulnerability: cold

Heated Body. A creature that touches the snake or hits it with a melee attack while within 5 ft. of it takes 3 (1d6) fire damage.

Actions

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

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 3 (1d6) fire damage.

Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage plus 3 (1d6) fire damage.

Flameskull Tiny undead, neutral evil 4 1,100 xp

  • Armor class 13
  • Hit points 40 (9d4+18)
  • Speed 0 ft., fly 40 ft. It can hover.
  • STR1 (-5)
  • DEX17 (+3)
  • CON14 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA11 (0)

Skills:Arcana +5, Perception +2

Damage Resistances:lightning, necrotic, piercing

Damage Immunities:cold, fire, poison

Condition Immunities:charmed, frightened, paralyzed, poisoned, prone

Senses:passive Perception 12, darkvision 60 ft.

Languages:Common

Challenge:4 (1,100 xp)

Illumination. The flameskull sheds either dim light in a 15- foot radius, or bright light in a 15-foot radius and dim light for an additional 15 ft. . It can switch between the options as an action.

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

Rejuvenation. If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.

Spellcasting. The flameskull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared: Cantrips (at will): mage hand 1st level (3 slots): magic missile, shield 2nd level (2 slots): blur, flaming sphere 3rd level (1 slot): fireball

Actions

Multiattack. The flameskull uses Fire Ray twice.

Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage.

Flesh Golem Medium construct, neutral 5 1,800 xp

  • Armor class 9
  • Hit points 93 (11d8+44)
  • Speed 30 ft.
  • STR19 (+4)
  • DEX9 (-1)
  • CON18 (+4)
  • INT6 (-2)
  • WIS10 (0)
  • CHA5 (-3)

Damage Immunities:lightning, poison, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine

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

Senses:passive Perception 10, darkvision 60 ft.

Languages:understands the languages of its creator but can't speak

Challenge:5 (1,800 xp)

Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. 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, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.

Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead 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.

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

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Fomorian Huge giant, chaotic evil 8 3,900 xp

  • Armor class 14 (natural armor)
  • Hit points 149 (13d12+65)
  • Speed 30 ft.
  • STR23 (+6)
  • DEX10 (0)
  • CON20 (+5)
  • INT9 (-1)
  • WIS14 (+2)
  • CHA6 (-2)

Skills:Perception +8, Stealth +3

Senses:passive Perception 18, darkvision 120 ft.

Languages:Giant, Undercommon

Challenge:8 (3,900 xp)

Actions

Multiattack. The fomorian attacks twice with its greatclub or makes one greatclub attack and uses Evil Eye once.

Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Evil Eye. The fomorian magically forces a creature it can see within 60 feet of it to make a DC 14 Charisma saving throw. The creature takes 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one.

Curse of the Evil Eye (Recharges after a Short or Long Rest). With a stare, the fomorian uses Evil Eye, but on a failed save, the creature is also cursed with magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity. The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success.

Frog Tiny beast, unaligned 0 10 xp

  • Armor class 11
  • Hit points 1 (1d4-1)
  • Speed 20 ft., swim 20 ft.
  • STR1 (-5)
  • DEX13 (+1)
  • CON8 (-1)
  • INT1 (-5)
  • WIS8 (-1)
  • CHA3 (-4)

Skills:Perception +1, Stealth +3

Senses:passive Perception 11, darkvision 30 ft.

Languages:

Challenge:0 (10 xp)

Amphibious. The frog can breathe air and water

Standing Leap. The frog's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start.

Actions

Frost Giant Huge giant, neutral evil 8 3,900 xp

  • Armor class 15 (patchwork armor)
  • Hit points 138 (12d12+60)
  • Speed 40 ft.
  • STR23 (+6)
  • DEX9 (-1)
  • CON21 (+5)
  • INT9 (-1)
  • WIS10 (0)
  • CHA12 (+1)

Save Throws:Con +8, Wis +3, Cha +4

Skills:Athletics +9, Perception +3

Damage Immunities:cold

Senses:passive Perception 13

Languages:Giant

Challenge:8 (3,900 xp)

Actions

Weighted Net. Ranged Weapon Attack: +5 to hit, ranged 20/60 ft., one Small, Medium, or Large creature. Hit: The target is restrained until it escapes the net. Any creature can use its action to make a DC 17 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 12) destroys the net and frees the target.

Multiattack. The giant makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Galeb Duhr Medium elemental, neutral 6 2,300 xp

  • Armor class 16 (natural armor)
  • Hit points 85 (9d8+45)
  • Speed 15 ft. (30 ft. when rolling, 60 ft. rolling downhill)
  • STR20 (+5)
  • DEX14 (+2)
  • CON20 (+5)
  • INT11 (0)
  • WIS12 (+1)
  • CHA11 (0)

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

Damage Immunities:poison

Condition Immunities:exhaustion, paralyzed, poisoned, petrified

Senses:passive Perception 11, darkvision 60 ft., tremorsense 60 ft.

Languages:Terran

Challenge:6 (2,300 xp)

False Appearance. While the galeb duhr remains motionless, it is indistinguishable from a normal boulder.

Rolling Charge. If the galeb duhr rolls at least 20 ft. straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Actions

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft ., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Animate Boulders (1/Day). The galeb duhr magically animates up to two boulders it can see within 60 ft. of it. A boulder has statistics like those of a galeb duhr, except it has Intelligence 1 and Charisma 1, it can't be charmed or frightened, and it lacks this action option. A boulder remains animated as long as the galeb duhr maintains concentration, up to 1 minute (as if concentrating on a spell) .

Gargoyle Medium elemental, chaotic evil 2 450 xp

  • Armor class 15 (natural armor)
  • Hit points 52 (7d8+21)
  • Speed 30 ft., fly 60 ft.
  • STR15 (+2)
  • DEX11 (0)
  • CON16 (+3)
  • INT6 (-2)
  • WIS11 (0)
  • CHA7 (-2)

Damage Resistances:bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine

Damage Immunities:poison

Condition Immunities:exhaustion, petrified, poisoned

Senses:passive Perception 10, darkvision 60 ft.

Languages:Terran

Challenge:2 (450 xp)

False Appearance. While the gargoyle remains motion less, it is indistinguishable from an inanimate statue.

Actions

Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Gelatinous Cube Large ooze, unaligned 2 450 xp

  • Armor class 6
  • Hit points 84 (8d10+40)
  • Speed 15 ft.
  • STR14 (+2)
  • DEX3 (-4)
  • CON20 (+5)
  • INT1 (-5)
  • WIS6 (-2)
  • CHA1 (-5)

Condition Immunities:blinded, charmed, deafened, exhaustion, frightened, prone

Senses:passive Perception 8, blindsight 60 ft. (blind beyond this radius)

Languages:

Challenge:2 (450 xp)

Ooze Cube. The cube takes up its entire space. Other creatures can enter the 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 can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

Transparent. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

Ghast Medium undead, chaotic evil 2 450 xp

  • Armor class 13
  • Hit points 36 (8d8)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX17 (+3)
  • CON10 (0)
  • INT11 (0)
  • WIS10 (0)
  • CHA8 (-1)

Damage Immunities:necrotic

Condition Immunities:poisoned

Senses:passive Perception 10, darkvision 60 ft.

Languages:Common

Challenge:2 (450 xp)

Stench. Any creature that starts its turn within 5 ft. of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.

Turn Defiance. The ghast and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead.

Actions

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

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Ghost Medium undead, any alignment 4 1,100 xp

  • Armor class 11
  • Hit points 45 (10d8)
  • Speed 0 ft., fly 40 ft. It can hover.
  • STR7 (-2)
  • DEX13 (+1)
  • CON10 (0)
  • INT10 (0)
  • WIS12 (+1)
  • CHA17 (+3)

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:passive Perception 11, darkvision 60 ft.

Languages:any languages it knew in life

Challenge:4 (1,100 xp)

Ethereal Sight. The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

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.

Actions

Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.

Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Horrifying Visage. Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 _ 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

Possession (Recharge 6). One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost

Legendary Actions

the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Ghoul Medium undead, chaotic evil 1 200 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 30 ft.
  • STR13 (+1)
  • DEX15 (+2)
  • CON10 (0)
  • INT7 (-2)
  • WIS10 (0)
  • CHA6 (-2)

Condition Immunities:poisoned

Senses:passive Perception 10, darkvision 60 ft.

Languages:Common

Challenge:1 (200 xp)

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Giant Ape Huge beast, unaligned 7 2,900 xp

  • Armor class 12
  • Hit points 157 (15d12+60)
  • Speed 40 ft., climb 40 ft.
  • STR23 (+6)
  • DEX14 (+2)
  • CON18 (+4)
  • INT7 (-2)
  • WIS12 (+1)
  • CHA7 (-2)

Skills:Athletics +9, Perception +4

Senses:passive Perception 14

Languages:

Challenge:7 (2,900 xp)

Actions

Multiattack. The ape makes two fist attacks.

Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.

Giant Boar Large beast, unaligned 2 450 xp

  • Armor class 12 (natural armor)
  • Hit points 42 (5d10+5)
  • Speed 40 ft.
  • STR17 (+3)
  • DEX10 (0)
  • CON16 (+3)
  • INT2 (-4)
  • WIS7 (-2)
  • CHA5 (-3)

Senses:passive Perception 8

Languages:

Challenge:2 (450 xp)

Charge. If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Giant Constrictor Snake Huge beast, unaligned 2 450 xp

  • Armor class 12
  • Hit points 60 (8d12+8)
  • Speed 30 ft., swim 30 ft.
  • STR19 (+4)
  • DEX14 (+2)
  • CON12 (+1)
  • INT1 (-5)
  • WIS10 (0)
  • CHA3 (-4)

Skills:Perception +2

Senses:passive Perception 12, blindsight 10 ft.

Languages:

Challenge:2 (450 xp)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

Giant Crocodile Huge beast, unaligned 5 1,800 xp

  • Armor class 14 (natural armor)
  • Hit points 85 (9d12+27)
  • Speed 30 ft., swim 50 ft.
  • STR21 (+5)
  • DEX9 (-1)
  • CON17 (+3)
  • INT2 (-4)
  • WIS10 (0)
  • CHA7 (-2)

Skills:Stealth +5

Senses:passive Perception 10

Languages:

Challenge:5 (1,800 xp)

Hold Breath. The crocodile can hold its breath for 30 minutes.

Actions

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

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Giant Eagle Large beast, neutral good 1 200 xp

  • Armor class 13
  • Hit points 26 (4d10+4)
  • Speed 10 ft., fly 80 ft.
  • STR16 (+3)
  • DEX17 (+3)
  • CON13 (+1)
  • INT8 (-1)
  • WIS14 (+2)
  • CHA10 (0)

Skills:Perception +4

Senses:passive Perception 14

Languages:Giant Eagle, understands Common and Auran but can't speak

Challenge:1 (200 xp)

Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The eagle makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Giant Elk Huge beast, unaligned 2 450 xp

  • Armor class 15 (natural armor)
  • Hit points 42 (5d12+10)
  • Speed 60 ft.
  • STR19 (+4)
  • DEX16 (+3)
  • CON14 (+2)
  • INT7 (-2)
  • WIS14 (+2)
  • CHA10 (0)

Skills:Perception +4

Senses:passive Perception 14

Languages:Giant Elk, understands Common, Elvish, and Sylvan but can't speak

Challenge:2 (450 xp)

Charge. If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Actions

Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.

Giant Fire Beetle Small beast, unaligned 0 10 xp

  • Armor class 13 (natural armor)
  • Hit points 4 (1d6+1)
  • Speed 30 ft.
  • STR8 (-1)
  • DEX10 (0)
  • CON12 (+1)
  • INT1 (-5)
  • WIS7 (-2)
  • CHA3 (-4)

Senses:passive Perception 8, blindsight 30 ft.

Languages:

Challenge:0 (10 xp)

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

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) slashing damage.

Giant Fly Large beast, unaligned 0 10 xp

  • Armor class 11
  • Hit points 19 (3d10+3)
  • Speed 30 ft., fly 60 ft.
  • STR14 (+2)
  • DEX13 (+1)
  • CON13 (+1)
  • INT2 (-4)
  • WIS10 (0)
  • CHA3 (-4)

Senses:passive Perception 10, darkvision 60 ft.

Languages:

Challenge:0 (10 xp)

Actions

Giant Hyena Large beast, unaligned 1 200 xp

  • Armor class 12
  • Hit points 45 (6d10+12)
  • Speed 50 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON14 (+2)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA7 (-2)

Skills:Perception +3

Senses:passive Perception 13

Languages:

Challenge:1 (200 xp)

Rampage. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.

Actions

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

Giant Octopus Large beast, unaligned 1 200 xp

  • Armor class 11
  • Hit points 52 (8d10+8)
  • Speed 10 ft., swim 60 ft.
  • STR17 (+3)
  • DEX13 (+1)
  • CON13 (+1)
  • INT4 (-3)
  • WIS10 (0)
  • CHA4 (-3)

Skills:Perception +4, Stealth +5

Senses:passive Perception 14, darkvision 60 ft.

Languages:

Challenge:1 (200 xp)

Hold Breath. While out of water, the octopus can hold its breath for 1 hour.

Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing. The octopus can breathe only underwater.

Actions

Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.

Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

Giant Scorpion Large beast, unaligned 3 700 xp

  • Armor class 15 (natural armor)
  • Hit points 52 (7d10+14)
  • Speed 40 ft.
  • STR15 (+2)
  • DEX13 (+1)
  • CON15 (+2)
  • INT1 (-5)
  • WIS9 (-1)
  • CHA3 (-4)

Senses:passive Perception 9, blindsight 60 ft.

Languages:

Challenge:3 (700 xp)

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.

Multiattack. The scorpion makes three attacks: two with its claws and one with its sting.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

Giant Shark Huge beast, unaligned 5 1,800 xp

  • Armor class 13 (natural armor)
  • Hit points 126 (11d12+55)
  • Speed swim 50 ft.
  • STR23 (+6)
  • DEX11 (0)
  • CON21 (+5)
  • INT1 (-5)
  • WIS10 (0)
  • CHA5 (-3)

Skills:Perception +3

Senses:passive Perception 13, blindsight 60 ft.

Languages:

Challenge:5 (1,800 xp)

Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Water Breathing. The shark can breathe only underwater.

Actions

Bite. Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.

Giant Spider Large beast, unaligned 1 200 xp

  • Armor class 14 (natural armor)
  • Hit points 26 (4d10+4)
  • Speed 30 ft., climb 30 ft.
  • STR14 (+2)
  • DEX16 (+3)
  • CON12 (+1)
  • INT2 (-4)
  • WIS11 (0)
  • CHA4 (-3)

Skills:Stealth +7

Senses:passive Perception 10, blindsight 10 ft., darkvision 60 ft.

Languages:

Challenge:1 (200 xp)

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

vulnerability to fire damage

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10

Legendary Actions

hp 5

Giant Toad Large beast, unaligned 1 200 xp

  • Armor class 11
  • Hit points 39 (6d10+6)
  • Speed 20 ft., swim 40 ft.
  • STR15 (+2)
  • DEX13 (+1)
  • CON13 (+1)
  • INT2 (-4)
  • WIS10 (0)
  • CHA3 (-4)

Senses:passive Perception 10, darkvision 30 ft.

Languages:

Challenge:1 (200 xp)

Amphibious. The toad can breathe air and water

Standing Leap. The toad's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.

Swallow. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Giant Vulture Large beast, neutral evil 1 200 xp

  • Armor class 10
  • Hit points 22 (3d10+6)
  • Speed 10 ft., fly 60 ft.
  • STR15 (+2)
  • DEX10 (0)
  • CON15 (+2)
  • INT6 (-2)
  • WIS12 (+1)
  • CHA7 (-2)

Skills:Perception +3

Senses:passive Perception 13

Languages:understands Common but can't speak

Challenge:1 (200 xp)

Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

Pack Tactics. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Multiattack. The vulture makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Gibbering Mouther Medium aberration, neutral 2 450 xp

  • Armor class 9
  • Hit points 67 (9d8+27)
  • Speed 10 ft., swim 10 ft.
  • STR10 (0)
  • DEX8 (-1)
  • CON16 (+3)
  • INT3 (-4)
  • WIS10 (0)
  • CHA6 (-2)

Condition Immunities:prone

Senses:passive Perception 10, darkvision 60 ft.

Languages:

Challenge:2 (450 xp)

Aberrant Ground. The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

Gibbering. The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

Actions

Multiattack. The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.

Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.

Blinding Spittle (Recharge 5-6). The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.

Githyanki Knight Medium humanoid (gith), lawful evil 8 3,900 xp

  • Armor class 18 (plate)
  • Hit points 91 (14d8+28)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON15 (+2)
  • INT14 (+2)
  • WIS14 (+2)
  • CHA15 (+2)

Save Throws:Con +5, Int +5, Wis +5

Senses:passive Perception 12

Languages:Gith

Challenge:8 (3,900 xp)

Innate Spellcasting (Psionics). The githyanki's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: mage hand (the hand is invisible)3/day each: jump, misty step, nondetection (self only), tongues1/day each: plane shift, telekinesis

Actions

Multiattack. The githyanki makes two silver greatsword attacks.

Silver Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 10 (3d6) psychic damage. This is a magic weapon attack. On a critical hit against a target in an astral body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage.

Githyanki Warrior Medium humanoid (gith), lawful evil 3 700 xp

  • Armor class 17 (half plate)
  • Hit points 49 (9d8+9)
  • Speed 30 ft.
  • STR15 (+2)
  • DEX14 (+2)
  • CON12 (+1)
  • INT13 (+1)
  • WIS13 (+1)
  • CHA10 (0)

Save Throws:Con +3, Int +3, Wis +3

Senses:passive Perception 11

Languages:Gith

Challenge:3 (700 xp)

Innate Spellcasting (Psionics). The githyanki's innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no components: At will: mage hand (the hand is invisible)3/day each: jump, misty step, nondetection (self only)

Actions

Multiattack. The githyanki makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 7 (2d6) psychic damage.

Githzerai Monk Medium humanoid (gith), lawful neutral 2 450 xp

  • Armor class 14
  • Hit points 38 (7d8+7)
  • Speed 30 ft.
  • STR12 (+1)
  • DEX15 (+2)
  • CON12 (+1)
  • INT13 (+1)
  • WIS14 (+2)
  • CHA10 (0)

Save Throws:Str +3, Dex +4, Int +3, Wis +4

Skills:Insight +4, Perception +4

Senses:passive Perception 14

Languages:Gith

Challenge:2 (450 xp)

Innate Spellcasting (Psionics). The githzerai's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components: At will: mage hand (the hand is invisible)3/day each: feather fall, jump, see invisibility, shield

Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack. The githzerai makes two unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 9 (2d8) psychic damage. This is a magic weapon attack.

Githzerai Zerth Medium humanoid (gith), lawful neutral 6 2,300 xp

  • Armor class 17
  • Hit points 84 (13d8+26)
  • Speed 30 ft.
  • STR13 (+1)
  • DEX18 (+4)
  • CON15 (+2)
  • INT16 (+3)
  • WIS17 (+3)
  • CHA12 (+1)

Save Throws:Str +4, Dex +7, Int +6, Wis +6

Skills:Arcana +6, Insight +6, Perception +6

Senses:passive Perception 16

Languages:Gith

Challenge:6 (2,300 xp)

Innate Spellcasting (Psionics). The githzerai's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components: At will: mage hand (the hand is invisible)3/day each: feather fall, jump, see invisibility, shield

Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack. The githzerai makes two unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 13 (3d8) psychic damage. This is a magic weapon attack.

Glabrezu Large fiend (demon), chaotic evil 9 5,000 xp

  • Armor class 17 (natural armor)
  • Hit points 157 (15d10+75)
  • Speed 40 ft.
  • STR20 (+5)
  • DEX15 (+2)
  • CON21 (+5)
  • INT19 (+4)
  • WIS17 (+3)
  • CHA16 (+3)

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

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

Damage Immunities:poison

Condition Immunities:poisoned

Senses:passive Perception 13, truesight 120 ft.

Languages:Abyssal, telepathy 120 ft.

Challenge:9 (5,000 xp)

Innate Spellcasting. The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components: At will: darkness, detect magic, dispel magic1/day each: confusion, fly, power word stun

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

Actions

Multiattack. The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.

Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.

Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.

Variant: Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Gladiator Medium humanoid (any race), any alignment 5 1,800 xp

  • Armor class 16 (studded leather, shield)
  • Hit points 112 (15d8+45)
  • Speed 30 ft.
  • STR18 (+4)
  • DEX15 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS12 (+1)
  • CHA15 (+2)

Save Throws:Str +7, Dex +5, Con +6

Skills:Athletics +10, Intimidation +5

Senses:passive Perception 11

Languages:any one language (usually Common)

Challenge:5 (1,800 xp)

Brave. The gladiator has advantage on saving throws against being frightened.

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

Actions

Multiattack. The gladiator makes three melee attacks or two ranged attacks.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.

Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Reactions



Parry. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

Gnoll Fang of Yeenoghu Medium humanoid (gnoll), chaotic evil 4 1,100 xp

  • Armor class 14 (hide armor)
  • Hit points 65 (10d8+20)
  • Speed 30 ft.
  • STR17 (+3)
  • DEX15 (+2)
  • CON15 (+2)
  • INT10 (0)
  • WIS11 (0)
  • CHA13 (+1)

Save Throws:Con +4, Wis +2, Cha +3

Senses:passive Perception 10, darkvision 60 ft.

Languages:Abyssal, Gnoll

Challenge:4 (1,100 xp)

Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

Actions

Multiattack. The gnoll makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Gnoll Pack Lord Medium humanoid (gnoll), chaotic evil 2 450 xp

  • Armor class 15 (chain shirt)
  • Hit points 49 (9d8+9)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON13 (+1)
  • INT8 (-1)
  • WIS11 (0)
  • CHA9 (-1)

Senses:passive Perception 10, darkvision 60 ft.

Languages:Gnoll

Challenge:2 (450 xp)

Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

Actions

Multiattack. The gnoll makes two attacks, either with its glaive or its longbow, and uses its Incite Rampage if it can.

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

Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

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

Incite Rampage (Recharge 5-6). One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait.

Goat Medium beast, unaligned 0 10 xp

  • Armor class 10
  • Hit points 4 (1d8)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX10 (0)
  • CON11 (0)
  • INT2 (-4)
  • WIS10 (0)
  • CHA5 (-3)

Senses:passive Perception 10

Languages:

Challenge:0 (10 xp)

Charge. If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

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

Goblin Boss Small humanoid (goblinoid), neutral evil 1 200 xp

  • Armor class 17 (chain shirt, shield)
  • Hit points 21 (6d6)
  • Speed 30 ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON10 (0)
  • INT10 (0)
  • WIS8 (-1)
  • CHA10 (0)

Skills:Stealth +6

Senses:passive Perception 9, darkvision 60 ft.

Languages:Common, Goblin

Challenge:1 (200 xp)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Multiattack. The goblin makes two attacks with its scimitar. The second attack has disadvantage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

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

Reactions



Redirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.

Gold Dragon Wyrmling Medium dragon, lawful good 3 700 xp

  • Armor class 17 (natural armor)
  • Hit points 60 (8d8+24)
  • Speed 30 ft., fly 60 ft., swim 30 ft.
  • STR19 (+4)
  • DEX14 (+2)
  • CON17 (+3)
  • INT14 (+2)
  • WIS11 (0)
  • CHA16 (+3)

Save Throws:Dex +4, Con +5, Wis +2, Cha +5

Skills:Perception +4, Stealth +4

Damage Immunities:fire

Senses:passive Perception 14, blindsight 10 ft., darkvision 60 ft.

Languages:Draconic

Challenge:3 (700 xp)

Amphibious. The dragon can breathe air and water.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Gorgon Large monstrosity, unaligned 5 1,800 xp

  • Armor class 19 (natural armor)
  • Hit points 114 (12d10+48)
  • Speed 40 ft.
  • STR20 (+5)
  • DEX11 (0)
  • CON18 (+4)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA7 (-2)

Skills:Perception +4

Damage Immunities:petrified

Senses:passive Perception 14, darkvision 60 ft.

Languages:

Challenge:5 (1,800 xp)

Trampling Charge. If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.

Actions

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage.

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

Petrifying Breath (Recharge 5-6). The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.

Goristro Huge fiend (demon), chaotic evil 17 18,000 xp

  • Armor class 19 (natural armor)
  • Hit points 310 (23d12+161)
  • Speed 40 ft.
  • STR25 (+7)
  • DEX11 (0)
  • CON15 (+2)
  • INT6 (-2)
  • WIS13 (+1)
  • CHA14 (+2)

Save Throws:Str +13, Dex +6, Con +13, Wis +7

Skills:Perception +7

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

Damage Immunities:poison

Condition Immunities:poisoned

Senses:passive Perception 17, darkvision 120 ft.

Languages:Abyssal

Challenge:17 (18,000 xp)

Charge. If the goristro moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 38 (7d10) piercing damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away and knocked prone.

Labyrinthine Recall. The goristro can perfectly recall any path it has traveled.

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

Siege Monster. The goristro deals double damage to objects and structures.

Actions

Multiattack. The goristro makes three attacks: two with its fists and one with its hoof.

Fist. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Hoof. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.

Gore. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 45 (7d10 + 7) piercing damage.

Gray Slaad Medium aberration (shapechanger), chaotic neutral 9 5,000 xp

  • Armor class 18 (natural armor)
  • Hit points 127 (17d8+51)
  • Speed 30 ft.
  • STR17 (+3)
  • DEX17 (+3)
  • CON16 (+3)
  • INT13 (+1)
  • WIS8 (-1)
  • CHA14 (+2)

Skills:Arcana +5, Perception +6

Damage Resistances:acid, cold, fire, lightning, thunder

Senses:passive Perception 16, blindsight 60 ft., darkvision 60 ft.

Languages:Slaad, telepathy 60 ft.

Challenge:9 (5,000 xp)

Shapechanger. The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Innate Spellcasting. The slaad's innate spellcasting ability is Charisma (spell save DC 14). The slaad can innately cast the following spells, requiring no material components: At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image2/day each: fear, fly, fireball, tongues1/day: plane shift (self only)

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

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

Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.

Variant: Control Gem. Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.

Actions

Multiattack. The slaad makes three attacks: one with its bite and two with its claws or greatsword.

Bite (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Claws (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Green Dragon Wyrmling Medium dragon, lawful evil 2 450 xp

  • Armor class 17 (natural armor)
  • Hit points 38 (7d8+7)
  • Speed 30 ft., fly 60 ft., swim 30 ft.
  • STR15 (+2)
  • DEX12 (+1)
  • CON13 (+1)
  • INT14 (+2)
  • WIS11 (0)
  • CHA13 (+1)

Save Throws:Dex +3, Con +3, Wis +2, Cha +3

Skills:Perception +4, Stealth +3

Damage Immunities:poison

Condition Immunities:poisoned

Senses:passive Perception 14, blindsight 10 ft., darkvision 60 ft.

Languages:Draconic

Challenge:2 (450 xp)

Amphibious. The dragon can breathe air and water.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage.

Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.

Green Hag Medium fey, neutral evil 3 700 xp

  • Armor class 17 (natural armor)
  • Hit points 82 (11d8+33)
  • Speed 30 ft.
  • STR18 (+4)
  • DEX12 (+1)
  • CON16 (+3)
  • INT13 (+1)
  • WIS14 (+2)
  • CHA14 (+2)

Skills:Arcana +3, Deception +4, Perception +4, Stealth +3

Senses:passive Perception 14, darkvision 60 ft.

Languages:Common, Draconic, Sylvan

Challenge:3 (700 xp)

Amphibious. The hag can breathe air and water.

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components: At will: dancing lights, minor illusion, vicious mockery

Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Hag Coven. When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.

Shared Spellcasting (Coven Only). While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: 1st level (4 slots): identify, ray of sickness 2nd level (3 slots): hold person, locate object 3rd level (3 slots): bestow curse, counterspell, lightning bolt 4th level (3 slots): phantasmal killer, polymorph 5th level (2 slots): contact other plane, scrying 6th level (1 slot): eye biteFor casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier.

Hag Eye (Coven Only). A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.

Actions

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.

Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.

Green Slaad Large aberration (shapechanger), chaotic neutral 8 3,900 xp

  • Armor class 16 (natural armor)
  • Hit points 127 (15d10+45)
  • Speed 30 ft.
  • STR18 (+4)
  • DEX15 (+2)
  • CON16 (+3)
  • INT11 (0)
  • WIS8 (-1)
  • CHA12 (+1)

Skills:Arcana +3, Perception +2

Damage Resistances:acid, cold, fire, lightning, thunder

Senses:passive Perception 12, blindsight 30 ft., darkvision 60 ft.

Languages:Slaad, telepathy 60 ft.

Challenge:8 (3,900 xp)

Shapechanger. The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Innate Spellcasting. The slaad's innate spellcasting ability is Charisma (spell save DC 12). The slaad can innately cast the following spells, requiring no material components: At will: detect magic, detect thoughts, mage hand2/day each: fear, invisibility (self only)1/day: fireball

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

Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.

Variant: Control Gem. Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.

Actions

Multiattack. The slaad makes three attacks: one with its bite and two with its claws or staff. Alternatively, it uses its Hurl Flame twice.

Bite (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Claw (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

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

Hurl Flame. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage. The fire ignites flammable objects that aren 't being worn or carried.

Grell Medium aberration, neutral evil 3 700 xp

  • Armor class 12
  • Hit points 55 (10d8+10)
  • Speed 10 ft., fly 30 ft. (hover)
  • STR15 (+2)
  • DEX14 (+2)
  • CON13 (+1)
  • INT12 (+1)
  • WIS11 (0)
  • CHA9 (-1)

Skills:Perception +4, Stealth +6

Damage Immunities:lightning

Condition Immunities:blinded, prone

Senses:passive Perception 14, blindsight 60 ft. (blind beyond this radius)

Languages:Grell

Challenge:3 (700 xp)

Actions

Multiattack. The grell makes two attacks: one with its tentacles and one with its beak.

Tentacles. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success. The target is also grappled (escape DC 15). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the grell has advantage on attack rolls against it and can 't use this attack against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) piercing damage.

Grick Medium monstrosity, neutral 2 450 xp

  • Armor class 14 (natural armor)
  • Hit points 27 (6d8)
  • Speed 30 ft., climb 30 ft.
  • STR14 (+2)
  • DEX14 (+2)
  • CON11 (0)
  • INT3 (-4)
  • WIS14 (+2)
  • CHA5 (-3)

Damage Resistances:bludgeoning, piercing, and slashing damage from nonmagical weapons

Senses:passive Perception 12, darkvision 60 ft.

Languages:

Challenge:2 (450 xp)

Stone Camouflage. The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Multiattack. The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.

Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Grick Alpha Large monstrosity, neutral 7 2,900 xp

  • Armor class 18 (natural armor)
  • Hit points 75 (10d10+20)
  • Speed 30 ft., climb 30 ft.
  • STR18 (+4)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA9 (-1)

Damage Resistances:bludgeoning, piercing, and slashing damage from nonmagical weapons

Senses:passive Perception 12, darkvision 60 ft.

Languages:

Challenge:7 (2,900 xp)

Stone Camouflage. The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Multiattack. The grick makes two attacks: one with its tail and one with its tentacles. If it hits with its tentacles, the grick can make one beak attack against the same target.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) slashing damage.

Beak. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Griffon Large monstrosity, unaligned 2 450 xp

  • Armor class 12
  • Hit points 59 (7d10+21)
  • Speed 30 ft., fly 80 ft.
  • STR18 (+4)
  • DEX15 (+2)
  • CON16 (+3)
  • INT2 (-4)
  • WIS13 (+1)
  • CHA8 (-1)

Skills:Perception +5

Senses:passive Perception 15, darkvision 60 ft.

Languages:

Challenge:2 (450 xp)

Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The griffon makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

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

Guardian Naga Large monstrosity, lawful good 10 5,000 xp

  • Armor class 18 (natural armor)
  • Hit points 127 (15d10+45)
  • Speed 40 ft.
  • STR19 (+4)
  • DEX18 (+4)
  • CON16 (+3)
  • INT16 (+3)
  • WIS19 (+4)
  • CHA18 (+4)

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

Damage Immunities:poison

Condition Immunities:charmed, poisoned

Senses:passive Perception 14, darkvision 60 ft.

Languages:Celestial, Common

Challenge:10 (5,000 xp)

Rejuvenation. 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.

Spellcasting. The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared: Cantrips (at will): mending, sacred flame, thaumaturgy 1st level (4 slots): command, cure wounds, shield of faith 2nd level (3 slots): calm emotions, hold person 3rd level (3 slots): bestow curse, clairvoyance 4th level (3 slots): banishment, freedom of movement 5th level (2 slots): flame strike, geas 6th level (1 slot): true seeing

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

Spit Poison. Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

Gynosphinx Large monstrosity, lawful neutral 11 7,200 xp

  • Armor class 17 (natural armor)
  • Hit points 136 (16d10+48)
  • Speed 40 ft., fly 60 ft.
  • STR18 (+4)
  • DEX15 (+2)
  • CON16 (+3)
  • INT18 (+4)
  • WIS18 (+4)
  • CHA18 (+4)

Skills:Arcana +12, History +12, Perception +8, Religion +8

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

Damage Immunities:psychic

Condition Immunities:charmed, frightened

Senses:passive Perception 18, truesight 120 ft.

Languages:Common, Sphinx

Challenge:11 (7,200 xp)

Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.

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

Spellcasting. The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: Cantrips (at will): mage hand, minor illusion, prestidigitation 1st level (4 slots): detect magic, identify, shield 2nd level (3 slots): darkness, locate object, suggestion 3rd level (3 slots): dispel magic, remove curse, tongues 4th level (3 slots): banishment, greater invisibility 5th level (1 slot): legend lore

Claw Attack. The sphinx makes one claw attack.

Teleport (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.

Actions

Multiattack. The sphinx makes two claw attacks.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Half-Ogre (Ogrillon) Large giant, any chaotic alignment 1 200 xp

  • Armor class 12 (hide armor)
  • Hit points 30 (4d10+8)
  • Speed 30 ft.
  • STR17 (+3)
  • DEX10 (0)
  • CON14 (+2)
  • INT7 (-2)
  • WIS9 (-1)
  • CHA10 (0)

Senses:passive Perception 9, darkvision 60 ft.

Languages:Common, Giant

Challenge:1 (200 xp)

Actions

Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands.

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.

Half-Red Dragon Veteran Medium humanoid (human), any alignment 5 1,800 xp

  • Armor class 18 (plate)
  • Hit points 65 (10d8+20)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX13 (+1)
  • CON14 (+2)
  • INT10 (0)
  • WIS11 (0)
  • CHA10 (0)

Save Throws:Str +5, Con +4

Skills:Athletics +5, Perception +2

Damage Resistances:fire

Senses:passive Perception 12, blindsight 10 ft., darkvision 60 ft.

Languages:Common, Draconic

Challenge:5 (1,800 xp)

Actions

Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.

Longsword. Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Fire Breath (Recharge 5-6). The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Harpy Medium monstrosity, chaotic evil 1 200 xp

  • Armor class 11
  • Hit points 38 (7d8+7)
  • Speed 20 ft., fly 40 ft.
  • STR12 (+1)
  • DEX13 (+1)
  • CON12 (+1)
  • INT7 (-2)
  • WIS10 (0)
  • CHA13 (+1)

Senses:passive Perception 10

Languages:Common

Challenge:1 (200 xp)

Actions

Multiattack. The harpy makes two attacks: one with its claws and one with its club.

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

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

Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the harpy, the must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours.

Hawk Tiny beast, unaligned 0 10 xp

  • Armor class 13
  • Hit points 1 (1d4-1)
  • Speed 10 ft., fly 60 ft.
  • STR5 (-3)
  • DEX16 (+3)
  • CON8 (-1)
  • INT2 (-4)
  • WIS14 (+2)
  • CHA6 (-2)

Skills:Perception +4

Senses:passive Perception 14

Languages:

Challenge:0 (10 xp)

Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Hell Hound Medium fiend, lawful evil 3 700 xp

  • Armor class 15 (natural armor)
  • Hit points 45 (7d8+14)
  • Speed 50 ft.
  • STR17 (+3)
  • DEX12 (+1)
  • CON14 (+2)
  • INT6 (-2)
  • WIS13 (+1)
  • CHA6 (-2)

Skills:Perception +5

Damage Immunities:fire

Senses:passive Perception 15, darkvision 60 ft.

Languages:understands Infernal but can't speak it

Challenge:3 (700 xp)

Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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 ft. of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.

Fire Breath (Recharge 5-6). The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

Helmed Horror Medium construct, unaligned 4 1,100 xp

  • Armor class 20 (plate, shield)
  • Hit points 60 (8d8+24)
  • Speed 30 ft., fly 30 ft.
  • STR18 (+4)
  • DEX13 (+1)
  • CON16 (+3)
  • INT10 (0)
  • WIS10 (0)
  • CHA10 (0)

Skills:Perception +4

Damage Resistances:bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine

Damage Immunities:force, necrotic, poison

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

Senses:passive Perception 14, blindsight 60 ft. (blind beyond this radius)

Languages:understands the languages of its creator but can't speak

Challenge:4 (1,100 xp)

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

Spell Immunity. The helmed horror is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt.

Actions

Multiattack. The helmed horror makes two longsword attacks.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.

Hezrou Large fiend (demon), chaotic evil 8 3,900 xp

  • Armor class 16 (natural armor)
  • Hit points 136 (13d10+65)
  • Speed 30 ft.
  • STR19 (+4)
  • DEX17 (+3)
  • CON20 (+5)
  • INT5 (-3)
  • WIS12 (+1)
  • CHA13 (+1)

Save Throws:Str +7, Con +8, Wis +4

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

Damage Immunities:poison

Condition Immunities:poisoned

Senses:passive Perception 11, darkvision 120 ft.

Languages:Abyssal, telepathy 120 ft.

Challenge:8 (3,900 xp)

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

Stench. Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.

Actions

Multiattack. The hezrou makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

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

Variant: Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Hill Giant Huge giant, chaotic evil 5 1,800 xp

  • Armor class 13 (natural armor)
  • Hit points 105 (10d12+40)
  • Speed 40 ft.
  • STR21 (+5)
  • DEX8 (-1)
  • CON19 (+4)
  • INT5 (-3)
  • WIS9 (-1)
  • CHA6 (-2)

Skills:Perception +2

Senses:passive Perception 12

Languages:Giant

Challenge:5 (1,800 xp)

Actions

Squash. Melee Weapon Attack: +8 to hit, reach 5 ft., one Medium or Smaller creature. Hit: 26 (6d6 + 5) bludgeoning damage, the giant lands prone in the target's space, and the target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the giant stands up.

Multiattack. The giant makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.

Hippogriff Large monstrosity, unaligned 1 200 xp

  • Armor class 11
  • Hit points 19 (3d10+3)
  • Speed 40 ft, fly 60 ft.
  • STR17 (+3)
  • DEX13 (+1)
  • CON13 (+1)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA8 (-1)

Skills:Perception +5

Senses:passive Perception 15

Languages:

Challenge:1 (200 xp)

Keen Sight. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The hippogriff makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Hobgoblin Captain Medium humanoid (goblinoid), lawful evil 3 700 xp

  • Armor class 17 (half plate)
  • Hit points 39 (6d8+12)
  • Speed 30 ft.
  • STR15 (+2)
  • DEX14 (+2)
  • CON14 (+2)
  • INT12 (+1)
  • WIS10 (0)
  • CHA13 (+1)

Senses:passive Perception 10, darkvision 60 ft.

Languages:Common, Goblin

Challenge:3 (700 xp)

Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.

Actions

Multiattack. The hobgoblin makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

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

Leadership (Recharges after a Short or Long Rest). For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.

Hobgoblin Warlord Medium humanoid (goblinoid), lawful evil 6 2,300 xp

  • Armor class 20 (plate, shield)
  • Hit points 97 (13d8+39)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT14 (+2)
  • WIS11 (0)
  • CHA15 (+2)

Save Throws:Int +5, Wis +3, Cha +5

Senses:passive Perception 10, darkvision 60 ft.

Languages:Common, Goblin

Challenge:6 (2,300 xp)

Martial Advantage. Once per turn, the hobgoblin can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.

Actions

Multiattack. The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.

Reactions



Parry. The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.

Homunculus Tiny construct, neutral 0 10 xp

  • Armor class 13 (natural armor)
  • Hit points 5 (2d4)
  • Speed 20 ft., fly 40 ft.
  • STR4 (-3)
  • DEX15 (+2)
  • CON11 (0)
  • INT10 (0)
  • WIS10 (0)
  • CHA7 (-2)

Damage Immunities:poison

Condition Immunities:charmed, poisoned

Senses:passive Perception 10, darkvision 60 ft.

Languages:understands the languages of its creator but can't speak

Challenge:0 (10 xp)

Telepathic Bond. While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.

Hook Horror Large monstrosity, neutral 3 700 xp

  • Armor class 15 (natural armor)
  • Hit points 75 (10d10+20)
  • Speed 30 ft., climb 30 ft.
  • STR18 (+4)
  • DEX10 (0)
  • CON15 (+2)
  • INT6 (-2)
  • WIS12 (+1)
  • CHA7 (-2)

Skills:Perception +3

Senses:passive Perception 13, blindsight 60 ft., darkvision 10 ft.

Languages:Hook Horror

Challenge:3 (700 xp)

Echolocation. The hook horror can't use its blindsight while deafened.

Keen Hearing. The hook horror has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Multiattack. The hook horror makes two hook attacks.

Hook. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Horned Devil Large fiend (devil), lawful evil 11 7,200 xp

  • Armor class 18 (natural armor)
  • Hit points 178 (17d10+85)
  • Speed 20 ft., fly 60 ft.
  • STR22 (+6)
  • DEX17 (+3)
  • CON21 (+5)
  • INT12 (+1)
  • WIS16 (+3)
  • CHA17 (+3)

Save Throws:Str +10, Dex +7, Wis +7, Cha +7

Damage Resistances:cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Damage Immunities:fire, poison

Condition Immunities:poisoned

Senses:passive Perception 13, darkvision 120 ft.

Languages:Infernal, telepathy 120 ft.

Challenge:11 (7,200 xp)

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

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

Actions

Multiattack. The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.

Fork. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Hunter Shark Large beast, unaligned 2 450 xp

  • Armor class 12 (natural armor)
  • Hit points 45 (6d10+12)
  • Speed swim 40 ft.
  • STR18 (+4)
  • DEX13 (+1)
  • CON15 (+2)
  • INT1 (-5)
  • WIS10 (0)
  • CHA4 (-3)

Skills:Perception +2

Senses:passive Perception 12, darkvision 30 ft.

Languages:

Challenge:2 (450 xp)

Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Hydra Huge monstrosity, unaligned 8 3,900 xp

  • Armor class 15 (natural armor)
  • Hit points 172 (15d12+75)
  • Speed 30 ft., swim 30 ft.
  • STR20 (+5)
  • DEX12 (+1)
  • CON20 (+5)
  • INT2 (-4)
  • WIS10 (0)
  • CHA7 (-2)

Skills:Perception +6

Senses:passive Perception 16, darkvision 60 ft.

Languages:

Challenge:8 (3,900 xp)

Hold Breath. The hydra can hold its breath for 1 hour.

Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it 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 10 hit points for each head regrown in this way.

Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While the hydra sleeps, at least one of its heads is awake.

Actions

Multiattack. The hydra makes as many bite attacks as it has heads.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Hyena Medium beast, unaligned 0 10 xp

  • Armor class 11
  • Hit points 5 (1d8+1)
  • Speed 50 ft.
  • STR11 (0)
  • DEX13 (+1)
  • CON12 (+1)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA5 (-3)

Skills:Perception +3

Senses:passive Perception 13

Languages:

Challenge:0 (10 xp)

Pack Tactics. The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Bite. Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.

Ice Devil Large fiend (devil), lawful evil 14 11,500 xp

  • Armor class 18 (natural armor)
  • Hit points 180 (19d10+76)
  • Speed 40 ft.
  • STR21 (+5)
  • DEX14 (+2)
  • CON18 (+4)
  • INT18 (+4)
  • WIS15 (+2)
  • CHA18 (+4)

Save Throws:Dex +7, Con +9, Wis +7, Cha +9

Damage Resistances:bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Damage Immunities:fire, poison

Condition Immunities:poisoned

Senses:passive Perception 12, blindsight 60 ft., darkvision 120 ft.

Languages:Infernal, telepathy 120 ft.

Challenge:14 (11,500 xp)

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

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

Actions

Multiattack. The devil makes three attacks: one with its bite, one with its claws, and one with its tail.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.

Tail. Melee Weapon Attack:+10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.

Wall of Ice. The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached

Legendary Actions

each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.

Ice Devil Spear Large fiend (devil), lawful evil 14 11,500 xp

  • Armor class 18 (natural armor)
  • Hit points 180 (19d10+76)
  • Speed 40 ft.
  • STR21 (+5)
  • DEX14 (+2)
  • CON18 (+4)
  • INT18 (+4)
  • WIS15 (+2)
  • CHA18 (+4)

Save Throws:Dex +7, Con +9, Wis +7, Cha +9

Damage Resistances:bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Damage Immunities:fire, poison

Condition Immunities:poisoned

Senses:passive Perception 12, blindsight 60 ft., darkvision 120 ft.

Languages:Infernal, telepathy 120 ft.

Challenge:14 (11,500 xp)

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

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

and it can't take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.

Wall of Ice. The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached

Actions

Multiattack. The devil makes two attacks: one with its spear and one with its tail.

Ice Spear. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6) cold damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw, or for 1 minute, its speed is reduced by 10 feet

Legendary Actions

it can take either an action or a bonus action on each of its turns, not both

Imp Tiny fiend (devil), lawful evil 1 200 xp

  • Armor class 13
  • Hit points 10 (3d4+3)
  • Speed 20 ft., fly 40 ft.
  • STR6 (-2)
  • DEX17 (+3)
  • CON13 (+1)
  • INT11 (0)
  • WIS12 (+1)
  • CHA14 (+2)

Skills:Deception +4, Insight +3, Persuasion +4, Stealth +5

Damage Resistances:cold, bludgeoning, piercing, and slashing from nonmagical/nonsilver weapons

Damage Immunities:fire, poison

Condition Immunities:poisoned

Senses:passive Perception 11, darkvision 120 ft.

Languages:Infernal, Common

Challenge:1 (200 xp)

Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft. ), a raven (20 ft., fly 60 ft. ), or a spider (20 ft., climb 20 ft. ), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Devil's Sight. Magical darkness doesn't impede the imp's darkvision.

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

Variant: Familiar. The imp can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the imp can end its service as a familiar, ending the telepathic bond.

Actions

Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Invisibility. The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.

Intellect Devourer Tiny aberration, lawful evil 2 450 xp

  • Armor class 12
  • Hit points 21 (6d4+6)
  • Speed 40 ft.
  • STR6 (-2)
  • DEX14 (+2)
  • CON13 (+1)
  • INT12 (+1)
  • WIS11 (0)
  • CHA10 (0)

Skills:Perception +2, Stealth +4

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

Condition Immunities:blinded

Senses:passive Perception 12, blindsight 60 ft. (blind beyond this radius)

Languages:understands Deep Speech but can't speak, telepathy 60 ft.

Challenge:2 (450 xp)

Detect Sentience. The intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Actions

Multiattack. The intellect devourer makes one attack with its claws and uses Devour Intellect.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Devour Intellect. The intellect devourer targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.

Body Thief. The intellect devourer initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it that isn't protected by protection from evil and good. If it wins the contest, the intellect devourer magically consumes the target's brain, teleports into the target's skull, and takes control of the target's body. While inside a creature, the intellect devourer has total cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including spells and languages. If the host body dies, the intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brain by means of a wish. By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round.

Invisible Stalker Medium elemental, neutral 6 2,300 xp

  • Armor class 14
  • Hit points 104 (16d8+32)
  • Speed 50 ft., fly 50 ft. (hover)
  • STR16 (+3)
  • DEX19 (+4)
  • CON14 (+2)
  • INT10 (0)
  • WIS15 (+2)
  • CHA11 (0)

Skills:Perception +8, Stealth +10

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

Damage Immunities:poison

Condition Immunities:exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses:passive Perception 18, darkvision 60 ft.

Languages:Auran, understands Common but doesn't speak it

Challenge:6 (2,300 xp)

Invisibility. The stalker is invisible.

Faultless Tracker. The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.

Actions

Multiattack. The stalker makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Iron Golem Large construct, unaligned 16 15,000 xp

  • Armor class 20 (natural armor)
  • Hit points 210 (20d10+100)
  • Speed 30 ft.
  • STR24 (+7)
  • DEX9 (-1)
  • CON20 (+5)
  • INT3 (-4)
  • WIS11 (0)
  • CHA1 (-5)

Damage Immunities:fire, poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine

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

Senses:passive Perception 10, darkvision 120 ft.

Languages:understands the languages of its creator but can't speak

Challenge:16 (15,000 xp)

Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

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

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

Actions

Multiattack. The golem makes two melee attacks.

Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.

Poison Breath (Recharge 5-6). The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (l0d8) poison damage on a failed save, or half as much damage on a successful one.

Jackal Small beast, unaligned 0 10 xp

  • Armor class 12
  • Hit points 3 (1d6)
  • Speed 40 ft.
  • STR8 (-1)
  • DEX15 (+2)
  • CON11 (0)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA6 (-2)

Skills:Perception +3

Senses:passive Perception 13

Languages:

Challenge:0 (10 xp)

Keen Hearing and Smell. The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

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

Killer Whale Huge beast, unaligned 3 700 xp

  • Armor class 12 (natural armor)
  • Hit points 90 (12d12+12)
  • Speed swim 60 ft.
  • STR19 (+4)
  • DEX10 (0)
  • CON13 (+1)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA7 (-2)

Skills:Perception +3

Senses:passive Perception 13, blindsight 120 ft.

Languages:

Challenge:3 (700 xp)

Echolocation. The whale can't use its blindsight while deafened.

Hold Breath. The whale can hold its breath for 30 minutes

Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.

Knight Medium humanoid (any race), any alignment 3 700 xp

  • Armor class 18 (plate)
  • Hit points 52 (8d8+16)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX11 (0)
  • CON14 (+2)
  • INT11 (0)
  • WIS11 (0)
  • CHA15 (+2)

Save Throws:Con +4, Wis +2

Senses:passive Perception 10

Languages:any one language (usually Common)

Challenge:3 (700 xp)

Brave. The knight has advantage on saving throws against being frightened.

Actions

Multiattack. The knight makes two melee attacks.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions



Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Kraken Gargantuan monstrosity (titan), chaotic evil 23 50,000 xp

  • Armor class 18 (natural armor)
  • Hit points 472 (27d20+189)
  • Speed 20 ft., swim 60 ft.
  • STR30 (+10)
  • DEX11 (0)
  • CON25 (+7)
  • INT22 (+6)
  • WIS18 (+4)
  • CHA20 (+5)

Save Throws:Str +17, Dex +7, Con +14, Int +13, Wis +11

Damage Immunities:lightning, bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities:frightened, paralyzed

Senses:passive Perception 14, truesight 120 ft.

Languages:understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft.

Challenge:23 (50,000 xp)

Amphibious. The kraken can breathe air and water.

Freedom of Movement. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Siege Monster. The kraken deals double damage to objects and structures.

Tentacle Attack or Fling. The kraken makes one tentacle attack or uses its Fling.

Lightning Storm (Costs 2 Actions). The kraken uses Lightning Storm.

Ink Cloud (Costs 3 Actions). While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.

Actions

Multiattack. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's 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, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Tentacle. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.

Fling. One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

Lightning Storm. The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Kuo-Toa Archpriest Medium humanoid (kuo-toa), neutral evil 6 2,300 xp

  • Armor class 13 (natural armor)
  • Hit points 97 (13d8+39)
  • Speed 31 ft., swim 30 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT13 (+1)
  • WIS16 (+3)
  • CHA14 (+2)

Skills:Perception +9, Religion +6

Senses:passive Perception 19, darkvision 120 ft.

Languages:Undercommon

Challenge:6 (2,300 xp)

Amphibious. The kuo-toa can breathe air and water.

Otherwordly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.

Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Spellcasting. The kuo-toa is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The kuo-toa has the following cleric spells prepared: Cantrips (at will): guidance, sacred flame, thaumaturgy 1st level (4 slots): detect magic, sanctuary, shield of faith 2nd level (3 slots): hold person, spiritual weapon 3rd level (3 slots): spirit guardians, tongues 4th level (3 slots): control water, divination 5th level (2 slots): mass cure wounds, scrying

Actions

Multiattack. The kuo-toa makes two melee attacks.

Scepter. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 14 (4d6) lightning damage.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Kuo-Toa Monitor Medium humanoid (kuo-toa), neutral evil 2 450 xp

  • Armor class 13 (natural armor, unarmored defense)
  • Hit points 65 (10d8+20)
  • Speed 33 ft., swim 30 ft.
  • STR14 (+2)
  • DEX10 (0)
  • CON14 (+2)
  • INT12 (+1)
  • WIS14 (+2)
  • CHA11 (0)

Skills:Perception +6, Religion +4

Senses:passive Perception 16, darkvision 120 ft.

Languages:Undercommon

Challenge:2 (450 xp)

Amphibious. The kuo-toa can breathe air and water.

Otherwordly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.

Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Unarmored Defense. The kuo-toa adds its Wisdom modifier to its armor class.

Actions

Multiattack. The kuo-toa makes one bite attack and two unarmed strikes.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn.

Kuo-Toa Whip Medium humanoid (kuo-toa), neutral evil 1 200 xp

  • Armor class 11 (natural armor)
  • Hit points 65 (10d8+20)
  • Speed 32 ft., swim 30 ft.
  • STR14 (+2)
  • DEX10 (0)
  • CON14 (+2)
  • INT12 (+1)
  • WIS14 (+2)
  • CHA11 (0)

Skills:Perception +6, Religion +4

Senses:passive Perception 16, darkvision 120 ft.

Languages:Undercommon

Challenge:1 (200 xp)

Amphibious. The kuo-toa can breathe air and water.

Otherwordly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.

Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Spellcasting. The kuo-toa is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kuo-toa has the following cleric spells prepared: Cantrips (at will): sacred flame, thaumaturgy 1st level (3 slots): bane, shield of faith

Actions

Multiattack. The kuo-toa makes two attacks: one with its bite and one with its pincer staff.

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

Pincer Staff. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the kuo-toa can't use its pincer staff on another target.

Lamia Large monstrosity, chaotic evil 4 1,100 xp

  • Armor class 13 (natural armor)
  • Hit points 97 (13d10+26)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX13 (+1)
  • CON15 (+2)
  • INT14 (+2)
  • WIS15 (+2)
  • CHA16 (+3)

Skills:Deception +7, Insight +4, Stealth +3

Senses:passive Perception 12, darkvision 60 ft.

Languages:Abyssal, Common

Challenge:4 (1,100 xp)

Innate Spellcasting. The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components. At will: disguise self (any humanoid form), major image 3/day each: charm person, mirror image, scrying, suggestion 1/day: geas

Actions

Multiattack. The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.

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

Intoxicating Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.

Lemure Medium fiend (devil), lawful evil 0 10 xp

  • Armor class 7
  • Hit points 13 (3d8)
  • Speed 15 ft.
  • STR10 (0)
  • DEX5 (-3)
  • CON11 (0)
  • INT1 (-5)
  • WIS11 (0)
  • CHA3 (-4)

Damage Resistances:cold

Damage Immunities:fire, poison

Condition Immunities:charmed, frightened, poisoned

Senses:passive Perception 10, darkvision 120 ft.

Languages:understands infernal but can't speak

Challenge:0 (10 xp)

Devil's Sight. Magical darkness doesn't impede the lemure's darkvision.

Hellish Rejuvenation. A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.

Actions

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

Lich Medium undead, any evil alignment 21 33,000 xp

  • Armor class 17 (natural armor)
  • Hit points 135 (18d8+54)
  • Speed 30 ft.
  • STR11 (0)
  • DEX16 (+3)
  • CON16 (+3)
  • INT20 (+5)
  • WIS14 (+2)
  • CHA16 (+3)

Save Throws:Con +10, Int +12, Wis +9

Skills:Arcana +18, History +12, Insight +9, Perception +9

Damage Resistances:cold, lightning, necrotic

Damage Immunities:poison, bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities:charmed, exhaustion, frightened, paralyzed, poisoned

Senses:passive Perception 19, truesight 120 ft.

Languages:Common plus up to five other languages

Challenge:21 (33,000 xp)

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

Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: Cantrips (at will): mage hand, prestidigitation, ray of frost 1st level (4 slots): detect magic, magic missile, shield, thunderwave 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball 4th level (3 slots): blight, dimension door 5th level (3 slots): cloudkill, scrying 6th level (1 slot): disintegrate, globe of invulnerability 7th level (1 slot): finger of death, plane shift 8th level (1 slot): dominate monster, power word stun 9th level (1 slot): power word kill

Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.

Cantrip. The lich casts a cantrip.

Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.

Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, 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 lich's gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Actions

Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Lion Large beast, unaligned 1 200 xp

  • Armor class 12
  • Hit points 26 (4d10+4)
  • Speed 50 ft.
  • STR17 (+3)
  • DEX15 (+2)
  • CON13 (+1)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA8 (-1)

Skills:Perception +3, Stealth +6

Senses:passive Perception 13

Languages:

Challenge:1 (200 xp)

Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Pounce. If the lion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.

Running Leap. With a 10-foot running start, the lion can long jump up to 25 ft. .

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Lizard Tiny beast, unaligned 0 10 xp

  • Armor class 10
  • Hit points 2 (1d4)
  • Speed 20 ft., climb 20 ft.
  • STR2 (-4)
  • DEX11 (0)
  • CON10 (0)
  • INT1 (-5)
  • WIS8 (-1)
  • CHA3 (-4)

Senses:passive Perception 9, darkvision 30 ft.

Languages:

Challenge:0 (10 xp)

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Lizard King/Queen Medium humanoid (lizardfolk), chaotic evil 4 1,100 xp

  • Armor class 15 (natural armor)
  • Hit points 78 (12d8+24)
  • Speed 30 ft., swim 30 ft.
  • STR17 (+3)
  • DEX12 (+1)
  • CON15 (+2)
  • INT11 (0)
  • WIS11 (0)
  • CHA15 (+2)

Save Throws:Con +4, Wis +2

Skills:Perception +4, Stealth +5, Survival +4

Condition Immunities:frightened

Senses:passive Perception 14, darkvision 60 ft.

Languages:Abyssal, Draconic

Challenge:4 (1,100 xp)

Hold Breath. The lizardfolk can hold its breath for 15 minutes.

Skewer. Once per turn, when the lizardfolk makes a melee attack with its trident and hits, the target takes an extra 10 (3d6) damage, and the lizardfolk gains temporary hit points equal to the extra damage dealt.

Actions

Multiattack. The lizardfolk makes two attacks: one with its bite and one with its claws or trident or two melee attacks with its trident.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

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

Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.

Lizardfolk Shaman Medium humanoid (lizardfolk), neutral 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 27 (5d8+5)
  • Speed 30 ft., swim 30 ft.
  • STR15 (+2)
  • DEX10 (0)
  • CON13 (+1)
  • INT10 (0)
  • WIS15 (+2)
  • CHA8 (-1)

Skills:Perception +4, Stealth +4, Survival +6

Senses:passive Perception 14

Languages:Draconic

Challenge:2 (450 xp)

Hold Breath. The lizardfolk can hold its breath for 15 minutes.

Spellcasting (Lizardfolk Form Only). The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following druid spells prepared: Cantrips (at will): druidcraft, produce flame, thorn whip 1st Level (4 slots): entangle, fog cloud 2nd Level (3 slots): heat metal, spike growth 3rd Level (2 slots): conjure animals (reptiles only), plant growth

Actions

Multiattack (Lizardfolk Form Only). The lizardfolk makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 7 (1d10 + 2) piercing damage in crocodile form. If the lizardfolk is in crocodile form and the target is a Large or smaller creature, the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the lizardfolk can't bite another target. If the lizardfolk reverts to its true form, the grapple ends.

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

Change Shape (Recharges after a Short or Long Rest). The lizardfolk magically polymorphs into a crocodile, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Mage Medium humanoid (any race), any alignment 6 2,300 xp

  • Armor class 12 (15 with mage armor)
  • Hit points 40 (9d8)
  • Speed 30 ft.
  • STR9 (-1)
  • DEX14 (+2)
  • CON11 (0)
  • INT17 (+3)
  • WIS12 (+1)
  • CHA11 (0)

Save Throws:Int +6, Wis +4

Skills:Arcana +6, History +6

Senses:passive Perception 11

Languages:any four languages

Challenge:6 (2,300 xp)

Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation 1st level (4 slots): detect magic, mage armor, magic missile, shield 2nd level (3 slots): misty step, suggestion 3rd level (3 slots): counterspell, fireball, fly 4th level (3 slots): greater invisibility, ice storm 5th level (1 slot): cone of cold

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Mammoth Huge beast, unaligned 6 2,300 xp

  • Armor class 13 (natural armor)
  • Hit points 126 (11d12+55)
  • Speed 40 ft.
  • STR24 (+7)
  • DEX9 (-1)
  • CON21 (+5)
  • INT3 (-4)
  • WIS11 (0)
  • CHA6 (-2)

Senses:passive Perception 10

Languages:

Challenge:6 (2,300 xp)

Trampling Charge. If the mammoth moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.

Actions

Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.

Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.

Manticore Large monstrosity, lawful evil 3 700 xp

  • Armor class 14 (natural armor)
  • Hit points 68 (8d10+24)
  • Speed 30 ft., fly 50 ft.
  • STR17 (+3)
  • DEX16 (+3)
  • CON17 (+3)
  • INT7 (-2)
  • WIS12 (+1)
  • CHA8 (-1)

Senses:passive Perception 11, darkvision 60 ft.

Languages:

Challenge:3 (700 xp)

Tail Spike Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.

Actions

Multiattack. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Tail Spike. Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Marid Large elemental, chaotic neutral 11 7,200 xp

  • Armor class 17 (natural armor)
  • Hit points 229 (17d10+136)
  • Speed 30 ft., fly 60 ft., swim 90 ft.
  • STR22 (+6)
  • DEX12 (+1)
  • CON26 (+8)
  • INT18 (+4)
  • WIS17 (+3)
  • CHA18 (+4)

Save Throws:Dex +5, Wis +7, Cha +8

Damage Resistances:acid, cold, lightning

Senses:passive Perception 13, blindsight 30 ft., darkvision 120 ft.

Languages:Aquan

Challenge:11 (7,200 xp)

Amphibious. The marid can breathe air and water.

Elemental Demise. If the marid dies, its body disintegrates into a burst of water and foam, leaving behind only equipment the marid was wearing or carrying.

Innate Spellcasting. The marid's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: create or destroy water, detect evil and good, detect magic, fog cloud, purify food and drink3/day each: tongues, water breathing, water walk1/day each: conjure elemental (water elemental only), control water, gaseous form, invisibility, plane shift

Variant: Genie Powers. Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality. Disguises. Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well. Wishes. The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence. To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.

Actions

Multiattack. The marid makes two trident attacks.

Trident. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d6 + 6) piercing damage, or 15 (2d8 + 6) piercing damage if used with two hands to make a melee attack.

Water Jet. The marid magically shoots water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the marid and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone.

Marilith Large fiend (demon), chaotic evil 16 15,000 xp

  • Armor class 18 (natural armor)
  • Hit points 189 (18d10+90)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX20 (+5)
  • CON20 (+5)
  • INT18 (+4)
  • WIS16 (+3)
  • CHA20 (+5)

Save Throws:Str +9, Con +10, Wis +8, Cha +10

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

Damage Immunities:poison

Condition Immunities:poisoned

Senses:passive Perception 13, truesight 120 ft.

Languages:Abyssal, telepathy 120 ft.

Challenge:16 (15,000 xp)

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

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

Reactive. The marilith can take one reaction on every turn in combat.

Actions

Multiattack. The marilith can make seven attacks: six with its longswords and one with its tail.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.

Teleport. The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Variant: Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Reactions



Parry. The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.

Medusa Medium monstrosity, lawful evil 6 2,300 xp

  • Armor class 15 (natural armor)
  • Hit points 127 (17d8+51)
  • Speed 30 ft.
  • STR10 (0)
  • DEX15 (+2)
  • CON16 (+3)
  • INT12 (+1)
  • WIS13 (+1)
  • CHA15 (+2)

Skills:Deception +5, Insight +4, Perception +4, Stealth +5

Senses:passive Perception 14, darkvision 60 ft.

Languages:Common

Challenge:6 (2,300 xp)

Petrifying Gaze. When a creature that can see the medusa's eyes starts its turn within 30 ft. of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the medusa sees itself reflected on a polished surface within 30 ft. of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.

Actions

Multiattack. The medusa makes either three melee attacks one with its snake hair and two with its shortsword or two ranged attacks with its longbow.

Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.

Merrow Large monstrosity, chaotic evil 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 45 (6d10+12)
  • Speed 10 ft., swim 40 ft.
  • STR18 (+4)
  • DEX10 (0)
  • CON15 (+2)
  • INT8 (-1)
  • WIS10 (0)
  • CHA9 (-1)

Senses:passive Perception 10, darkvision 60 ft.

Languages:Abyssal, Aquan

Challenge:2 (450 xp)

Amphibious. The merrow can breathe air and water.

Actions

Multiattack. The merrow makes two attacks: one with its bite and one with its claws or harpoon.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.

Harpoon. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.

Mezzoloth Medium fiend (yugoloth), neutral evil 5 1,800 xp

  • Armor class 18 (natural armor)
  • Hit points 75 (10d8+30)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT7 (-2)
  • WIS10 (0)
  • CHA11 (0)

Skills:Perception +3

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

Damage Immunities:acid, poison

Condition Immunities:poisoned

Senses:passive Perception 13, blindsight 60 ft., darkvision 60 ft.

Languages:Abyssal, Infernal, telepathy 60 ft.

Challenge:5 (1,800 xp)

Innate Spellcasting. The mezzoloth's innate spellcasting ability is Charisma (spell save DC 11). The mezzoloth can innately cast the following spells, requiring no material components: 2/day each: darkness, dispel magic1/day: cloudkill

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

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

Actions

Multiattack. The mezzoloth makes two attacks: one with its claws and one with its trident.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.

Trident. 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 (1d8 + 4) piercing damage when held with two claws and used to make a melee attack.

Teleport. The mezzoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Variant: Summon Yugoloth (1/Day). The yugoloth attempts a magical summoning. A mezzoloth has a 30 percent chance of summoning one mezzoloth. A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.

Mimic Medium monstrosity (shapechanger), neutral 2 450 xp

  • Armor class 12 (natural armor)
  • Hit points 58 (9d8+18)
  • Speed 15 ft.
  • STR17 (+3)
  • DEX12 (+1)
  • CON15 (+2)
  • INT5 (-3)
  • WIS13 (+1)
  • CHA8 (-1)

Skills:Stealth +5

Damage Immunities:acid

Condition Immunities:prone

Senses:passive Perception 11, darkvision 60 ft.

Languages:

Challenge:2 (450 xp)

Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn 't transformed. It reverts to its true form if it dies.

Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.

Grappler. The mimic has advantage on attack rolls against any creature grappled by it.

Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.

Mind Flayer Medium aberration, lawful evil 7 2,900 xp

  • Armor class 15 (breastplate)
  • Hit points 71 (13d8+13)
  • Speed 30 ft.
  • STR11 (0)
  • DEX12 (+1)
  • CON12 (+1)
  • INT19 (+4)
  • WIS17 (+3)
  • CHA17 (+3)

Save Throws:Int +7, Wis +6, Cha +6

Skills:Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4

Senses:passive Perception 16, darkvision 120 ft.

Languages:Deep Speech, Undercommon, telepathy 120 ft.

Challenge:7 (2,900 xp)

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

Innate Spellcasting (Psionics). The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: At will: detect thoughts, levitate1/day each: dominate monster, plane shift (self only)

Actions

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5-6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Mind Flayer Arcanist Medium aberration, lawful evil 8 3,900 xp

  • Armor class 15 (breastplate)
  • Hit points 71 (13d8+13)
  • Speed 30 ft.
  • STR11 (0)
  • DEX12 (+1)
  • CON12 (+1)
  • INT19 (+4)
  • WIS17 (+3)
  • CHA17 (+3)

Save Throws:Int +7, Wis +6, Cha +6

Skills:Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4

Senses:passive Perception 16, darkvision 120 ft.

Languages:Deep Speech, Undercommon, telepathy 120 ft.

Challenge:8 (3,900 xp)

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

Innate Spellcasting (Psionics). The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: At will: detect thoughts, levitate1/day each: dominate monster, plane shift (self only)

Spellcasting. The mind flayer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared: Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp 1st level (4 slots): detect magic, disguise self, shield, sleep 2nd level (3 slots): blur, invisibility, ray of enfeeblement 3rd level (3 slots): clairvoyance, lightning bolt, sending 4th level (3 slots): confusion, hallucinatory terrain 5th level (2 slots): telekinesis, wall of force

Actions

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5-6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Minotaur Large monstrosity, chaotic evil 3 700 xp

  • Armor class 14 (natural armor)
  • Hit points 76 (9d10+27)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT6 (-2)
  • WIS16 (+3)
  • CHA9 (-1)

Skills:Perception +7

Senses:passive Perception 17, darkvision 60 ft.

Languages:Abyssal

Challenge:3 (700 xp)

Charge. If the minotaur moves at least 10 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 ft. away and knocked prone.

Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.

Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Minotaur Skeleton Large undead, lawful evil 2 450 xp

  • Armor class 12 (natural armor)
  • Hit points 67 (9d10+18)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON15 (+2)
  • INT6 (-2)
  • WIS8 (-1)
  • CHA5 (-3)

Damage Immunities:poison

Condition Immunities:exhaustion, poisoned

Senses:passive Perception 9, darkvision 60 ft.

Languages:understands Abyssal but can't speak

Challenge:2 (450 xp)

Vulnerability: bludgeoning

Charge. If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Actions

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Mummy Medium undead, lawful evil 3 700 xp

  • Armor class 11 (natural armor)
  • Hit points 58 (9d8+18)
  • Speed 20 ft.
  • STR16 (+3)
  • DEX8 (-1)
  • CON15 (+2)
  • INT6 (-2)
  • WIS10 (0)
  • CHA12 (+1)

Save Throws:Wis +2

Damage Immunities:bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities:necrotic, poisoned

Senses:passive Perception 10, darkvision 60 ft.

Languages:the languages it knew in life

Challenge:3 (700 xp)

Vulnerability: fire

Actions

Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Dreadful Glare. The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

Mummy Lord Medium undead, lawful evil 15 13,000 xp

  • Armor class 17 (natural armor)
  • Hit points 97 (13d8+39)
  • Speed 20 ft.
  • STR18 (+4)
  • DEX10 (0)
  • CON17 (+3)
  • INT11 (0)
  • WIS18 (+4)
  • CHA16 (+3)

Save Throws:Con +8, Int +5, Wis +9, Cha +8

Skills:History +5, Religion +5

Damage Immunities:necrotic, poison, bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities:charmed, exhaustion, frightened, paralyzed, poisoned

Senses:passive Perception 14, darkvision 60 ft.

Languages:the languages it knew in life

Challenge:15 (13,000 xp)

Vulnerability: bludgeoning

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

Rejuvenation. A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart.

Spellcasting. The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared: Cantrips (at will): sacred flame, thaumaturgy 1st level (4 slots): command, guiding bolt, shield of faith 2nd level (3 slots): hold person, silence, spiritual weapon 3rd level (3 slots): animate dead, dispel magic 4th level (3 slots): divination, guardian of faith 5th level (2 slots): contagion, insect plague 6th level (1 slot): harm

Attack. The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.

Blinding Dust. Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.

Blasphemous Word (Costs 2 Actions). The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn.

Channel Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.

Whirlwind of Sand (Costs 2 Actions). The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession.

Actions

Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Dreadful Glare. The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.

Myconid Sovereign Large plant, lawful neutral 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 60 (8d10+16)
  • Speed 30 ft.
  • STR12 (+1)
  • DEX10 (0)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA10 (0)

Senses:passive Perception 12, darkvision 120 ft.

Languages:

Challenge:2 (450 xp)

Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.

Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.

Actions

Multiattack. The myconid uses either its Hallucination Spores or its Pacifying Spores, then makes a fist attack.

Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (3d4 + 1) bludgeoning damage plus 7 (3d4) poison damage.

Animating Spores. The myconid targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for 1d4 + 1 weeks or until destroyed, and it can't be animated again in this way.

Hallucination Spores. The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Pacifying Spores. The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Rapport Spores. A 30-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.

Myconid Sprout Small plant, lawful neutral 0 10 xp

  • Armor class 10
  • Hit points 7 (2d6)
  • Speed 10 ft.
  • STR8 (-1)
  • DEX10 (0)
  • CON10 (0)
  • INT8 (-1)
  • WIS11 (0)
  • CHA5 (-3)

Senses:passive Perception 10, darkvision 120 ft.

Languages:

Challenge:0 (10 xp)

Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.

Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.

Actions

Fist. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4- 1) bludgeoning damage plus 2 (1d4) poison damage.

Rapport Spores (3/Day). A 10-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.

Nalfeshnee Large fiend (demon), chaotic evil 13 10,000 xp

  • Armor class 18 (natural armor)
  • Hit points 184 (16d10+96)
  • Speed 20 ft., fly 30 ft.
  • STR21 (+5)
  • DEX10 (0)
  • CON22 (+6)
  • INT19 (+4)
  • WIS12 (+1)
  • CHA15 (+2)

Save Throws:Con +11, Int +9, Wis +6, Cha +7

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

Damage Immunities:poison

Condition Immunities:poisoned

Senses:passive Perception 11, truesight 120 ft.

Languages:Abyssal, telepathy 120 ft.

Challenge:13 (10,000 xp)

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

Actions

Multiattack. The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.

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

Horror Nimbus (Recharge 5-6). The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.

Teleport. The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Variant: Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Night Hag Medium fiend, neutral evil 5 1,800 xp

  • Armor class 17 (natural armor)
  • Hit points 112 (15d8+45)
  • Speed 30 ft.
  • STR18 (+4)
  • DEX15 (+2)
  • CON16 (+3)
  • INT16 (+3)
  • WIS14 (+2)
  • CHA16 (+3)

Skills:Deception +7, Insight +6, Perception +6, Stealth +6

Damage Resistances:cold, fire, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Condition Immunities:charmed

Senses:passive Perception 16, darkvision 120 ft.

Languages:Abyssal, Common, Infernal, Primordial

Challenge:5 (1,800 xp)

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: detect magic, magic missile2/day each: plane shift (self only), ray of enfeeblement, sleep

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

Night Hag Items. A night hag carries two very rare magic items that she must craft for herself If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort. Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days. Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).

Hag Coven. When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.

Shared Spellcasting (Coven Only). While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: 1st level (4 slots): identify, ray of sickness 2nd level (3 slots): hold person, locate object 3rd level (3 slots): bestow curse, counterspell, lightning bolt 4th level (3 slots): phantasmal killer, polymorph 5th level (2 slots): contact other plane, scrying 6th level (1 slot): eye biteFor casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier.

Hag Eye (Coven Only). A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.

Actions

Claws (Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

Etherealness. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.

Nightmare Haunting (1/Day). While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.

Nightmare Large fiend, neutral evil 3 700 xp

  • Armor class 13 (natural armor)
  • Hit points 68 (8d10+24)
  • Speed 60 ft., fly 90 ft.
  • STR18 (+4)
  • DEX15 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS13 (+1)
  • CHA15 (+2)

Damage Immunities:fire

Senses:passive Perception 11

Languages:understands Abyssal, Common, and Infernal but can't speak

Challenge:3 (700 xp)

Confer Fire Resistance. The nightmare can grant resistance to fire damage to anyone riding it.

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

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.

Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.

Nothic Medium aberration, neutral evil 2 450 xp

  • Armor class 15 (natural armor)
  • Hit points 45 (6d8+18)
  • Speed 30 ft.
  • STR14 (+2)
  • DEX16 (+3)
  • CON16 (+3)
  • INT13 (+1)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Arcana +3, Insight +4, Perception +2, Stealth +5

Senses:passive Perception 12, truesight 120 ft.

Languages:Undercommon

Challenge:2 (450 xp)

Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The nothic makes two claw attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Rotting Gaze. The nothic targets one creature it can see within 30 ft. of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage.

Weird Insight. The nothic targets one creature it can see within 30 ft. of it. The target must contest its Charisma (Deception) check against the nothic's Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.

Nycaloth Large fiend (yugoloth), neutral evil 9 5,000 xp

  • Armor class 18 (natural armor)
  • Hit points 123 (13d10+52)
  • Speed 40 ft., fly 60 ft.
  • STR20 (+5)
  • DEX11 (0)
  • CON19 (+4)
  • INT12 (+1)
  • WIS10 (0)
  • CHA15 (+2)

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

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

Damage Immunities:acid, poison

Condition Immunities:poisoned

Senses:passive Perception 14, blindsight 60 ft., darkvision 60 ft.

Languages:Abyssal, Infernal, telepathy 60 ft.

Challenge:9 (5,000 xp)

Innate Spellcasting. The nycaloth's innate spellcasting ability is Charisma. The nycaloth can innately cast the following spells, requiring no material components: At will: darkness, detect magic, dispel magic, invisibility (self only), mirror image

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

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

Actions

Multiattack. The nycaloth makes two melee attacks, or it makes one melee attack and teleports before or after the attack.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 5 (2d4) slashing damage at the start of each of its turns due to a fiendish wound. Each time the nycaloth hits the wounded target with this attack, the damage dealt by the wound increases by 5 (2d4). Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage.

Teleport. The nycaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Variant: Summon Yugoloth (1/Day). The yugoloth chooses what to summon and attempts a magical summoning. A nycaloth has a 50 percent chance of summoning 1d4 mezzoloths or one nycaloth. A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.

Ochre Jelly Large ooze, unaligned 2 450 xp

  • Armor class 8
  • Hit points 45 (6d10+12)
  • Speed 10 ft., climb 10 ft.
  • STR15 (+2)
  • DEX6 (-2)
  • CON14 (+2)
  • INT2 (-4)
  • WIS6 (-2)
  • CHA1 (-5)

Damage Resistances:acid

Damage Immunities:lightning, slashing

Condition Immunities:blinded, charmed, deafened, exhaustion, frightened, prone

Senses:passive Perception 8, blindsight 60 ft. (blind beyond this radius)

Languages:

Challenge:2 (450 xp)

Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.

Spider Climb. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.

Reactions



Split. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.

Octopus Small beast, unaligned 0 10 xp

  • Armor class 12
  • Hit points 3 (1d6)
  • Speed 5 ft., swim 30 ft.
  • STR4 (-3)
  • DEX15 (+2)
  • CON11 (0)
  • INT3 (-4)
  • WIS10 (0)
  • CHA4 (-3)

Skills:Perception +2, Stealth +4

Senses:passive Perception 12, darkvision 30 ft.

Languages:

Challenge:0 (10 xp)

Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.

Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing. The octopus can breathe only underwater.

Actions

Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.

Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

Ogre Large giant, chaotic evil 2 450 xp

  • Armor class 11 (hide armor)
  • Hit points 59 (7d10+21)
  • Speed 40 ft.
  • STR19 (+4)
  • DEX8 (-1)
  • CON16 (+3)
  • INT5 (-3)
  • WIS7 (-2)
  • CHA7 (-2)

Senses:passive Perception 8, darkvision 60 ft.

Languages:Common, Giant

Challenge:2 (450 xp)

Actions

Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Ogre Zombie Large undead, neutral evil 2 450 xp

  • Armor class 8
  • Hit points 85 (9d10+36)
  • Speed 30 ft.
  • STR19 (+4)
  • DEX6 (-2)
  • CON18 (+4)
  • INT3 (-4)
  • WIS6 (-2)
  • CHA5 (-3)

Save Throws:Wis +0

Damage Immunities:poison

Condition Immunities:poisoned

Senses:passive Perception 8, darkvision 60 ft.

Languages:understands Common and Giant but can't speak

Challenge:2 (450 xp)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Oni Large giant, lawful evil 7 2,900 xp

  • Armor class 16 (chain mail)
  • Hit points 110 (13d10+39)
  • Speed 30 ft., fly 30 ft.
  • STR19 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT14 (+2)
  • WIS12 (+1)
  • CHA15 (+2)

Save Throws:Dex +3, Con +6, Wis +4, Cha +5

Skills:Arcana +5, Deception +8, Perception +4

Senses:passive Perception 14, darkvision 60 ft.

Languages:Common, Giant

Challenge:7 (2,900 xp)

Innate Spellcasting. The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components: At will: darkness, invisibility1/day each: charm person, cone of cold, gaseous form, sleep

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

Regeneration. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The oni makes two attacks, either with its claws or its glaive.

Claw (Oni Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form.

Change Shape. The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.

Orc Eye of Gruumsh Medium humanoid (orc), chaotic evil 2 450 xp

  • Armor class 16 (ring mail, shield)
  • Hit points 45 (6d8+18)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON17 (+3)
  • INT9 (-1)
  • WIS13 (+1)
  • CHA12 (+1)

Skills:Intimidation +3, Religion +1

Senses:passive Perception 11, darkvision 60 ft.

Languages:Common, Orc

Challenge:2 (450 xp)

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Gruumsh's Fury. The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).

Spellcasting. The orc is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The orc has the following cleric spells prepared: Cantrips (at will): guidance, resistance, thaumaturgy 1st level (4 slots): bless, command 2nd level (2 slots): augury, spiritual weapon (spear)

Actions

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d6 + 3 plus 1d8) piercing damage, or 12 (2d8 + 3) piercing damage if used with two hands to make a melee attack.

Orc War Chief Medium humanoid (orc), chaotic evil 4 1,100 xp

  • Armor class 16 (chain mail)
  • Hit points 93 (11d8+44)
  • Speed 30 ft.
  • STR18 (+4)
  • DEX12 (+1)
  • CON18 (+4)
  • INT11 (0)
  • WIS11 (0)
  • CHA16 (+3)

Save Throws:Str +6, Con +6, Wis +2

Skills:Intimidation +5

Senses:passive Perception 10, darkvision 60 ft.

Languages:Common, Orc

Challenge:4 (1,100 xp)

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Gruumsh's Fury. The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).

Actions

Multiattack. The orc makes two attacks with its greataxe or its spear.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (1d12 + 4 plus 1d8) slashing damage.

Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6 + 4 plus 1d8) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.

Battle Cry (1/Day). Each creature of the war chief's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn. The war chief can then make one attack as a bonus action.

Orog Medium humanoid (orc), chaotic evil 2 450 xp

  • Armor class 18 (plate)
  • Hit points 42 (5d8+20)
  • Speed 30 ft.
  • STR18 (+4)
  • DEX12 (+1)
  • CON18 (+4)
  • INT12 (+1)
  • WIS11 (0)
  • CHA12 (+1)

Skills:Intimidation +5, Survival +2

Senses:passive Perception 10, darkvision 60 ft.

Languages:Common, Orc

Challenge:2 (450 xp)

Aggressive. As a bonus action, the orog can move up to its speed toward a hostile creature that it can see.

Actions

Multiattack. The orog makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Otyugh Large aberration, neutral 5 1,800 xp

  • Armor class 14 (natural armor)
  • Hit points 114 (12d10+48)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX11 (0)
  • CON19 (+4)
  • INT6 (-2)
  • WIS13 (+1)
  • CHA6 (-2)

Save Throws:Con +7

Senses:passive Perception 11, darkvision 120 ft.

Languages:Otyugh

Challenge:5 (1,800 xp)

Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

Actions

Multiattack. The otyugh makes three attacks: one with its bite and two with its tentacles.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.

Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.

Tentacle Slam. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.

Owl Tiny beast, unaligned 0 10 xp

  • Armor class 11
  • Hit points 1 (1d4-1)
  • Speed 5 ft., fly 60 ft.
  • STR3 (-4)
  • DEX13 (+1)
  • CON8 (-1)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA7 (-2)

Skills:Perception +3, Stealth +3

Senses:passive Perception 13, darkvision 120 ft.

Languages:

Challenge:0 (10 xp)

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Owlbear Large monstrosity, unaligned 3 700 xp

  • Armor class 13 (natural armor)
  • Hit points 59 (7d10+21)
  • Speed 40 ft.
  • STR20 (+5)
  • DEX12 (+1)
  • CON17 (+3)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA7 (-2)

Skills:Perception +3

Senses:passive Perception 13, darkvision 60 ft.

Languages:

Challenge:3 (700 xp)

Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions

Multiattack. The owlbear makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Pegasus Large celestial, chaotic good 2 450 xp

  • Armor class 12
  • Hit points 59 (7d10+21)
  • Speed 60 ft., fly 90 ft.
  • STR18 (+4)
  • DEX15 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS15 (+2)
  • CHA13 (+1)

Save Throws:Dex +4, Wis +4, Cha +3

Skills:Perception +6

Senses:passive Perception 16

Languages:understands Celestial, Common, Elvish, and Sylvan but can't speak

Challenge:2 (450 xp)

Actions

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

Pentadrone Medium construct, construct 2 450 xp

  • Armor class 16 (natural armor)
  • Hit points 32 (5d10+5)
  • Speed 40 ft.
  • STR15 (+2)
  • DEX14 (+2)
  • CON12 (+1)
  • INT10 (0)
  • WIS10 (0)
  • CHA13 (+1)

Skills:Perception +4

Senses:passive Perception 14, truesight 120 ft.

Languages:Modron

Challenge:2 (450 xp)

Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.

Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Actions

Multiattack. The pentadrone makes five arm attacks.

Arm. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Paralysis Gas (Recharge 5-6). The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Peryton Medium monstrosity, chaotic evil 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 33 (6d8+6)
  • Speed 20 ft., fly 60 ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON13 (+1)
  • INT9 (-1)
  • WIS12 (+1)
  • CHA10 (0)

Skills:Perception +5

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

Senses:passive Perception 15

Languages:understands Common and Elvish but can't speak

Challenge:2 (450 xp)

Dive Attack. If the peryton is flying and dives at least 30 ft. straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target.

Flyby. The peryton doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Keen Sight and Smell. The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions

Multiattack. The peryton makes one gore attack and one talon attack.

Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.

Phase Spider Large monstrosity, unaligned 3 700 xp

  • Armor class 13 (natural armor)
  • Hit points 32 (5d10+5)
  • Speed 30 ft., climb 30 ft.
  • STR15 (+2)
  • DEX15 (+2)
  • CON12 (+1)
  • INT6 (-2)
  • WIS10 (0)
  • CHA6 (-2)

Skills:Stealth +6

Senses:passive Perception 10, darkvision 60 ft.

Languages:

Challenge:3 (700 xp)

Ethereal Jaunt. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Pit Fiend Large fiend (devil), lawful evil 20 41,000 xp

  • Armor class 19 (natural armor)
  • Hit points 300 (24d10+168)
  • Speed 30 ft., fly 60 ft.
  • STR26 (+8)
  • DEX14 (+2)
  • CON24 (+7)
  • INT22 (+6)
  • WIS18 (+4)
  • CHA24 (+7)

Save Throws:Dex +8, Con +13, Wis +10

Damage Resistances:cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Damage Immunities:fire, poison

Condition Immunities:poisoned

Senses:passive Perception 14, truesight 120 ft.

Languages:Infernal, telepathy 120 ft.

Challenge:20 (41,000 xp)

Fear Aura. Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.

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

Magic Weapons. The pit fiend's weapon attacks are magical.

Innate Spellcasting. The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components: At will: detect magic, fireball3/day each: hold monster, wall of fire

Actions

Multiattack. The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

Mace. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.

Tail. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.

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.
  • STR24 (+7)
  • DEX20 (+5)
  • CON24 (+7)
  • INT19 (+4)
  • WIS22 (+6)
  • CHA25 (+7)

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

Skills:Perception +11

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

Condition Immunities:charmed, exhaustion, frightened

Senses:passive Perception 21, truesight 120 ft.

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).

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

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 dead1/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.

Plesiosaurus Large beast, unaligned 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 68 (8d10+24)
  • Speed 20 ft., swim 40 ft.
  • STR18 (+4)
  • DEX15 (+2)
  • CON16 (+3)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA5 (-3)

Skills:Perception +3, Stealth +4

Senses:passive Perception 13

Languages:

Challenge:2 (450 xp)

Hold Breath. The plesiosaurus can hold its breath for 1 hour.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage.

Polar Bear Large beast, unaligned 2 450 xp

  • Armor class 12 (natural armor)
  • Hit points 42 (5d10+15)
  • Speed 40 ft., swim 30 ft.
  • STR20 (+5)
  • DEX10 (0)
  • CON16 (+3)
  • INT2 (-4)
  • WIS13 (+1)
  • CHA7 (-2)

Skills:Perception +3

Senses:passive Perception 13

Languages:

Challenge:2 (450 xp)

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Poltergeist Medium undead, chaotic evil 2 450 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 0 ft., fly 50 ft. (hover)
  • STR1 (-5)
  • DEX14 (+2)
  • CON11 (0)
  • INT10 (0)
  • WIS10 (0)
  • CHA11 (0)

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

Damage Immunities:necrotic, poison

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

Senses:passive Perception 10, darkvision 60 ft.

Languages:understands all languages it knew in life but can't speak

Challenge:2 (450 xp)

Incorporeal Movement. The poltergeist 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 poltergeist has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Invisibility. The poltergeist is invisible.

Actions

Forceful Slam. Melee Weapon Attack: +4 to hit, reach 5 ft. one creature. Hit: 10 (3d6) force damage.

Telekinetic Thrust. The poltergeist targets a creature or unattended object within 30 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds. If the target is a creature, the poltergeist makes a Charisma check contested by the target's Strength check. If the poltergeist wins the contest, the poltergeist hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved. If the target is an object that isn't being worn or carried, the poltergeist hurls it up to 30 feet in any direction. The poltergeist can use the object as a ranged weapon, attacking one creature along the object's path (+4 to hit) and dealing 5 (2d4) bludgeoning damage on a hit.

Priest Medium humanoid (any race), any alignment 2 450 xp

  • Armor class 13 (chain shirt)
  • Hit points 27 (5d8+5)
  • Speed 25 ft.
  • STR10 (0)
  • DEX10 (0)
  • CON12 (+1)
  • INT13 (+1)
  • WIS16 (+3)
  • CHA13 (+1)

Skills:Medicine +7, Persuasion +3, Religion +4

Senses:passive Perception 13

Languages:any two languages

Challenge:2 (450 xp)

Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): cure wounds, guiding bolt, sanctuary 2nd level (3 slots): lesser restoration, spiritual weapon 3rd level (2 slots): dispel magic, spirit guardians

Actions

Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

Purple Worm Gargantuan monstrosity, unaligned 15 13,000 xp

  • Armor class 18 (natural armor)
  • Hit points 247 (15d20+90)
  • Speed 50 ft., burrow 30 ft.
  • STR28 (+9)
  • DEX7 (-2)
  • CON22 (+6)
  • INT1 (-5)
  • WIS8 (-1)
  • CHA4 (-3)

Save Throws:Con +11, Wis +4

Senses:passive Perception 9, blindsight 30 ft., tremorsense 60 ft.

Languages:

Challenge:15 (13,000 xp)

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 two attacks: one with its bite and one with its stinger.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) 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, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Tail Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Quadrone Medium construct, construct 1 200 xp

  • Armor class 16 (natural armor)
  • Hit points 22 (4d8+4)
  • Speed 30 ft., fly 30 ft.
  • STR12 (+1)
  • DEX14 (+2)
  • CON12 (+1)
  • INT10 (0)
  • WIS10 (0)
  • CHA11 (0)

Skills:Perception +2

Senses:passive Perception 12, truesight 120 ft.

Languages:Modron

Challenge:1 (200 xp)

Axiomatic Mind. The quadrone can't be compelled to act in a manner contrary to its nature or its instructions.

Disintegration. If the quadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Actions

Multiattack. The quadrone makes two fist attacks or four shortbow attacks.

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

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Quaggoth Medium humanoid (quaggoth), chaotic neutral 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 45 (6d8+18)
  • Speed 30 ft., climb 30 ft.
  • STR17 (+3)
  • DEX12 (+1)
  • CON16 (+3)
  • INT6 (-2)
  • WIS12 (+1)
  • CHA7 (-2)

Skills:Athletics +5

Damage Immunities:poison

Condition Immunities:poisoned

Senses:passive Perception 10, darkvision 120 ft.

Languages:Undercommon

Challenge:2 (450 xp)

Wounded Fury. While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.

Actions

Multiattack. The quaggoth makes two claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Quaggoth Spore Servant Medium plant, unaligned 1 200 xp

  • Armor class 13 (natural armor)
  • Hit points 45 (6d8+18)
  • Speed 20 ft., climb 20 ft.
  • STR17 (+3)
  • DEX12 (+1)
  • CON16 (+3)
  • INT2 (-4)
  • WIS6 (-2)
  • CHA1 (-5)

Damage Immunities:poison

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

Senses:passive Perception 8, blindsight 30 ft. (blind beyond this radius)

Languages:

Challenge:1 (200 xp)

Actions

Multiattack. The spore servant makes two claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Quaggoth Thonot Medium humanoid (quaggoth), chaotic neutral 3 700 xp

  • Armor class 13 (natural armor)
  • Hit points 45 (6d8+18)
  • Speed 30 ft., climb 30 ft.
  • STR17 (+3)
  • DEX12 (+1)
  • CON16 (+3)
  • INT6 (-2)
  • WIS12 (+1)
  • CHA7 (-2)

Skills:Athletics +5

Damage Immunities:poison

Condition Immunities:poisoned

Senses:passive Perception 10, darkvision 120 ft.

Languages:Undercommon

Challenge:3 (700 xp)

Wounded Fury. While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.

Innate Spellcasting (Psionics). The quaggoth's innate spellcasting ability is Wisdom (spell save DC 11 ). The quaggoth can innately cast the following spells, requiring no components: At will: feather fall, mage hand (the hand is invisible)1/day each: cure wounds, enlarge/reduce, heat metal, mirror image

Actions

Multiattack. The quaggoth makes two claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Quasit Tiny fiend (demon), chaotic evil 1 200 xp

  • Armor class 13
  • Hit points 7 (3d4)
  • Speed 40 ft.
  • STR5 (-3)
  • DEX17 (+3)
  • CON10 (0)
  • INT7 (-2)
  • WIS10 (0)
  • CHA10 (0)

Skills:Stealth +5

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

Damage Immunities:poison

Condition Immunities:poisoned

Senses:passive Perception 10, darkvision 120 ft.

Languages:Abyssal, Common

Challenge:1 (200 xp)

Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft. ), a centipede (40 ft., climb 40 ft. ), or a toad (40 ft., swim 40 ft. ), or back into its true form . Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed . It reverts to its true form if it dies.

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

Variant: Familiar. The quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the telepathic bond.

Actions

Claw (Bite in Beast Form). Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Scare (1/day). One creature of the quasit's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.

Invisibility. The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.

Quipper Tiny beast, unaligned 0 10 xp

  • Armor class 13
  • Hit points 1 (1d4-1)
  • Speed swim 40 ft.
  • STR2 (-4)
  • DEX16 (+3)
  • CON9 (-1)
  • INT1 (-5)
  • WIS7 (-2)
  • CHA2 (-4)

Senses:passive Perception 8, darkvision 60 ft.

Languages:

Challenge:0 (10 xp)

Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Water Breathing. The quipper can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Rakshasa Medium fiend, lawful evil 13 10,000 xp

  • Armor class 16 (natural armor)
  • Hit points 110 (13d8+52)
  • Speed 40 ft.
  • STR14 (+2)
  • DEX17 (+3)
  • CON18 (+4)
  • INT13 (+1)
  • WIS16 (+3)
  • CHA20 (+5)

Skills:Deception +10, Insight +8

Damage Immunities:bludgeoning, piercing, and slashing from nonmagical weapons

Senses:passive Perception 13, darkvision 60 ft.

Languages:Common, Infernal

Challenge:13 (10,000 xp)

Vulnerability: piercing from magic weapons wielded by good creatures

Limited Magic Immunity. The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Innate Spellcasting. The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components: At will: detect thoughts, disguise self, mage hand, minor illusion3/day each: charm person, detect magic, invisibility, major image, suggestion1/day each: dominate person, fly, plane shift, true seeing

Actions

Multiattack. The rakshasa makes two claw attacks

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.

Rat Tiny beast, unaligned 0 10 xp

  • Armor class 10
  • Hit points 1 (1d4-1)
  • Speed 20 ft.
  • STR2 (-4)
  • DEX11 (0)
  • CON9 (-1)
  • INT2 (-4)
  • WIS10 (0)
  • CHA4 (-3)

Senses:passive Perception 10, darkvision 30 ft.

Languages:

Challenge:0 (10 xp)

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Raven Tiny beast, unaligned 0 10 xp

  • Armor class 12
  • Hit points 1 (1d4-1)
  • Speed 10 ft., fly 50 ft.
  • STR2 (-4)
  • DEX14 (+2)
  • CON8 (-1)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA6 (-2)

Skills:Perception +3

Senses:passive Perception 13

Languages:

Challenge:0 (10 xp)

Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Red Dragon Wyrmling Medium dragon, chaotic evil 4 1,100 xp

  • Armor class 17 (natural armor)
  • Hit points 75 (10d8+30)
  • Speed 30 ft., climb 30 ft., fly 60 ft.
  • STR19 (+4)
  • DEX10 (0)
  • CON17 (+3)
  • INT12 (+1)
  • WIS11 (0)
  • CHA15 (+2)

Save Throws:Dex +2, Con +5, Wis +2, Cha +4

Skills:Perception +4, Stealth +2

Damage Immunities:fire

Senses:passive Perception 14, blindsight 10 ft., darkvision 60 ft.

Languages:Draconic

Challenge:4 (1,100 xp)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC l3 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Red Slaad Large aberration, chaotic neutral 5 1,800 xp

  • Armor class 14 (natural armor)
  • Hit points 93 (11d10+33)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON16 (+3)
  • INT6 (-2)
  • WIS6 (-2)
  • CHA7 (-2)

Skills:Perception +1

Damage Resistances:acid, cold, fire, lightning, thunder

Senses:passive Perception 11, darkvision 60 ft.

Languages:Slaad, telepathy 60 ft.

Challenge:5 (1,800 xp)

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

Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.

Variant: Control Gem. Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.

Actions

Multiattack. The slaad makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be infected with a disease a minuscule slaad egg. A humanoid host can carry only one slaad egg to term at a time. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process. If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated.

Remorhaz Huge monstrosity, unaligned 11 7,200 xp

  • Armor class 17 (natural armor)
  • Hit points 195 (17d12+85)
  • Speed 30 ft., burrow 20 ft.
  • STR24 (+7)
  • DEX13 (+1)
  • CON21 (+5)
  • INT4 (-3)
  • WIS10 (0)
  • CHA5 (-3)

Damage Immunities:cold, fire

Senses:passive Perception 10, darkvision 60 ft., tremorsense 60 ft.

Languages:

Challenge:11 (7,200 xp)

Heated Body. A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

Actions

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target.

Swallow. The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid 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, which fall prone in a space within 10 feet oft he remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Revenant Medium undead, neutral 5 1,800 xp

  • Armor class 13 (leather armor)
  • Hit points 136 (16d8+64)
  • Speed 30 ft.
  • STR18 (+4)
  • DEX14 (+2)
  • CON18 (+4)
  • INT13 (+1)
  • WIS16 (+3)
  • CHA18 (+4)

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

Damage Resistances:necrotic, psychic

Damage Immunities:poison

Condition Immunities:charmed, exhaustion, frightened, paralyzed, poisoned, stunned

Senses:passive Perception 13, darkvision 60 ft.

Languages:the languages it knew in life

Challenge:5 (1,800 xp)

Regeneration. The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn't function at the start of the revenant's next turn. The revenant's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.

Rejuvenation. When the revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.

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

Vengeful Tracker. The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows.

Actions

Multiattack. The revenant makes two fist attacks.

Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape DC 14) provided the target is Large or smaller.

Vengeful Glare. The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant's next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.

Rhinoceros Large beast, unaligned 2 450 xp

  • Armor class 11 (natural armor)
  • Hit points 45 (6d10+12)
  • Speed 40 ft.
  • STR21 (+5)
  • DEX8 (-1)
  • CON15 (+2)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA6 (-2)

Senses:passive Perception 11

Languages:

Challenge:2 (450 xp)

Charge. If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Actions

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Roc Gargantuan monstrosity, unaligned 11 7,200 xp

  • Armor class 15 (natural armor)
  • Hit points 248 (16d20+80)
  • Speed 20 ft., fly 120 ft.
  • STR28 (+9)
  • DEX10 (0)
  • CON20 (+5)
  • INT3 (-4)
  • WIS10 (0)
  • CHA9 (-1)

Save Throws:Dex +4, Con +9, Wis +4, Cha +3

Skills:Perception +4

Senses:passive Perception 14

Languages:

Challenge:11 (7,200 xp)

Keen Sight. The roc has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The roc makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.

Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.

Roper Large monstrosity, neutral evil 5 1,800 xp

  • Armor class 20 (natural armor)
  • Hit points 93 (11d10+33)
  • Speed 10 ft., climb 10 ft.
  • STR18 (+4)
  • DEX8 (-1)
  • CON17 (+3)
  • INT7 (-2)
  • WIS16 (+3)
  • CHA6 (-2)

Skills:Perception +6, Stealth +5

Senses:passive Perception 16, darkvision 60 ft.

Languages:

Challenge:5 (1,800 xp)

False Appearance. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.

Grasping Tendrils. The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20

Multiattack. The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.

Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.

Reel. The roper pulls each creature grappled by it up to 25 ft. straight toward it.

Actions

10 hit points

Legendary Actions

immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

Spider Climb. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Rug of Smothering Large construct, unaligned 2 450 xp

  • Armor class 12
  • Hit points 33 (6d10)
  • Speed 10 ft.
  • STR17 (+3)
  • DEX14 (+2)
  • CON10 (0)
  • INT1 (-5)
  • WIS3 (-4)
  • CHA1 (-5)

Damage Immunities:poison, psychic

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

Senses:passive Perception 6, blindsight 60 ft. (blind beyond this radius)

Languages:

Challenge:2 (450 xp)

Antimagic Susceptibility. The rug is incapacitated while in the area of an antimagic 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.

Saber-Toothed Tiger Large beast, unaligned 2 450 xp

  • Armor class 12
  • Hit points 52 (7d10+14)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX14 (+2)
  • CON15 (+2)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA8 (-1)

Skills:Perception +3, Stealth +6

Senses:passive Perception 13

Languages:

Challenge:2 (450 xp)

Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Sahuagin Baron Medium humanoid (sahuagin), lawful evil 5 1,800 xp

  • Armor class 16 (breastplate)
  • Hit points 76 (9d10+27)
  • Speed 30 ft., swim 50 ft.
  • STR19 (+4)
  • DEX15 (+2)
  • CON16 (+3)
  • INT14 (+2)
  • WIS13 (+1)
  • CHA17 (+3)

Save Throws:Dex +5, Con +6, Int +5, Wis +4

Skills:Perception +7

Senses:passive Perception 17, darkvision 120 ft.

Languages:Sahuagin

Challenge:5 (1,800 xp)

Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Limited Amphibiousness. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.

Actions

Multiattack. The sahuagin makes three attacks: one with his bite and two with his claws or trident.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.

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

Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.

Sahuagin Priestess Medium humanoid (sahuagin), lawful evil 2 450 xp

  • Armor class 12 (natural armor)
  • Hit points 33 (6d8+6)
  • Speed 30 ft., swim 40 ft.
  • STR13 (+1)
  • DEX11 (0)
  • CON12 (+1)
  • INT12 (+1)
  • WIS14 (+2)
  • CHA13 (+1)

Skills:Perception +6, Religion +3

Senses:passive Perception 16, darkvision 120 ft.

Languages:Sahuagin

Challenge:2 (450 xp)

Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Limited Amphibiousness. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.

Spellcasting. The sahuagin is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She has the following cleric spells prepared: Cantrips (at will): guidance, thaumaturgy 1st level (4 slots): bless, detect magic, guiding bolt 2nd level (3 slots): hold person, spiritual weapon (trident) 3rd level (3 slots): mass healing word, tongues

Actions

Multiattack. The sahuagin makes two melee attacks: one with her bite and one with her claws.

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

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

Salamander Large elemental, neutral evil 5 1,800 xp

  • Armor class 15 (natural armor)
  • Hit points 90 (12d10+24)
  • Speed 30 ft.
  • STR18 (+4)
  • DEX14 (+2)
  • CON15 (+2)
  • INT11 (0)
  • WIS10 (0)
  • CHA12 (+1)

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

Damage Immunities:fire

Senses:passive Perception 10, darkvision 60 ft.

Languages:Ignan

Challenge:5 (1,800 xp)

Vulnerability: cold

Heated Body. A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage.

Heated Weapons. Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).

Actions

Multiattack. The salamander makes two attacks: one with its spear and one with its tail.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft. /60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.

Scarecrow Medium construct, chaotic evil 1 200 xp

  • Armor class 11
  • Hit points 36 (8d8)
  • Speed 30 ft.
  • STR11 (0)
  • DEX13 (+1)
  • CON11 (0)
  • INT10 (0)
  • WIS10 (0)
  • CHA13 (+1)

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

Damage Immunities:poison

Condition Immunities:charmed, exhaustion, frightened, paralyzed, poisoned, unconscious

Senses:passive Perception 10, darkvision 60 ft.

Languages:understands the languages of its creator but can't speak

Challenge:1 (200 xp)

Vulnerability: fire

False Appearance. While the scarecrow remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow.

Actions

Multiattack. The scarecrow makes two claw attacks.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the scarecrow's next turn.

Terrifying Glare. The scarecrow targets one creature it can see within 30 feet of it. If the target can see the scarecrow, the target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of the scarecrow's next turn. The frightened target is paralyzed.

Scorpion Tiny beast, unaligned 0 10 xp

  • Armor class 11 (natural armor)
  • Hit points 1 (1d4-1)
  • Speed 10 ft.
  • STR2 (-4)
  • DEX11 (0)
  • CON8 (-1)
  • INT1 (-5)
  • WIS8 (-1)
  • CHA2 (-4)

Senses:passive Perception 9, blindsight 10 ft.

Languages:

Challenge:0 (10 xp)

Actions

Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.

Sea Hag Medium fey, chaotic evil 2 450 xp

  • Armor class 14 (natural armor)
  • Hit points 52 (7d8+21)
  • Speed 30 ft., swim 40 ft.
  • STR16 (+3)
  • DEX13 (+1)
  • CON16 (+3)
  • INT12 (+1)
  • WIS12 (+1)
  • CHA13 (+1)

Senses:passive Perception 11, darkvision 60 ft.

Languages:Aquan, Common, Giant

Challenge:2 (450 xp)

Amphibious. The hag can breathe air and water.

Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.

Hag Coven. When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.

Shared Spellcasting (Coven Only). While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: 1st level (4 slots): identify, ray of sickness 2nd level (3 slots): hold person, locate object 3rd level (3 slots): bestow curse, counterspell, lightning bolt 4th level (3 slots): phantasmal killer, polymorph 5th level (2 slots): contact other plane, scrying 6th level (1 slot): eye biteFor casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier.

Hag Eye (Coven Only). A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Death Glare. The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.

Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.

Sea Horse Tiny beast, unaligned 0 10 xp

  • Armor class 11
  • Hit points 1 (1d4-1)
  • Speed swim 20 ft.
  • STR1 (-5)
  • DEX12 (+1)
  • CON8 (-1)
  • INT1 (-5)
  • WIS10 (0)
  • CHA2 (-4)

Senses:passive Perception 10

Languages:

Challenge:0 (10 xp)

Water Breathing. The sea horse can breathe only underwater.

Actions

Shadow Demon Medium fiend (demon), chaotic evil 4 1,100 xp

  • Armor class 13
  • Hit points 66 (12d8+12)
  • Speed 30 ft., fly 30 ft.
  • STR1 (-5)
  • DEX17 (+3)
  • CON12 (+1)
  • INT14 (+2)
  • WIS13 (+1)
  • CHA14 (+2)

Save Throws:Dex +5, Cha +4

Skills:Stealth +7

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

Damage Immunities:cold, lightning, poison

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

Senses:passive Perception 11, darkvision 120 ft.

Languages:Abyssal, telepathy 120 ft.

Challenge:4 (1,100 xp)

Vulnerability: radiant

Incorporeal Movement. The demon 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.

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

Shadow Stealth. While in dim light or darkness, the demon can take the Hide action as a bonus action.

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) psychic damage or, if the demon had advantage on the attack roll, 17 (4d6 + 3) psychic damage.

Shambling Mound Large plant, unaligned 5 1,800 xp

  • Armor class 15 (natural armor)
  • Hit points 136 (16d10+48)
  • Speed 20 ft., swim 20 ft.
  • STR18 (+4)
  • DEX8 (-1)
  • CON16 (+3)
  • INT5 (-3)
  • WIS10 (0)
  • CHA5 (-3)

Skills:Stealth +2

Damage Resistances:cold, fire

Damage Immunities:lightning

Condition Immunities:blinded, deafened, exhaustion

Senses:passive Perception 10, blindsight 60 ft. (blind beyond this radius)

Languages:

Challenge:5 (1,800 xp)

Lightning Absorption. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

Actions

Multiattack. The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Engulf. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.

Shield Guardian Large construct, unaligned 7 2,900 xp

  • Armor class 17 (natural armor)
  • Hit points 142 (15d10+60)
  • Speed 30 ft.
  • STR18 (+4)
  • DEX8 (-1)
  • CON18 (+4)
  • INT7 (-2)
  • WIS10 (0)
  • CHA3 (-4)

Damage Immunities:poison

Condition Immunities:charmed, exhaustion, frightened, paralyzed, poisoned

Senses:passive Perception 10, blindsight 10 ft., darkvision 60 ft.

Languages:understands commands given in any language but can't speak

Challenge:7 (2,900 xp)

Bound. The shield guardian is magically bound to an amulet. As long as 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 (rounded up) is transferred to the guardian.

Regeneration. The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit. point.

Spell Storing. A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.

Actions

Multiattack. The guardian makes two fist attacks.

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

Reactions



Shield. When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.

Shrieker Medium plant, unaligned 0 10 xp

  • Armor class 5
  • Hit points 13 (3d8)
  • Speed 0 ft.
  • STR1 (-5)
  • DEX1 (-5)
  • CON10 (0)
  • INT1 (-5)
  • WIS3 (-4)
  • CHA1 (-5)

Condition Immunities:blinded, deafened, frightened

Senses:passive Perception 6, blindsight 30 ft. (blind beyond this radius)

Languages:

Challenge:0 (10 xp)

False Appearance. While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.

Actions

Shriek. When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward

Silver Dragon Wyrmling Medium dragon, lawful good 2 450 xp

  • Armor class 17 (natural armor)
  • Hit points 45 (6d8+18)
  • Speed 30 ft., fly 60 ft.
  • STR19 (+4)
  • DEX10 (0)
  • CON17 (+3)
  • INT12 (+1)
  • WIS11 (0)
  • CHA15 (+2)

Save Throws:Dex +2, Con +5, Wis +2, Cha +4

Skills:Perception +4, Stealth +2

Damage Immunities:cold

Senses:passive Perception 14, blindsight 10 ft., darkvision 60 ft.

Languages:Draconic

Challenge:2 (450 xp)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. Cold Breath. The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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.
  • STR26 (+8)
  • DEX22 (+6)
  • CON26 (+8)
  • INT25 (+7)
  • WIS25 (+7)
  • CHA30 (+10)

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

Skills:Perception +14

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

Damage Immunities:necrotic, poison

Condition Immunities:charmed, exhaustion, frightened, poisoned

Senses:passive Perception 24, truesight 120 ft.

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 following spells, requiring no material components: At will: detect evil and good, invisibility (self only)3/day each: blade barrier, dispel evil and good, resurrection1/day each: commune, control weather

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

Teleport. The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. 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 ft. of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

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 150/600 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 Constitution saving throw or die.

Flying Sword. The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. 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.

Spectator Medium aberration, lawful neutral 3 700 xp

  • Armor class 14 (natural armor)
  • Hit points 39 (6d8+12)
  • Speed 0 ft., fly 30 ft. (hover)
  • STR8 (-1)
  • DEX14 (+2)
  • CON14 (+2)
  • INT13 (+1)
  • WIS14 (+2)
  • CHA11 (0)

Skills:Perception +6

Condition Immunities:prone

Senses:passive Perception 16, darkvision 120 ft.

Languages:Deep Speech, Undercommon, telepathy 120 ft.

Challenge:3 (700 xp)

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) piercing damage.

Eye Rays. The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 ft. of it. It can use each ray only once on a turn. 1. Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn. 2. Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success. 4. Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.

Create Food and Water. The spectator magically creates enough food and water to sustain itself for 24 hours.

Reactions



Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 ft. of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

Specter Medium undead, chaotic evil 1 200 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 0 ft., fly 50 ft. (hover)
  • STR1 (-5)
  • DEX14 (+2)
  • CON11 (0)
  • INT10 (0)
  • WIS10 (0)
  • CHA11 (0)

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

Damage Immunities:necrotic, poison

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

Senses:passive Perception 10, darkvision 60 ft.

Languages:understands all languages it knew in life but can't speak

Challenge:1 (200 xp)

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 attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Spider Tiny beast, unaligned 0 10 xp

  • Armor class 12
  • Hit points 1 (1d4-1)
  • Speed 20 ft., climb 20 ft.
  • STR2 (-4)
  • DEX14 (+2)
  • CON8 (-1)
  • INT1 (-5)
  • WIS10 (0)
  • CHA2 (-4)

Skills:Stealth +4

Senses:passive Perception 12, darkvision 30 ft.

Languages:

Challenge:0 (10 xp)

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.

Spined Devil Small fiend (devil), lawful evil 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 22 (5d6+5)
  • Speed 20 ft., fly 40 ft.
  • STR10 (0)
  • DEX15 (+2)
  • CON12 (+1)
  • INT11 (0)
  • WIS14 (+2)
  • CHA8 (-1)

Damage Resistances:cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Damage Immunities:fire, poison

Condition Immunities:poisoned

Senses:passive Perception 12, darkvision 120 ft.

Languages:Infernal, telepathy 120 ft.

Challenge:2 (450 xp)

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Flyby. The devil doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Limited Spines. The devil has twelve tail spines. Used spines regrow by the time the devil finishes a long rest.

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

Actions

Multiattack. The devil makes two attacks: one with its bite and one with its fork or two with its tail spines. Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage. Fork. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. Tail Spine. Ranged Weapon Attack: +4 to hit, range 20/80 ft ., one target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) fire damage.

Spirit Naga Large monstrosity, chaotic evil 8 3,900 xp

  • Armor class 15 (natural armor)
  • Hit points 75 (10d10+20)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX17 (+3)
  • CON14 (+2)
  • INT16 (+3)
  • WIS15 (+2)
  • CHA16 (+3)

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

Damage Immunities:poison

Condition Immunities:charmed, poisoned

Senses:passive Perception 12, darkvision 60 ft.

Languages:Abyssal, Common

Challenge:8 (3,900 xp)

Rejuvenation. 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.

Spellcasting. The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared: Cantrips (at will): mage hand, minor illusion, ray of frost 1st level (4 slots): charm person, detect magic, sleep 2nd level (3 slots): detect thoughts, hold person 3rd level (3 slots): lightning bolt, water breathing 4th level (3 slots): blight, dimension door 5th level (2 slots): dominate person

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.

Spy Medium humanoid (any race), any alignment 1 200 xp

  • Armor class 12
  • Hit points 27 (6d8)
  • Speed 30 ft.
  • STR10 (0)
  • DEX15 (+2)
  • CON10 (0)
  • INT12 (+1)
  • WIS14 (+2)
  • CHA16 (+3)

Skills:Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4

Senses:passive Perception 16

Languages:any two languages

Challenge:1 (200 xp)

Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

Actions

Multiattack. The spy makes two melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Stone Giant Huge giant, neutral 7 2,900 xp

  • Armor class 17 (natural armor)
  • Hit points 126 (11d12+55)
  • Speed 40 ft.
  • STR23 (+6)
  • DEX15 (+2)
  • CON20 (+5)
  • INT10 (0)
  • WIS12 (+1)
  • CHA9 (-1)

Save Throws:Dex +5, Con +8, Wis +4

Skills:Athletics +12, Perception +4

Senses:passive Perception 14, darkvision 60 ft.

Languages:Giant

Challenge:7 (2,900 xp)

Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Fling. The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 17 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice. and land prone, taking 1d6 bludgeoning damage for every 10 feet it was thrown. Rolling Rock. The giant sends a rock tumbling along the ground in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 22 (3d10 + 6) bludgeoning damage and falling prone on a failed save

Multiattack. The giant makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Reactions



Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

Stone Golem Large construct, unaligned 10 5,000 xp

  • Armor class 17 (natural armor)
  • Hit points 178 (17d10+85)
  • Speed 30 ft.
  • STR22 (+6)
  • DEX9 (-1)
  • CON20 (+5)
  • INT3 (-4)
  • WIS11 (0)
  • CHA1 (-5)

Damage Immunities:poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine

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

Senses:passive Perception 10, darkvision 120 ft.

Languages:understands the languages of its creator but can't speak

Challenge:10 (5,000 xp)

Immutable Form. The golem is immune to any spell or effect that would alter its form.

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

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

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Slow (Recharge 5-6). The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Storm Giant Huge giant, chaotic good 13 10,000 xp

  • Armor class 16 (scale mail)
  • Hit points 230 (20d12+100)
  • Speed 50 ft., swim 50 ft.
  • STR29 (+9)
  • DEX14 (+2)
  • CON20 (+5)
  • INT16 (+3)
  • WIS18 (+4)
  • CHA18 (+4)

Save Throws:Str +14, Con +10, Wis +9, Cha +9

Skills:Arcana +8, Athletics +14, History +8, Perception +9

Damage Resistances:cold

Damage Immunities:lightning, thunder

Senses:passive Perception 19

Languages:Common, Giant

Challenge:13 (10,000 xp)

Amphibious. The giant can breathe air and water.

Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: detect magic, feather fall, levitate, light3/day each: control weather, water breathing

Actions

Multiattack. The giant makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.

Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.

Lightning Strike (Recharge 5-6). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.

Succubus/Incubus Medium fiend (shapechanger), neutral evil 4 1,100 xp

  • Armor class 15 (natural armor)
  • Hit points 66 (12d8+12)
  • Speed 30 ft., fly 60 ft.
  • STR8 (-1)
  • DEX17 (+3)
  • CON13 (+1)
  • INT15 (+2)
  • WIS12 (+1)
  • CHA20 (+5)

Skills:Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7

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

Senses:passive Perception 15, darkvision 60 ft.

Languages:Abyssal, Common, Infernal, telepathy 60 ft.

Challenge:4 (1,100 xp)

Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.

Shapechanger. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Actions

Thunderous Stomp (Recharge 6). The storm giant stomps the ground, triggering a thunderclap. All other creatures within 15 feet of the giant must succeed on a DC 17 Constitution saving throw or take 33 (6d10) thunder damage and be deafened until the start of the giant's next turn. On a successful save, a creature takes half as much damage and isn't deafened. The thunderclap can be heard out to a range of 1,200 feet.

Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Etherealness. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.

Swarm of Poisonous Snakes Medium swarm of Tiny beasts, unaligned 2 450 xp

  • Armor class 14
  • Hit points 36 (8d8)
  • Speed 30 ft., swim 30 ft.
  • STR8 (-1)
  • DEX18 (+4)
  • CON11 (0)
  • INT1 (-5)
  • WIS10 (0)
  • CHA3 (-4)

Damage Resistances:bludgeoning, piercing, slashing

Condition Immunities:charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses:passive Perception 10, blindsight 10 ft.

Languages:

Challenge:2 (450 xp)

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 snake. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

Swarm of Quippers Medium swarm of Tiny beasts, unaligned 1 200 xp

  • Armor class 13
  • Hit points 28 (8d8-8)
  • Speed 0 ft., swim 40 ft.
  • STR13 (+1)
  • DEX16 (+3)
  • CON9 (-1)
  • INT1 (-5)
  • WIS7 (-2)
  • CHA2 (-4)

Damage Resistances:bludgeoning, piercing, slashing

Condition Immunities:charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses:passive Perception 8, darkvision 60 ft.

Languages:

Challenge:1 (200 xp)

Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.

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 quipper. The swarm can't regain hit points or gain temporary hit points.

Water Breathing. The swarm can breathe only underwater.

Actions

Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.

Tarrasque Gargantuan monstrosity (titan), unaligned 30 155,000 xp

  • Armor class 25 (natural armor)
  • Hit points 676 (33d20+330)
  • Speed 40 ft.
  • STR30 (+10)
  • DEX11 (0)
  • CON30 (+10)
  • INT3 (-4)
  • WIS11 (0)
  • CHA11 (0)

Save Throws:Int +5, Wis +9, Cha +9

Damage Immunities:fire, poison, bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities:charmed, frightened, paralyzed, poisoned

Senses:passive Perception 10, blindsight 120 ft.

Languages:

Challenge:30 (155,000 xp)

Legendary Resistance (3/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. Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.

Siege Monster. The tarrasque deals double damage to objects and structures.

Attack. The tarrasque makes one claw attack or tail attack.

Move. The tarrasque moves up to half its speed.

Chomp (Costs 2 Actions). The tarrasque makes one bite attack or uses its Swallow.

Actions

Multiattack. The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tai l. It can use its Swallow instead of its bite.

Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target.

Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) slashing damage.

Horns. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) piercing damage.

Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

Frightful Presence. Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours.

Swallow. The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, 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, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Thri-kreen Medium humanoid (thri-kreen), chaotic neutral 1 200 xp

  • Armor class 15 (natural armor)
  • Hit points 33 (6d8+6)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX15 (+2)
  • CON13 (+1)
  • INT8 (-1)
  • WIS12 (+1)
  • CHA7 (-2)

Skills:Perception +3, Stealth +4, Survival +3

Senses:passive Perception 13, darkvision 60 ft.

Languages:Thri-kreen

Challenge:1 (200 xp)

Chameleon Carapace. The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide.

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

Actions

Multiattack. The thri-kreen makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success.

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

Variant: Weapons Multiattack. The thri-kreen makes two gythka attacks or two chatkcha attacks.

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

Variant: Chatkcha. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Thri-kreen (Psionic) Medium humanoid (thri-kreen), chaotic neutral 1 200 xp

  • Armor class 15 (natural armor)
  • Hit points 33 (6d8+6)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX15 (+2)
  • CON13 (+1)
  • INT8 (-1)
  • WIS12 (+1)
  • CHA7 (-2)

Skills:Perception +3, Stealth +4, Survival +3

Senses:passive Perception 13, darkvision 60 ft.

Languages:Thri-kreen, telepathy 60 ft.

Challenge:1 (200 xp)

Chameleon Carapace. The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide.

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

Innate Spellcasting (Psionics). The thri-kreen's innate spellcasting ability is Wisdom. The thri-kreen can innately cast the following spells, requiring no components: At will: mage hand (the hand is invisible)2/day each: blur, magic weapon1/day: invisibility (self only)

Actions

Multiattack. The thri-kreen makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success.

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

Variant: Weapons Multiattack. The thri-kreen makes two gythka attacks or two chatkcha attacks.

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

Variant: Chatkcha. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Tiger Large beast, unaligned 1 200 xp

  • Armor class 12
  • Hit points 37 (5d10+10)
  • Speed 40 ft.
  • STR17 (+3)
  • DEX15 (+2)
  • CON14 (+2)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA8 (-1)

Skills:Perception +3, Stealth +6

Senses:passive Perception 13, darkvision 60 ft.

Languages:

Challenge:1 (200 xp)

Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3)