Party level: to



Change class color:
Back to default color


Show pictures:



Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon


Contacts:
if you have any ideas, email me

if you want to help me, you can donate :3

Share your spellbook:
In Tobolar we trust!
Last monsters:
What do you think?
http://beta.hardcodex.ru :3

Death Kiss

Death Kiss Large aberration, neutral evil 10 5,900 xp

  • Armor class 16 ((natural armor))
  • Hit points 161 ((17d10 + 68))
  • Speed 0 ft., fly 30 ft. (hover)
  • STR18 (+4)
  • DEX14 (+2)
  • CON18 (+4)
  • INT10 (0)
  • WIS12 (+1)
  • CHA10 (0)

Save Throws:Con +8, Wis +5

Skills:Perception +5

Damage Immunities:lightning

Condition Immunities:prone

Senses:darkvision 120 ft., passive Perception 15

Languages:Deep Speech, Undercommon

Challenge:10 (5,900 xp)

A death kiss is a lesser beholder that might come into being when a beholder has a vivid nightmare about losing blood. Instead of magical eye rays, it has ten long tentacles, each ending in a mouth full of teeth. In coloration and shape it is similar to the beholder that dreamed it into existence, but its hue is more muted.

Lightning Blood A creature within 5 feet of the death kiss takes 5 (1d10) lightning damage whenever it hits the death kiss with a melee attack that deals piercing or slashing damage.

Actions

Multiattack The death kiss makes three tentacle attacks. Up to three of these attacks can be replaced by Blood Drain, one replacement per tentacle grappling a creature.
Tentacle Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 14 (3d6 + 4) piercing damage, and the target is grappled (escape DC 14) if it is a Huge or smaller creature. Until this grapple ends, the target is restrained, and the death kiss can't use the same tentacle on another target. The death kiss has ten tentacles.
Blood Drain One creature grappled by a tentacle of the death kiss must make a DC 16 Constitution saving throw. On a failed save, the target takes 22 (4d10) lightning damage, and the death kiss regains half as many hit points.

Legendary Actions


Elder Brain

Elder Brain Large aberration, lawful evil 14 11,500 xp

  • Armor class 10
  • Hit points 210 ((20d10 + 100))
  • Speed 5 ft., swim 10 ft.
  • STR15 (+2)
  • DEX10 (0)
  • CON20 (+5)
  • INT21 (+5)
  • WIS19 (+4)
  • CHA24 (+7)

Save Throws:Int +10, Wis +9, Cha +12

Skills:Arcana +10, Deception +12, Insight +14, Intimidation +12, Persuasion +12

Senses:blindsight 120 ft., passive Perception 14

Languages:understands Common, Deep Speech, and Undercommon but can't speak, telepathy 5 miles

Challenge:14 (11,500 xp)

The ultimate expression of illithid domination, an elder brain sprawls within a vat of viscous brine, touching the thoughts of creatures near and far. It scrawls upon the canvas of their minds, rewriting their thoughts and authoring their dreams.

Creature Sense The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.
Innate Spellcasting (Psionics) The elder brain's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components: \rAt will: detect thoughts, levitate \r1/day each: dominate monster, plane shift (self only)
Legendary Resistance (3/Day) If the elder brain fails a saving throw, it can choose to succeed instead.
Magic Resistance The elder brain has advantage on saving throws against spells and other magical effects.
Telepathic Hub The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way.

Actions

Tentacle Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (4d8 + 2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8 + 5) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time.
Mind Blast (Recharge 5-6) The elder brain magically emits psychic energy. Creatures of the elder brain's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and is stunned 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.
Psychic Link The elder brain targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the elder brain are more than 5 miles apart, with no consequences to the target. The elder brain can form psychic links with up to ten creatures at a time.
Sense Thoughts The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target's reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The elder brain can also make a Charisma (Deception) check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the elder brain succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target.

Detect Thoughts (At will)
Levitate (At will)
Dominate Monster (1/day)
Plane Shift (1/day)

Legendary Actions

Options The elder brain can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature's turn. The elder brain regains spent legendary actions at the start of its turn.
Tentacle The elder brain makes a tentacle attack.
Break Concentration The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature's concentration on a spell it has cast. The creature also takes 1d4 psychic damage per level of the spell.
Psychic Pulse The elder brain targets a creature within 120 feet of it with which it has a psychic link. Enemies of the elder brain within 10 feet of that creature take 10 (3d6) psychic damage.
Sever Psychic Link The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature's next turn.

Options When fighting inside its lair, an elder brain can use lair actions. On initiative count 20 (losing initiative ties), an elder brain can take one lair action to cause one of the following effects- the elder brain can't use the same lair action two rounds in a row:
Wall of Force The elder brain casts wall of force.
Flash of Inspiration The elder brain targets one friendly creature it can sense within 120 feet of it. The target has a flash of inspiration and gains advantage on one attack roll, ability check, or saving throw it makes before the end of its next turn. If the target doesn't or can't use this benefit in that time, the inspiration is lost.
Anchor The elder brain targets one creature it can sense within 120 feet of it and anchors it by sheer force of will. The target must succeed on a DC 18 Charisma saving throw or be unable to leave its current space. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Gauth

Gauth Medium aberration, lawful evil 6 2,300 xp

  • Armor class 15 ((natural armor))
  • Hit points 67 ((9d8 + 27))
  • Speed 0 ft., fly 20 ft. (hover)
  • STR10 (0)
  • DEX14 (+2)
  • CON16 (+3)
  • INT15 (+2)
  • WIS15 (+2)
  • CHA13 (+1)

Save Throws:Int +5, Wis +5, Cha +4

Skills:Perception +5

Condition Immunities:prone

Senses:darkvision 120 ft., passive Perception 15

Languages:Deep Speech, Undercommon

Challenge:6 (2,300 xp)

A gauth is a hungry, tyrannical beholder-like creature that eats magic and tries to exact tribute from anything weaker than itself. Its body is about 4 feet in diameter, with six eyestalks, a central eye (sometimes surrounded by multiple smaller eyes), and four small grasping tentacles near its mouth. It has color and texture variations similar to a true beholder.

Stunning Gaze When a creature that can see the gauth's central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a DC 14 Wisdom saving throw if the gauth isn't incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn.\rUnless surprised, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can't see the gauth until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it must immediately make the save.
Death Throes When the gauth dies, the magical energy within it explodes, and each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) force damage on a failed save, or half as much damage on a successful one.

Actions

Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage.
Eye Rays The gauth shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: (See table in 'Other' tab)
Devour Magic Ray The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth's next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.
Enervation Ray The targeted creature must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.
Pushing Ray The targeted creature must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet directly away from the gauth and have its speed halved until the start of the gauth's next turn.
Fire Ray The targeted creature must succeed on a DC 14 Dexterity saving throw or take 22 (4d10) fire damage.
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.
Sleep Ray The targeted creature must succeed on a DC 14 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.

Legendary Actions


Gazer

Gazer Tiny aberration, neutral evil Thu Feb 01 2018 09:00:00 GMT+0100 (CET) 100 xp

  • Armor class 13
  • Hit points 13 ((3d4 + 6))
  • Speed 0 ft., fly 30 ft. (hover)
  • STR3 (-4)
  • DEX17 (+3)
  • CON14 (+2)
  • INT3 (-4)
  • WIS10 (0)
  • CHA7 (-2)

Save Throws:Wis +2

Skills:Perception +4, Stealth +5

Condition Immunities:prone

Senses:darkvision 60 ft., passive Perception 14

Languages:-

Challenge:Thu Feb 01 2018 09:00:00 GMT+0100 (CET) (100 xp)

A gazer is a tiny manifestation of a beholder's dreams. It resembles the beholder who dreamed it into existence, but its body is only 8 inches wide, and it has only four eyestalks. It follows its creator like a devoted, aggressive puppy, and sometimes small packs of these creatures patrol their master's lair for vermin to kill and lone creatures to harass.

Aggressive As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see.
Mimicry The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Eye Rays The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it:
Dazing Ray The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.
Fear Ray The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn.
Frost Ray The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage.
Telekinetic Ray If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer.\rIf the target is an object weighing 10 pounds or less that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.

Legendary Actions


Mind Flayer Psion

Mind Flayer Psion 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:darkvision 120 ft., passive Perception 16

Languages:Deep Speech, Undercommon, telepathy 120 ft.

Challenge:8 (3,900 xp)

Mind flayers, also called illithids, are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious masterminds that harvest entire races for their own twisted ends. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near.

Magic Resistance The mind flayer has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (Psionics) The mind flayer is a 10th level spellcaster. Its innate spellcasting ability is Intelligence (spell save DC 15- +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: \rAt will: guidance, mage hand, vicious mockery, true strike \r1st level (4 slots): charm person, command, comprehend languages, sanctuary \r2nd level (3 slots): crown of madness, phantasmal force, see invisibility \r3rd level (3 slots): clairvoyance, fear, meld into stone \r4th level (3 slots): confusion, stone shape \r5th level (2 slots): scrying, telekinesis

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. A target takes 22 (4d8 + 4) psychic damage and be stunned for 1 minute on a failed save. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Guidance (At will) Level: 0\rCasting Time: 1 action\rComponents: V, S\rDuration: Concentration, up to 1 minute\rRange: Touch\rYou touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Mage Hand (At will)
Vicious Mockery (At will) Level: 0\rCasting Time: 1 action\rComponents: V\rDuration: Instantaneous\rRange: 60 feet\rYou unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a DC 15 Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
True Strike (At will) Level: 0\rCasting Time: 1 action\rComponents: S\rDuration: Concentration, up to 1 round\rRange: 30 feet\rYou extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
Charm Person - 1st level (4 slots)
Command - 1st level (4 slots)
Comprehend Languages - 1st level (4 slots)
Sanctuary - 1st level (4 slots) Level: 1\rCasting Time: 1 bonus action\rComponents: V, S, M (a small silver mirror)\rDuration: 1 minute\rRange: 30 feet\rYou ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a DC 15 Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
Crown of Madness - 2nd level (3 slots)
Phantasmal Force - 2nd level (3 slots)
See Invisibility - 2nd level (3 slots) Level: 2\rCasting Time: 1 action\rComponents: V, S, M (a pinch of talc and a small sprinkling of powdered silver)\rDuration: 1 hour\rRange: Self\rFor the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Clairvoyance - 3rd level (3 slots)
Fear - 3rd level (3 slots)
Confusion - 4th level (3 slots)
Stone Shape - 4th level (3 slots) Level: 4\rCasting Time: 1 action\rComponents: V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)\rDuration: Instantaneous\rRange: Touch\rYou touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.
Scrying - 5th level (2 slots)
Telekinesis - 5th level (2 slots)

Legendary Actions


Mindwitness

Mindwitness Large aberration, lawful evil 5 1,800 xp

  • Armor class 15 ((natural armor))
  • Hit points 75 ((10d10 + 20))
  • Speed 0 ft., fly 20 ft. (hover)
  • STR10 (0)
  • DEX14 (+2)
  • CON14 (+2)
  • INT15 (+2)
  • WIS15 (+2)
  • CHA10 (0)

Save Throws:Int +5, Wis +5

Skills:Perception +8

Condition Immunities:prone

Senses:darkvision 120 ft., passive Perception 18

Languages:Deep Speech, Undercommon, telepathy 600 ft.

Challenge:5 (1,800 xp)

If the beholder can be stunned and brought safely to the brine pool of the elder brain, it can be converted through ceremorphosis into a mindwitness. The process of ceremorphosis transforms four of the beholder's eyestalks into tentacles similar to those of a mind flayer, and alters some of the beholder's eye rays.

Telepathic Hub When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see.

Actions

Multiattack The mindwitness makes two attacks: one with its tentacles and one with its bite.
Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) piercing damage.
Tentacles Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 20 (4d8 + 2) psychic damage. If the target is Large or smaller, it is grappled (escape DC 13) and must succeed on a DC 13 Intelligence saving throw or be stunned until this grapple ends.
Eye Rays The mindwitness shoots three of the following magical eye rays at random (reroll duplicates see table in 'Other' tab), choosing one to three targets it can see within 120 feet of it:
Aversion Ray The targeted creature must make a DC 13 Charisma saving throw. On a failed save, the target has disadvantage on attack rolls 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.
Fear Ray The targeted creature 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, ending the effect on itself on a success.
Psychic Ray The target must succeed on a DC 13 Intelligence saving throw or take 27 (6d8) psychic damage.
Slowing Ray The targeted creature must make a DC 13 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 but 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.
Stunning Ray The targeted creature must succeed on a DC 13 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success.
Telekinetic Ray If the target is a creature, it must make a DC 13 Strength saving throw. On a failed save, the mindwitness moves it up to 30 feet in any direction, and it is restrained by the ray's telekinetic grip until the start of the mindwitness's next turn or until the mindwitness is incapacitated.\rIf the target is an object weighing 300 pounds or less that isn't being worn or carried, it is telekinetically moved up to 30 feet in any direction. The mindwitness can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

Legendary Actions


Morkoth

Morkoth Medium aberration, chaotic evil 11 7,200 xp

  • Armor class 17 ((natural armor))
  • Hit points 130 ((20d8 + 40))
  • Speed 25 ft., swim 50 ft.
  • STR14 (+2)
  • DEX14 (+2)
  • CON14 (+2)
  • INT20 (+5)
  • WIS15 (+2)
  • CHA13 (+1)

Save Throws:Dex +6, Int +9, Wis +6

Skills:Arcana +9, History +9, Perception +10, Stealth +6

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

Senses:blindsight 30 ft., darkvision 120 ft., passive Perception 20

Languages:telepathy 120 ft.

Challenge:11 (7,200 xp)

Ancient and devious, morkoths are voracious collectors. Each one travels the planes, amassing the valuables, oddities, and castoffs of the multiverse to make its collection ever more complete.

Amphibious The morkoth can breathe air and water.
Spellcasting The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9 to hit with spell attacks). The morkoth has the following wizard spells prepared: \rCantrips (at will): acid splash, mage hand, mending, ray of frost, shocking grasp \r1st level (4 slots): detect magic, identify, shield, witch bolt \r2nd level (3 slots): darkness, detect thoughts, shatter \r3rd level (3 slots): dispel magic, lightning bolt, sending \r4th level (3 slots): dimension door, Evard's black tentacles \r5th level (3 slots): geas, scrying \r6th level (1 slot): chain lightning

Actions

Spell Reflection If the morkoth makes a successful saving throw against a spell, or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of the morkoth. 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.
Multiattack The morkoth makes three attacks: two with its bite and one with its tentacles or three with its bite.
Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Tentacles Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 15 (3d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained and takes 15 (3d8 + 2) bludgeoning damage at the start of each of the morkoth's turns, and the morkoth can't use its tentacles on another target.
Hypnosis The morkoth projects a 30-foot cone of magical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the morkoth for 1 minute. While charmed in this way, the target tries to get as close to the morkoth as possible, using its actions to Dash until it is within 5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the morkoth's Hypnosis for 24 hours.

Acid Splash - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: V, S\rDuration: Instantaneous\rRange: 60 feet\rYou hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a DC Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Mage Hand - Cantrip (At will)
Mending - Cantrip (At will)
Ray of Frost - Cantrip (At will)
Shocking Grasp - Cantrip (At will)
Detect Magic - 1st level (4 slots)
Identify - 1st level (4 slots)
Shield - 1st level (4 slots) Level: 1\rCasting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell\rComponents: V, S\rDuration: 1 round\rRange: Self\rAn invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Witch Bolt - 1st level (4 slots)
Darkness - 2nd level (3 slots)
Detect Thoughts - 2nd level (3 slots)
Shatter - 2nd level (3 slots)
Dispel Magic - 3rd level (3 slots)
Lightning Bolt - 3rd level (3 slots)
Sending - 3rd level (3 slots)
Dimension Door - 4th level (3 slots)
Evard's Black Tentacles - 4th level (3 slots)
Geas - 5th level (3 slots)
Scrying - 5th level (3 slots)
Chain Lightning - 6th level (1 slot)

Legendary Actions


Options When fighting inside its lair, a morkoth can invoke the ambient magic of the island to take lair actions. On initiative count 20 (losing initiative ties), the morkoth takes a lair action to cause one of the effects described below:
Hypnosis The morkoth uses its Hypnosis action, originating at a point within 120 feet of itself. It doesn't need to see the effect's point of origin.
Magic The morkoth casts darkness, dispel magic, or misty step, using Intelligence as its spellcasting ability and without expending a spell slot.

Neogi

Neogi Small aberration, lawful evil 3 700 xp

  • Armor class 15 ((natural armor))
  • Hit points 33 ((6d6 + 12))
  • Speed 30 ft., climb 30 ft.
  • STR6 (-2)
  • DEX16 (+3)
  • CON14 (+2)
  • INT13 (+1)
  • WIS12 (+1)
  • CHA15 (+2)

Skills:Intimidation +4, Perception +3

Senses:darkvision 60 ft., passive Perception 13

Languages:Common, Deep Speech, Undercommon

Challenge:3 (700 xp)

Neogi are hateful slavers that consider most other creatures, even weaker neogi, to be servants and prey. A neogi looks like an outsize spider with an eel's neck and head. The creature can poison the body and the mind of its target, able to subjugate other beings that are otherwise physically superior.

Mental Fortitude The neogi has advantage on saving throws against being charmed or frightened, and magic can't put the neogi to sleep.
Spider Climb The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack The neogi makes two attacks: one with its bite and one with its claws.
Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must make a DC 12 Constitution saving throw. On a failure the target is poisoned 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.
Claws Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
Enslave (Recharges after a Short or Long Rest) The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Legendary Actions


Neogi Hatchling

Neogi Hatchling Tiny aberration, lawful evil Wed Aug 01 2018 09:00:00 GMT+0200 (CEST) 25 xp

  • Armor class 11
  • Hit points 7 ((3d4))
  • Speed 20 ft., climb 20 ft.
  • STR3 (-4)
  • DEX13 (+1)
  • CON10 (0)
  • INT6 (-2)
  • WIS10 (0)
  • CHA9 (-1)

Senses:darkvision 60 ft., passive Perception 10

Languages:-

Challenge:Wed Aug 01 2018 09:00:00 GMT+0200 (CEST) (25 xp)

Neogi are hateful slavers that consider most other creatures, even weaker neogi, to be servants and prey. A neogi looks like an outsize spider with an eel's neck and head. The creature can poison the body and the mind of its target, able to subjugate other beings that are otherwise physically superior.

Mental Fortitude The hatchling has advantage on saving throws against being charmed or frightened, and magic can't put the hatchling to sleep.
Spider Climb The hatchling can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Bite Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 7 (2d6) poison damage, and the target must make a DC 10 Constitution saving throw. On a failure the target is poisoned 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.

Legendary Actions


Neogi Master

Neogi Master Medium aberration, lawful evil 4 1,100 xp

  • Armor class 15 ((natural armor))
  • Hit points 71 ((11d8 +22))
  • Speed 30 ft., climb 30 ft.
  • STR6 (-2)
  • DEX16 (+3)
  • CON14 (+2)
  • INT16 (+3)
  • WIS12 (+1)
  • CHA18 (+4)

Save Throws:Wis +3

Skills:Arcana +5, Deception +6, Intimidation +6, Perception +3, Persuasion +6

Senses:darkvision 120 ft. (penetrates magical darkness), passive Perception 13

Languages:Common, Deep Speech, Undercommon, telepathy 30 ft.

Challenge:4 (1,100 xp)

Neogi are hateful slavers that consider most other creatures, even weaker neogi, to be servants and prey. A neogi looks like an outsize spider with an eel's neck and head. The creature can poison the body and the mind of its target, able to subjugate other beings that are otherwise physically superior.

Mental Fortitude The neogi has advantage on saving throws against being charmed or frightened, and magic can't put the neogi to sleep.
Spellcasting The neogi is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \rCantrips (at will): eldritch blast, guidance, mage hand, minor illusion, prestidigitation, vicious mockery \r 4th level (2 slots): arms of Hadar, counterspell, dimension door, fear, hold person, hunger of Hadar, invisibility, unseen servant
Spider Climb The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack The neogi makes two attacks: one with its bite and one with its claws.
Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must make a DC 12 Constitution saving throw. On a failure the target is poisoned 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.
Claws Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.
Enslave (Recharges after a Short or Long Rest) The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Eldritch Blast - Cantrip (At will)
Guidance - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: V, S\rDuration: Concentration, up to 1 minute\rRange: Touch\rYou touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Mage Hand - Cantrip (At will)
Minor Illusion - Cantrip (At will)
Prestidigitation - Cantrip (At will)
Vicious Mockery - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: V\rDuration: Instantaneous\rRange: 60 feet\rYou unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a DC 14 Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Arms of Hadar - 4th level (2 slots)
Counterspell - 4th level (2 slots)
Dimension Door - 4th level (2 slots)
Fear - 4th level (2 slots)
Hold Person - 4th level (2 slots)
Hunger of Hadar - 4th level (2 slots)
Invisibility - 4th level (2 slots)
Unseen Servant - 4th level (2 slots)

Legendary Actions


Neothelid

Neothelid Gargantuan aberration, chaotic evil 13 10,000 xp

  • Armor class 16 ((natural armor))
  • Hit points 325 ((21d20 + 105))
  • Speed 30 ft.
  • STR27 (+8)
  • DEX7 (-2)
  • CON21 (+5)
  • INT3 (-4)
  • WIS16 (+3)
  • CHA12 (+1)

Save Throws:Int +1, Wis +8, Cha +6

Senses:blindsight 120 ft., passive Perception 13

Languages:-

Challenge:13 (10,000 xp)

A slime-covered worm of immense size, a neothelid is the result of the mind flayer reproductive cycle gone horribly wrong. On rare occasions, an illithid colony collapses, typically after an external assault, and the elder brain is killed. When that happens, the colony's tadpoles are suddenly freed from their fate. They no longer serve as food, and in turn are no longer fed by their caretakers. Driven by hunger, they turn to devouring one another. Only one tadpole survives out of the thousands in the colony's pool, and it emerges as a neothelid.

Creature Sense The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.
Innate Spellcasting (Psionics) The neothelid's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no components:\rAt will: levitate \r1/day each: confusion, feeblemind, telekinesis
Magic Resistance The neothelid has advantage on saving throws against spells and other magical effects.

Actions

Tentacles Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 13 (3d8) psychic damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be swallowed by the neothelid. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neothelid, and it takes 35 (10d6) acid damage at the start of each of the neothelid's turns.\rIf the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid must succeed on a DC 18 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 neothelid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Acid Breath (Recharge 5-6) The neothelid exhales acid in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one.

Levitate (At will)
Confusion (1/day)
Feeblemind (1/day)
Telekinesis (1/day)

Legendary Actions


Ulitharid

Ulitharid Large aberration, lawful evil 9 5,000 xp

  • Armor class 15 ((breastplate))
  • Hit points 127 ((17d10 + 34))
  • Speed 30 ft.
  • STR15 (+2)
  • DEX12 (+1)
  • CON15 (+2)
  • INT21 (+5)
  • WIS19 (+4)
  • CHA21 (+5)

Save Throws:Int +9, Wis +8, Cha +9

Skills:Arcana +9, Insight +8, Perception +8, Stealth +5

Senses:darkvision 120 ft., passive Perception 18

Languages:Deep Speech, Undercommon, telepathy 2 miles

Challenge:9 (5,000 xp)

Very rarely, a tadpole from an elder brain's brine pool transforms an individual into an ulitharid, a larger and more potent mind flayer that boasts six tentacles.

Creature Sense The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.
Magic Resistance The ulitharid has advantage on saving throws against spells and other magical effects.
Psionic Hub If an elder brain establishes a psychic link with the ulitharid, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the ulitharid and the elder brain. The ulitharid can maintain its psychic link with the elder brain regardless of the distance between them, so long as they are both on the same plane of existence. If the ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required).
Innate Spellcasting (Psionics) The ulitharid's innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components: \rAt will: detect thoughts, levitate \r1/day each: confusion, dominate monster, eyebite, feeblemind, mass suggestion, plane shift (self only), project image, scrying, telekinesis

Actions

Tentacles Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 27 (4d10 + 5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 14) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends.
Extract Brain Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated humanoid grappled by the ulitharid. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain.
Mind Blast (Recharge 5-6) The ulitharid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 31 (4d12 + 5) psychic damage and is stunned 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.

Detect Thoughts (At will)
Levitate (At will)
Confusion (1/day)
Dominate Monster (1/day)
Eyebite (1/day)
Feeblemind (1/day)
Mass Suggestion (1/day)
Plane Shift (1/day)
Project Image (1/day)
Scrying (1/day)
Telekinesis (1/day)

Legendary Actions


Aurochs

Aurochs Large beast, unaligned 2 450 xp

  • Armor class 11 ((natural armor))
  • Hit points 38 ((4d10 + 16))
  • Speed 50 ft.
  • STR20 (+5)
  • DEX10 (0)
  • CON19 (+4)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA5 (-3)

Senses:passive Perception 11

Languages:-

Challenge:2 (450 xp)

Bahgtru, son of Gruumsh and Luthic, is the orc deity of unbridled strength. Legend says Bahgtru needed a mount as fierce as him for making war, so he sought a mighty aurochs, subjugated the creature with his bare hands, and hauled it to Nishrek, Gruumsh's realm. Bahgtru named the beast Kazaht, or Bull in Orc. On Kazaht's bare back

Gore Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Actions

Bahgtru charges into battle

Legendary Actions

ramming into an enemy host and leaping over the aurochs's horns to land in the midst of his foes.

Brontosaurus

Brontosaurus Gargantuan beast, unaligned 5 1,800 xp

  • Armor class 15 ((natural armor))
  • Hit points 121 ((9d20 + 27))
  • Speed 30 ft.
  • STR21 (+5)
  • DEX9 (-1)
  • CON17 (+3)
  • INT2 (-4)
  • WIS10 (0)
  • CHA7 (-2)

Save Throws:Con +6

Senses:passive Perception 10

Languages:-

Challenge:5 (1,800 xp)

Actions

Stomp Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.
Tail Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 32 (6d8 + 5) bludgeoning damage.

Legendary Actions


Cow

Cow Large beast, unaligned Sun Apr 01 2018 09:00:00 GMT+0200 (CEST) 50 xp

  • Armor class 10
  • Hit points 15 ((2d10 + 4))
  • Speed 30 ft.
  • STR18 (+4)
  • DEX10 (0)
  • CON14 (+2)
  • INT2 (-4)
  • WIS10 (0)
  • CHA4 (-3)

Senses:passive Perception 10

Languages:-

Challenge:Sun Apr 01 2018 09:00:00 GMT+0200 (CEST) (50 xp)

Charge If the cow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.

Actions

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

Legendary Actions


Cranium Rat

Cranium Rat Tiny beast, lawful evil 0 10 xp

  • Armor class 12
  • Hit points 2 ((1d4))
  • Speed 30 ft.
  • STR2 (-4)
  • DEX14 (+2)
  • CON10 (0)
  • INT4 (-3)
  • WIS11 (0)
  • CHA8 (-1)

Senses:darkvision 30 ft., passive Perception 10

Languages:telepathy 30 ft.

Challenge:0 (10 xp)

Mind flayers create cranium rats by bombarding normal rats with psionic energy.

Illumination As a bonus action, the cranium rat can shed dim light from its brain in a 5-foot radius or extinguish the light.
Telepathic Shroud The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.

Actions

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

Legendary Actions


Deinonychus

Deinonychus Medium beast, unaligned 1 200 xp

  • Armor class 13 ((natural armor))
  • Hit points 26 ((4d8 + 8))
  • Speed 40 ft.
  • STR15 (+2)
  • DEX15 (+2)
  • CON14 (+2)
  • INT4 (-3)
  • WIS12 (+1)
  • CHA6 (-2)

Skills:Perception +3

Senses:passive Perception 13

Languages:-

Challenge:1 (200 xp)

Pounce If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a claw 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 deinonychus can make one bite attack against it as a bonus action.

Actions

Multiattack The deinonychus makes three attacks: one with its bite and two with its claws.
Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Claw Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Legendary Actions


Dimetrodon

Dimetrodon Medium beast, unaligned Sun Apr 01 2018 09:00:00 GMT+0200 (CEST) 50 xp

  • Armor class 12 ((natural armor))
  • Hit points 19 ((3d8 + 6))
  • Speed 30 ft., swim 20 ft.
  • STR14 (+2)
  • DEX10 (0)
  • CON15 (+2)
  • INT2 (-4)
  • WIS10 (0)
  • CHA5 (-3)

Skills:Perception +2

Senses:passive Perception 12

Languages:-

Challenge:Sun Apr 01 2018 09:00:00 GMT+0200 (CEST) (50 xp)

Actions

Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

Legendary Actions


Dolphin

Dolphin Medium beast, unaligned Wed Aug 01 2018 09:00:00 GMT+0200 (CEST) 25 xp

  • Armor class 12 ((natural armor))
  • Hit points 11 ((2d8 + 2))
  • Speed 0 ft., swim 60 ft.
  • STR14 (+2)
  • DEX13 (+1)
  • CON13 (+1)
  • INT6 (-2)
  • WIS12 (+1)
  • CHA7 (-2)

Skills:Perception +3

Senses:blindsight 60 ft., passive Perception 13

Languages:-

Challenge:Wed Aug 01 2018 09:00:00 GMT+0200 (CEST) (25 xp)

Charge If the dolphin moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage.
Hold Breath The dolphin can hold its breath for 20 minutes.

Actions

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

Legendary Actions


Hadrosaurus

Hadrosaurus Large beast, unaligned Sun Apr 01 2018 09:00:00 GMT+0200 (CEST) 50 xp

  • Armor class 11 ((natural armor))
  • Hit points 19 ((3d10 + 3))
  • Speed 40 ft.
  • STR15 (+2)
  • DEX10 (0)
  • CON13 (+1)
  • INT2 (-4)
  • WIS10 (0)
  • CHA5 (-3)

Skills:Perception +2

Senses:passive Perception 12

Languages:-

Challenge:Sun Apr 01 2018 09:00:00 GMT+0200 (CEST) (50 xp)

Actions

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

Legendary Actions


Ox

Ox Large beast, unaligned Sun Apr 01 2018 09:00:00 GMT+0200 (CEST) 50 xp

  • Armor class 10
  • Hit points 15 ((2d10 + 4))
  • Speed 30 ft.
  • STR18 (+4)
  • DEX10 (0)
  • CON14 (+2)
  • INT2 (-4)
  • WIS10 (0)
  • CHA4 (-3)

Senses:passive Perception 10

Languages:-

Challenge:Sun Apr 01 2018 09:00:00 GMT+0200 (CEST) (50 xp)

Beast of Burden The oxen is considered to be a Huge animal for the purpose of determining its carrying capacity.
Charge If the ox moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.

Actions

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

Legendary Actions


Quetzalcoatlus

Quetzalcoatlus Huge beast, unaligned 2 450 xp

  • Armor class 13 ((natural armor))
  • Hit points 30 ((4d12 + 4))
  • Speed 10 ft., fly 80 ft.
  • STR15 (+2)
  • DEX13 (+1)
  • CON13 (+1)
  • INT2 (-4)
  • WIS10 (0)
  • CHA5 (-3)

Skills:Perception +2

Senses:passive Perception 12

Languages:-

Challenge:2 (450 xp)

Dive Attack If the quetzalcoatlus is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 (3d6) damage to the target.
Flyby The quetzalcoatlus doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Actions

Bite Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 12 (3d6 + 2) piercing damage.

Legendary Actions


Rothe

Rothe Large beast, unaligned Sun Apr 01 2018 09:00:00 GMT+0200 (CEST) 50 xp

  • Armor class 10
  • Hit points 15 ((2d10 + 4))
  • Speed 30 ft.
  • STR18 (+4)
  • DEX10 (0)
  • CON14 (+2)
  • INT2 (-4)
  • WIS10 (0)
  • CHA4 (-3)

Senses:Darkvision 30 ft. passive Perception 10

Languages:-

Challenge:Sun Apr 01 2018 09:00:00 GMT+0200 (CEST) (50 xp)

Charge If the rothe moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.

Actions

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

Legendary Actions


Rothe Deep

Rothe Deep Medium beast, unaligned Sun Apr 01 2018 09:00:00 GMT+0200 (CEST) 50 xp

  • Armor class 10
  • Hit points 13 ((2d8 + 4))
  • Speed 30 ft.
  • STR18 (+4)
  • DEX10 (0)
  • CON14 (+2)
  • INT2 (-4)
  • WIS10 (0)
  • CHA4 (-3)

Senses:Darkvision 60 ft. passive Perception 10

Languages:-

Challenge:Sun Apr 01 2018 09:00:00 GMT+0200 (CEST) (50 xp)

Innate Spellcasting The deep rothé's spellcasting ability is Charisma. It can innately cast requiring the following spells requiring no material components.\rAt will: dancing lights
Charge If the rothe moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.

Actions

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

Dancing Lights (At will)

Legendary Actions


Stegosaurus

Stegosaurus Huge beast, unaligned 4 1,100 xp

  • Armor class 13 ((natural armor))
  • Hit points 76 ((8d12 + 24))
  • Speed 40 ft.
  • STR20 (+5)
  • DEX9 (-1)
  • CON17 (+3)
  • INT2 (-4)
  • WIS11 (0)
  • CHA5 (-3)

Senses:passive Perception 10

Languages:-

Challenge:4 (1,100 xp)

This heavily built dinosaur has rows of plates on its back and a flexible, spiked tail held high to strike predators. It tends to travel in herds of mixed ages.

Actions

Tail Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 26 (6d6 + 5) piercing damage.

Legendary Actions


Stench Kow

Stench Kow Large beast, unaligned Sun Apr 01 2018 09:00:00 GMT+0200 (CEST) 50 xp

  • Armor class 10
  • Hit points 15 ((2d10 + 4))
  • Speed 30 ft.
  • STR18 (+4)
  • DEX10 (0)
  • CON14 (+2)
  • INT2 (-4)
  • WIS10 (0)
  • CHA4 (-3)

Damage Resistances:cold, fire, poison

Senses:Darkvision 60 ft., passive Perception 10

Languages:-

Challenge:Sun Apr 01 2018 09:00:00 GMT+0200 (CEST) (50 xp)

Stench Any creature other than a stench kow that starts its turn within 5 feet of the stench kow must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all stench kows for 1 hour.
Charge If the cow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.

Actions

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

Legendary Actions


Velociraptor

Velociraptor Tiny beast, unaligned Sun Apr 01 2018 09:00:00 GMT+0200 (CEST) 50 xp

  • Armor class 13 ((natural armor))
  • Hit points 10 ((3d4 + 3))
  • Speed 30 ft.
  • STR6 (-2)
  • DEX14 (+2)
  • CON13 (+1)
  • INT4 (-3)
  • WIS12 (+1)
  • CHA6 (-2)

Skills:Perception +3

Senses:passive Perception 13

Languages:-

Challenge:Sun Apr 01 2018 09:00:00 GMT+0200 (CEST) (50 xp)

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

Actions

Multiattack The velociraptor 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: 5 (1d6 + 2) piercing damage.
Claws Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Legendary Actions


Ki-rin

Ki-rin Huge celestial, lawful good 12 8,400 xp

  • Armor class 20 ((natural armor))
  • Hit points 152 ((16d12 + 48))
  • Speed 60 ft., fly 120 ft. (hover)
  • STR21 (+5)
  • DEX16 (+3)
  • CON16 (+3)
  • INT19 (+4)
  • WIS20 (+5)
  • CHA20 (+5)

Skills:Perception +9, Insight +9, Religion +8

Damage Immunities:poison

Condition Immunities:poisoned

Senses:blindsight 30 ft., darkvision 120 ft., passive Perception 19

Languages:all, telepathy 120 ft.

Challenge:12 (8,400 xp)

Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, a ki-rin is celebrated far and wide as a harbinger of destiny, a guardian of the sacred, and a counterbalance to the forces of evil.

Innate Spellcasting The ki-rin's innate spellcasting ability is Charisma (spell save DC 17). The ki-rin can innately cast the following spells, requiring no material components: \rAt will: gaseous form, major image (6th-level version), wind walk \r1/day: create food and water
Legendary Resistance (3/Day) If the ki-rin fails a saving throw, it can choose to succeed instead.
Magic Resistance The ki-rin has advantage on saving throws against spells and other magical effects.
Magic Weapons The ki-rin's weapon attacks are magical.
Spellcasting The ki-rin is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared: \rCantrips (at will): light, mending, sacred flame, spare the dying, thaumaturgy \r1st level (4 slots): command, cure wounds, detect evil and good, protection from evil and good, sanctuary \r2nd level (3 slots): calm emotions, lesser restoration, silence \r3rd level (3 slots): dispel magic, remove curse, sending \r4th level (3 slots): banishment, freedom of movement, guardian of faith \r5th level (3 slots): greater restoration, mass cure wounds, scrying \r6th level (1 slot): heroes' feast, true seeing \r7th level (1 slot): etherealness, plane shift \r8th level (1 slot): control weather \r9th level (1 slot): true resurrection

Actions

Multiattack The ki-rin makes three attacks: two with its hooves and one with its horn.
Hoof Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage.
Horn Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Gaseous Form (At will)
Major Image (At will)
Wind Walk (At will)
Create Food and Water (1/day) Level: 3\rCasting Time: 1 action\rComponents: V, S\rDuration: Instantaneous\rRange: 30 feet\rYou create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

Light - Cantrip (At will)
Mending - Cantrip (At will)
Sacred Flame - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: V, S\rDuration: Instantaneous\rRange: 60 feet\rFlame-like radiance descends on a creature that you can see within range. The target must succeed on a DC 17 Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Spare the Dying - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: V, S\rDuration: Instantaneous\rRange: Touch\rYou touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Thaumaturgy - Cantrip (At will)
Command - 1st level (4 slots)
Cure Wounds - 1st level (4 slots)
Detect Evil and Good - 1st level (4 slots)
Protection from Evil and Good - 1st level (4 slots)
Sanctuary - 1st level (4 slots) Level: 1\rCasting Time: 1 bonus action\rComponents: V, S, M (a small silver mirror)\rDuration: 1 minute\rRange: 30 feet\rYou ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a DC 17 Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
Calm Emotions - 2nd level (3 slots)
Lesser Restoration - 2nd level (3 slots) Level: 2\rCasting Time: 1 action\rComponents: V, S\rDuration: Instantaneous\rRange: Touch\rYou touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Silence - 2nd level (3 slots)
Dispel Magic - 3rd level (3 slots)
Remove Curse - 3rd level (3 slots) Level: 3\rCasting Time: 1 action\rComponents: V, S\rDuration: Instantaneous\rRange: Touch\rAt your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.
Sending - 3rd level (3 slots)
Banishment - 4th level (3 slots)
Freedom of Movement - 4th level (3 slots)
Guardian of Faith - 4th level (3 slots)
Greater Restoration - 5th level (3 slots)
Mass Cure Wounds - 5th level (3 slots)
Scrying - 5th level (3 slots)
Heroes' Feast - 6th level (1 slot)
True Seeing - 6th level (1 slot) Level: 6\rCasting Time: 1 action\rComponents: V, S, M (an ointment for the eyes that costs 25 gp- is made from mushroom powder, saffron, and fat- and is consumed by the spell)\rDuration: 1 hour\rRange: Touch\rThis spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
Etherealness - 7th level (1 slot)
Plane Shift - 7th level (1 slot)
Control Weather - 8th level (1 slot)
True Resurrection - 9th level (1 slot)

Legendary Actions

Options The ki-rin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The ki-rin regains spent legendary actions at the start of its turn.
Detect The ki-rin makes a Wisdom (Perception) check or a Wisdom (Insight) check.
Smite The ki-rin makes a hoof attack or casts sacred flame
Move The ki-rin moves up to its half speed without provoking opportunity attacks.

Guard Drake

Guard Drake Medium dragon, unaligned 2 450 xp

  • Armor class 14 ((natural armor))
  • Hit points 52 ((7d8 + 21))
  • Speed 30 ft.
  • STR16 (+3)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS10 (0)
  • CHA7 (-2)

Skills:Perception +2

Senses:darkvision 60 ft., passive Perception 12

Languages:understands Draconic but can't speak

Challenge:2 (450 xp)

A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient, loyal, and territorial, which makes it an excellent watch-beast that can follow simple commands.

Actions

Multiattack The guard drake makes two attacks: one with its bite and one with its tail.
Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Tail Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Legendary Actions


Guard Drake Black

Guard Drake Black Medium dragon, unaligned 2 450 xp

  • Armor class 14 ((natural armor))
  • Hit points 52 ((7d8 + 21))
  • Speed 30 ft. Swim 30 ft.
  • STR16 (+3)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS10 (0)
  • CHA7 (-2)

Skills:Perception +2

Damage Resistances:acid

Senses:darkvision 60 ft., passive Perception 12

Languages:understands Draconic but can't speak

Challenge:2 (450 xp)

A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient, loyal, and territorial, which makes it an excellent watch-beast that can follow simple commands.

Amphibious The Drake can breathe air or water

Actions

Multiattack The guard drake makes two attacks: one with its bite and one with its tail.
Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Tail Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Legendary Actions


Guard Drake Blue

Guard Drake Blue Medium dragon, unaligned 2 450 xp

  • Armor class 14 ((natural armor))
  • Hit points 52 ((7d8 + 21))
  • Speed 30 ft. Burrow 20 ft.
  • STR16 (+3)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS10 (0)
  • CHA7 (-2)

Skills:Perception +2

Damage Resistances:lightning

Senses:darkvision 60 ft., passive Perception 12

Languages:understands Draconic but can't speak

Challenge:2 (450 xp)

A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient, loyal, and territorial, which makes it an excellent watch-beast that can follow simple commands.

Actions

Multiattack The guard drake makes two attacks: one with its bite and one with its tail.
Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Tail Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Legendary Actions


Guard Drake Green

Guard Drake Green Medium dragon, unaligned 2 450 xp

  • Armor class 14 ((natural armor))
  • Hit points 52 ((7d8 + 21))
  • Speed 30 ft. Swim 30 ft.
  • STR16 (+3)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS10 (0)
  • CHA7 (-2)

Skills:Perception +2

Damage Resistances:poison

Senses:darkvision 60 ft., passive Perception 12

Languages:understands Draconic but can't speak

Challenge:2 (450 xp)

A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient, loyal, and territorial, which makes it an excellent watch-beast that can follow simple commands.

Amphibious The Drake can breathe air or water

Actions

Multiattack The guard drake makes two attacks: one with its bite and one with its tail.
Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Tail Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Legendary Actions


Guard Drake Red

Guard Drake Red Medium dragon, unaligned 2 450 xp

  • Armor class 14 ((natural armor))
  • Hit points 52 ((7d8 + 21))
  • Speed 30 ft. Climb 30 ft.
  • STR16 (+3)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS10 (0)
  • CHA7 (-2)

Skills:Perception +2

Damage Resistances:fire

Senses:darkvision 60 ft., passive Perception 12

Languages:understands Draconic but can't speak

Challenge:2 (450 xp)

A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient, loyal, and territorial, which makes it an excellent watch-beast that can follow simple commands.

Actions

Multiattack The guard drake makes two attacks: one with its bite and one with its tail.
Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Tail Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Legendary Actions


Guard Drake White

Guard Drake White Medium dragon, unaligned 2 450 xp

  • Armor class 14 ((natural armor))
  • Hit points 52 ((7d8 + 21))
  • Speed 30 ft. Burrow 20 ft. Climb 30 ft.
  • STR16 (+3)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS10 (0)
  • CHA7 (-2)

Skills:Perception +2

Damage Resistances:cold

Senses:darkvision 60 ft., passive Perception 12

Languages:understands Draconic but can't speak

Challenge:2 (450 xp)

A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient, loyal, and territorial, which makes it an excellent watch-beast that can follow simple commands.

Actions

Multiattack The guard drake makes two attacks: one with its bite and one with its tail.
Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Tail Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Legendary Actions


Flail Snail

Flail Snail Large elemental, unaligned 3 700 xp

  • Armor class 16 ((natural armor))
  • Hit points 52 ((5d10 + 25))
  • Speed 10 ft.
  • STR17 (+3)
  • DEX5 (-3)
  • CON20 (+5)
  • INT3 (-4)
  • WIS10 (0)
  • CHA5 (-3)

Damage Immunities:fire, poison

Condition Immunities:poisoned

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

Languages:-

Challenge:3 (700 xp)

A flail snail is a creature of elemental earth that is prized for its multi-hued shell. Hunters might be lulled into a false sense of confidence upon sighting this ponderous, seemingly nonhostile creature. If any other creature large enough to be a threat approaches too close, though, the snail unleashes a flash of scintillating light and then attacks with its mace-like tentacles.

Antimagic Shell The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6:\r1-2. If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster.\r3-4. No additional effect.\r5-6. The snail's shell converts some of the spell's energy into a burst of destructive force. Each creature within 30 feet of the snail must make a DC 15 Constitution saving throw, taking 1d6 force damage per level of the spell on a failed save, or half as much damage on a successful one.
Flail Tentacles The flail snail has five flail tentacles. Whenever the snail takes 10 damage or more on a single turn, one of its tentacles dies. If even one tentacle remains, the snail regrows all dead ones within 1d4 days. If all its tentacles die, the snail retracts into its shell, gaining total cover, and it begins wailing, a sound that can be heard for 600 feet, stopping only when it dies 5d6 minutes later. Healing magic that restores limbs, such as the regenerate spell, can halt this dying process.

Actions

Multiattack The flail snail makes as many Flail Tentacle attacks as it has flail tentacles, all against the same target.
Flail Tentacle Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Scintillating Shell (Recharges after a Short or Long Rest) The snail's shell emits dazzling, colored light until the end of the snail's next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail when this power is activated must succeed on a DC 15 Wisdom saving throw or be stunned until the light ends.
Shell Defense The flail snail withdraws into its shell, gaining a +4 bonus to AC until it emerges. It can emerge from its shell as a bonus action on its turn.

Legendary Actions


Annis Hag

Annis Hag Large fey, chaotic evil 6 2,300 xp

  • Armor class 17 ((natural armor))
  • Hit points 75 ((10d10 + 20))
  • Speed 40 ft.
  • STR21 (+5)
  • DEX12 (+1)
  • CON14 (+2)
  • INT13 (+1)
  • WIS14 (+2)
  • CHA15 (+2)

Save Throws:Con +5

Skills:Deception +5, Perception +5

Damage Resistances:cold- bludgeoning, piercing, and slashing from nonmagical attacks

Senses:darkvision 60 ft., passive Perception 15

Languages:Common, Giant, Sylvan

Challenge:6 (2,300 xp)

Annis hags lair in mountains or hills. Despite being hunchbacked and hump-shouldered, they are the largest and most physically imposing of their kind, standing eight feet tall.

Innate Spellcasting The hag's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells:\r 3/day each: disguise self (including the form of a Medium humanoid), fog cloud

Actions

Multiattack The annis makes three attacks: one with her bite and two with her claws.
Bite Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage.
Claw Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Crushing Hug Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (9d6 + 5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (9d6 + 5) bludgeoning damage at the start of each of the hag's turns. The hag can't make attacks while grappling a creature in this way.

Disguise Self (3/day)
Fog Cloud (3/day)

Legendary Actions


Bheur Hag

Bheur Hag Medium fey, chaotic evil 7 2,900 xp

  • Armor class 17 ((natural armor))
  • Hit points 91 ((14d8 + 28))
  • Speed 30 ft.
  • STR13 (+1)
  • DEX16 (+3)
  • CON14 (+2)
  • INT12 (+1)
  • WIS13 (+1)
  • CHA16 (+3)

Save Throws:Wis +4

Skills:Nature +4, Perception +4, Stealth +6, Survival +4

Damage Immunities:cold

Senses:darkvision 60 ft., passive Perception 14

Languages:Auran, Common, Giant

Challenge:7 (2,900 xp)

Bheur hags live in wintry lands, favoring snow-covered mountains. They become more active during winter, using their ice and weather magic to make life miserable for nearby settlements.

Graystaff Magic The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a broom of flying While holding the staff, she can cast additional spells with her Innate Spellcasting trait (these spells are noted in the spell list). If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff.
Ice Walk The hag 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 her extra moment.
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:\rAt will: hold person (staff), ray of frost \r3/day each: cone of cold (staff), ice storm (staff), wall of ice (staff) \r1/day each: control weather

Actions

Slam Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage plus 3 (1d6) cold damage.
Maddening Feast The hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag's choice that is within 60 feet of her and able to see her must succeed on a DC 15 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can't understand what others say, can't read, and speaks only in gibberish- the DM controls the creature's movement, which is erratic. 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 hag's Maddening Feast for the next 24 hours.

Hold Person (At will)
Ray of Frost (At will)
Cone of Cold (3/day)
Ice Storm (3/day)
Wall of Ice (3/day)
Control Weather (1/day)

Legendary Actions


Boggle

Boggle Small fey, chaotic neutral Wed Aug 01 2018 09:00:00 GMT+0200 (CEST) 25 xp

  • Armor class 14
  • Hit points 18 ((4d6 + 4))
  • Speed 30 ft., climb 30 ft.
  • STR8 (-1)
  • DEX18 (+4)
  • CON13 (+1)
  • INT6 (-2)
  • WIS12 (+1)
  • CHA7 (-2)

Skills:Perception +3, Sleight of Hand +6, Stealth +6

Damage Resistances:fire

Senses:darkvision 60 ft., passive Perception 13

Languages:Sylvan

Challenge:Wed Aug 01 2018 09:00:00 GMT+0200 (CEST) (25 xp)

Boggles are the little bogeys of fairy tales. They lurk in the fringes of the Feywild and are also found on the Material Plane, where they hide under beds and in closets, waiting to frighten and bedevil folk with their mischief.

Boggle Oil The boggle excretes nonflammable oil from its pores. The boggle chooses whether the oil is slippery or sticky and can change the oil on its skin from one consistency to another as a bonus action.\rSlippery Oil: While coated in slippery oil, the boggle gains advantage on Dexterity (Acrobatics) checks made to escape bonds, squeeze through narrow spaces, and end grapples.\rSticky Oil: While coated in sticky oil, the boggle gains advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Dimensional Rift As a bonus action, the boggle can create an invisible and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and any point within 30 feet of it that the boggle can see or specify by distance and direction (such as 30 feet straight up). While next to the rift

Actions

Pummel Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage.
Oil Puddle The boggle creates a puddle of oil that is either slippery or sticky (boggle's choice). The puddle is 1 inch deep and covers the ground in the boggle's space. The puddle is difficult terrain for all creatures except boggles and lasts for 1 hour.\rIf the oil is slippery, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Dexterity saving throw or is knocked prone.\rIf the oil is sticky, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Strength saving throw or be restrained. On its turn, a creature can use an action to try to extricate itself from the sticky puddle, ending the effect and moving into the nearest safe unoccupied space with a successful DC 11 Strength check.

Legendary Actions


Darkling

Darkling Small fey, chaotic neutral Thu Feb 01 2018 09:00:00 GMT+0100 (CET) 100 xp

  • Armor class 14 ((leather armor))
  • Hit points 13 ((3d6 + 3))
  • Speed 30 ft.
  • STR9 (-1)
  • DEX16 (+3)
  • CON12 (+1)
  • INT10 (0)
  • WIS12 (+1)
  • CHA10 (0)

Skills:Acrobatics +5, Deception +2, Perception +5, Stealth +7

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

Languages:Elvish, Sylvan

Challenge:Thu Feb 01 2018 09:00:00 GMT+0100 (CET) (100 xp)

Ancient legends speak of a seelie fey who betrayed the Summer Queen. His true name has been stricken from history, but the stories call him Dubh Catha (Dark Crow in Common). So great was the Summer Queen's wrath that she cursed every member of his house. Other fey refer to the descendants of Dubh Catha's house as the dubh sith-or

they quietly ply their trade as thieves and assassins.

Actions

in Common

Legendary Actions

darklings. Darklings most often settle in secluded caverns and chambers beneath the towns of other species. From such enclaves

Darkling Elder

Darkling Elder Medium fey, chaotic neutral 2 450 xp

  • Armor class 15 ((studded leather armor))
  • Hit points 27 ((5d8 + 5))
  • Speed 30 ft.
  • STR13 (+1)
  • DEX17 (+3)
  • CON12 (+1)
  • INT10 (0)
  • WIS14 (+2)
  • CHA13 (+1)

Skills:Acrobatics +5, Deception +3, Perception +6, Stealth +7

Senses:blindsight 30 ft., darkvision 120 ft., passive Perception 16

Languages:Elvish, Sylvan

Challenge:2 (450 xp)

Ancient legends speak of a seelie fey who betrayed the Summer Queen. His true name has been stricken from history, but the stories call him Dubh Catha (Dark Crow in Common). So great was the Summer Queen's wrath that she cursed every member of his house. Other fey refer to the descendants of Dubh Catha's house as the dubh sith-or

they quietly ply their trade as thieves and assassins.

Actions

in Common

Legendary Actions

darklings. Darklings most often settle in secluded caverns and chambers beneath the towns of other species. From such enclaves

Hag Coven Template

Hag Coven Template Large fey, chaotic evil 6 2,300 xp

  • Armor class 17 ((natural armor))
  • Hit points 75 ((10d10 + 20))
  • Speed 40 ft.
  • STR21 (+5)
  • DEX12 (+1)
  • CON14 (+2)
  • INT13 (+1)
  • WIS14 (+2)
  • CHA15 (+2)

Save Throws:Con +5

Skills:Deception +5, Perception +5

Damage Resistances:cold- bludgeoning, piercing, and slashing from nonmagical attacks

Senses:darkvision 60 ft., passive Perception 15

Languages:Common, Giant, Sylvan

Challenge:6 (2,300 xp)

Innate Spellcasting The hag's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells:\r 3/day each: disguise self (including the form of a Medium humanoid), fog cloud
Spellcasting Whilst in a Death Coven the Hag is a 12th-level spellcaster. Her Spellcasting ability is Intelligence (Spell Save DC 13, +5 to hit with spell attacks). The Coven knows the following spells:\r1st level (4 slots): false life, inflict wounds \r2nd level (3 slots): gentle repose, ray of enfeeblement \r3rd level (3 slots): animate dead, revivify, speak with dead \r4th level (3 slots): blight, death ward \r5th level (2 slots): contagion, raise dead \r6th level (1 slot): circle of death

Actions

Usage See the 'Other' tab for how to use this template.

Disguise Self (3/day)
Fog Cloud (3/day)

False Life - 1st level (4 slots)
Inflict Wounds - 1st level (4 slots)
Gentle Repose - 2nd level (3 slots)
Ray of Enfeeblement - 2nd level (3 slots)
Animate Dead - 3rd level (3 slots)
Revivify - 3rd level (3 slots) Level: 3\rCasting Time: 1 action\rComponents: V, S, M (diamonds worth 300 gp, which the spell consumes)\rDuration: Instantaneous\rRange: Touch\rYou touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
Speak with Dead - 3rd level (3 slots)
Blight - 4th level (3 slots)
Death Ward - 4th level (3 slots)
Contagion - 5th level (2 slots)
Raise Dead - 5th level (2 slots)
Circle of Death - 6th level (1 slot)

Legendary Actions


Hag Granny Template

Hag Granny Template Large fey, chaotic evil 6 2,300 xp

  • Armor class 17 ((natural armor))
  • Hit points 75 ((10d10 + 20))
  • Speed 40 ft.
  • STR21 (+5)
  • DEX12 (+1)
  • CON14 (+2)
  • INT13 (+1)
  • WIS14 (+2)
  • CHA15 (+2)

Save Throws:Con +5

Skills:Deception +5, Perception +5

Damage Resistances:cold- bludgeoning, piercing, and slashing from nonmagical attacks

Senses:darkvision 60 ft., passive Perception 15

Languages:Common, Giant, Sylvan

Challenge:6 (2,300 xp)

Innate Spellcasting The hag's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells:\r 3/day each: disguise self (including the form of a Medium humanoid), fog cloud

Actions

Usage See 'Other' Tab for details of how to use this template

Disguise Self (3/day)
Fog Cloud (3/day)

Legendary Actions


Options On initiative count 20 (losing initiative ties), the hag can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:
Pass Wall Until initiative count 20 on the next round, the hag can pass through solid walls, doors, ceilings, and floors as if the surfaces weren't there.
Doors The hag targets any number of doors and windows that she can see, causing each one to either open or close as she wishes. Closed doors can be magically locked (requiring a successful DC 20 Strength check to force open) until she chooses to make them unlocked, or until she uses this lair action again to open them.
Another Action Place the third action here

Korred

Korred Small fey, chaotic neutral 7 2,900 xp

  • Armor class 17 ((natural armor))
  • Hit points 102 ((12d6 + 60))
  • Speed 30 ft., burrow 30 ft.
  • STR23 (+6)
  • DEX14 (+2)
  • CON20 (+5)
  • INT10 (0)
  • WIS15 (+2)
  • CHA9 (-1)

Skills:Athletics +9, Perception +5, Stealth +5

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

Senses:darkvision 120 ft., tremorsense 120 ft., passive Perception 15

Languages:Dwarvish, Gnomish, Sylvan, Terran, Undercommon

Challenge:7 (2,900 xp)

Korreds are unpredictable, secretive fey with strong ties to earth and stone. Because of their magical hair and their mystical understanding of minerals, they are sought after by treasure-hunters, dwarves, and others that desire wealth beneath the earth.

Command Hair The korred has at least one 50-foot-long rope woven out of its hair. As a bonus action, the korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends, the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated.\rA rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred's turns while it has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed.
Innate Spellcasting The korred's innate spellcasting ability is Wisdom (save DC 13). It can innately cast the following spells, requiring no components:\rAt will: commune with nature, meld into stone, stone shape \r1/day each: conjure elemental (as 6th-level spell galeb duhr gargoyle earth elemental or xorn only), Otto's irresistible dance
Stone Camouflage The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Stone's Strength While on the ground, the korred deals 2 extra dice of damage with any weapon attack (included in its attacks).

Actions

Multiattack The korred makes two attacks with its greatclub or hurls two rocks.
Greatclub Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if the korred is on the ground.
Rock Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage, or 24 (4d8 + 6) bludgeoning damage if the korred is on the ground.

Commune with Nature (At will)
Stone Shape (At will) Level: 4\rCasting Time: 1 action\rComponents: V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)\rDuration: Instantaneous\rRange: Touch\rYou touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.
Conjure Elemental (1/day)
Otto's Irresistible Dance (1/day)

Legendary Actions


Meenlock

Meenlock Small fey, neutral evil 2 450 xp

  • Armor class 15 ((natural armor))
  • Hit points 31 ((7d6 + 7))
  • Speed 30 ft.
  • STR7 (-2)
  • DEX15 (+2)
  • CON12 (+1)
  • INT11 (0)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Perception +4, Stealth +6, Survival +2

Condition Immunities:frightened

Senses:darkvision 120 ft., passive Perception 14

Languages:telepathy 120 ft.

Challenge:2 (450 xp)

Meenlocks are deformed fey that invoke terror and seek to destroy all that is good, innocent, and beautiful. They primarily live in forests, although they adapt well to urban and subterranean settings.

Fear Aura Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature's next turn.
Light Sensitivity While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Shadow Teleport (Recharge 5-6) As a bonus action, the meenlock can teleport to an unoccupied space within 30 feet of it, provided that both the space it's teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.

Actions

Claws Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage, and the target must succeed on a DC 11 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.

Legendary Actions


Quickling

Quickling Tiny fey, chaotic evil 1 200 xp

  • Armor class 16
  • Hit points 10 ((3d4 + 3))
  • Speed 120 ft.
  • STR4 (-3)
  • DEX23 (+6)
  • CON13 (+1)
  • INT10 (0)
  • WIS12 (+1)
  • CHA7 (-2)

Skills:Acrobatics +8, Sleight of Hand +8, Stealth +8, Perception +5

Senses:darkvision 60 ft., passive Perception 15

Languages:Common, Sylvan

Challenge:1 (200 xp)

Quicklings rocket through haunting, twisted forests where the unseelie fey hold sway, both in the Feywild and in the world. Racing faster than the eye can track, each appears as little more than a blurry wavering in the air.

Blurred Movement Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained.
Evasion If the quickling is subjected to an effect that allows it to make a Dexterity 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.

Actions

Multiattack The quickling makes three dagger attacks.
Dagger Melee Weapon Attack: +8 to hit, reach 5 ft. one target. Hit: 8 (1d4 + 6) piercing damage. Or Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage.

Legendary Actions


Redcap

Redcap Small fey, chaotic evil 3 700 xp

  • Armor class 13 ((natural armor))
  • Hit points 45 ((6d6 + 24))
  • Speed 25 ft.
  • STR18 (+4)
  • DEX13 (+1)
  • CON18 (+4)
  • INT10 (0)
  • WIS12 (+1)
  • CHA9 (-1)

Skills:Athletics +6, Perception +3

Senses:darkvision 60 ft., passive Perception 13

Languages:Common, Sylvan

Challenge:3 (700 xp)

A redcap is a homicidal fey creature born of blood lust. Redcaps, although small, have formidable strength, which they use to hunt and kill without hesitation or regret.

Iron Boots While moving, the redcap has disadvantage on Dexterity (Stealth) checks.
Outsize Strength While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn't impose disadvantage on its attack rolls.

Actions

Multiattack The redcap makes three attacks with its wicked sickle.
Wicked Sickle Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Ironbound Pursuit The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10 + 4) bludgeoning damage and be knocked prone.

Legendary Actions


Yeth Hound

Yeth Hound Large fey, neutral evil 4 1,100 xp

  • Armor class 14 ((natural armor))
  • Hit points 51 ((6d10 + 18))
  • Speed 40 ft., fly 40 ft. (hover)
  • STR18 (+4)
  • DEX17 (+3)
  • CON16 (+3)
  • INT5 (-3)
  • WIS12 (+1)
  • CHA7 (-2)

Damage Immunities:bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Condition Immunities:charmed, exhaustion, frightened

Senses:darkvision 60 ft., passive Perception 11

Languages:understands Common, Elvish, and Sylvan but can't speak

Challenge:4 (1,100 xp)

Granted by powerful fey to individuals who please them, yeth hounds serve evil masters like hunting dogs. Yeth hounds fly in pursuit of their prey, often waiting until it is too exhausted to fight back. Only the threat of dawn drives the pack back into hiding.

Keen Hearing and Smell The yeth hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Sunlight Banishment If the yeth hound starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can't affect or be affected by anything on the other plane. Once it is adjacent to its master or a pack mate that is on the Material Plane, a yeth hound in the Border Ethereal can return to the Material Plane as an action.
Telepathic Bond While the yeth hound 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 with each other.

Actions

Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage, plus 14 (4d6) psychic damage if the target is frightened.
Baleful Baying The yeth hound bays magically. Every enemy within 300 feet of the hound that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the hound's next turn or until the hound is incapacitated. A frightened target that starts its turn within 30 feet of the hound must use all its movement on that turn to get as far from the hound as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all yeth hounds for the next 24 hours.

Legendary Actions


Devourer

Devourer Large fiend, chaotic evil 13 10,000 xp

  • Armor class 16 ((natural armor))
  • Hit points 178 ((17d10 + 85))
  • Speed 30 ft.
  • STR20 (+5)
  • DEX12 (+1)
  • CON20 (+5)
  • INT13 (+1)
  • WIS10 (0)
  • CHA16 (+3)

Damage Resistances:cold, fire, lightning

Damage Immunities:poison

Condition Immunities:poisoned

Senses:darkvision 120 ft., passive Perception 10

Languages:Abyssal, telepathy 120 ft.

Challenge:13 (10,000 xp)

Of all the abominations Orcus has unleashed, devourers are among the most feared. These tall, mummy-like fiends wander the planes, consuming souls and, by example, spreading Orcus's creed of replacing all life with everlasting death.

Actions

Multiattack The devourer makes two claw attacks and can use either Imprison Soul or Soul Rend.
Claw Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 21 (6d6) necrotic damage.
Imprison Soul The devourer chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer's ribcage and imprisoned there. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, the devourer regains 25 hit points, immediately recharges Soul Rend, and gains an additional action on its next turn. Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. If it had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. A devourer can imprison only one creature at a time.
Soul Rend (Recharge 6) The devourer creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each humanoid in that area must make a DC 18 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one. Increase the damage by 10 for each living humanoid with 0 hit points in that area.

Legendary Actions


Vargouille

Vargouille Tiny fiend, chaotic evil 1 200 xp

  • Armor class 12
  • Hit points 13 ((3d4 + 6))
  • Speed 5 ft., fly 40 ft.
  • STR6 (-2)
  • DEX14 (+2)
  • CON14 (+2)
  • INT4 (-3)
  • WIS7 (-2)
  • CHA2 (-4)

Damage Resistances:cold, fire, lightning

Damage Immunities:poison

Condition Immunities:poisoned

Senses:darkvision 60 ft., passive Perception 8

Languages:understands Abyssal, Infernal, and any languages it knew before becoming a vargouille but can't speak

Challenge:1 (200 xp)

Shrieking, flapping, and hideous to behold-with a body like a severed head and bat-like wings in place of ears- vargouilles boil out of the Abyss to infest other planes of existence, such as Carceri, where they are a menace. Each vargouille carries a disease that creates more of its kind- a flock of vargouilles on the wing is a plague of chaos and evil waiting to happen.

Actions

Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 10 (3d6) poison damage.
Kiss The vargouille kisses one incapacitated humanoid within 5 feet of it. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its head takes on fiendish aspects. The curse doesn't advance while the target is in sunlight or the area of a daylight spell- don't count that time. When the cursed target's Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse.
Stunning Shriek The vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the vargouille's next turn. While frightened in this way, a target is stunned. If a target's saving throw is successful or the effect ends for it, the target is immune to the Stunning Shriek of all vargouilles for 1 hour.

Legendary Actions


Babau

Babau Medium fiend (demon), chaotic evil 4 1,100 xp

  • Armor class 16 ((natural armor))
  • Hit points 82 ((11d8 + 33))
  • Speed 40 ft.
  • STR19 (+4)
  • DEX16 (+3)
  • CON16 (+3)
  • INT11 (0)
  • WIS12 (+1)
  • CHA13 (+1)

Skills:Perception +5, Stealth +5

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

Damage Immunities:poison

Condition Immunities:poisoned

Senses:darkvision 120 ft., passive Perception 15

Languages:Abyssal

Challenge:4 (1,100 xp)

Demons and devils clash endlessly for control of the Lower Planes. One of these battles pitted the legions of the archdevil Glasya against the screaming hordes of the demon lord Graz'zt. It is said that Glasya wounded Graz'zt with her sword, and the first babaus arose where his blood struck the ground. Their sudden appearance helped rout Glasya and secured Graz'zt's place as one of the preeminent demon lords of the Abyss.

Innate Spellcasting The babau's innate spellcasting ability is Wisdom (spell save DC 11). The babau can innately cast the following spells, requiring no material components:\rAt will: darkness, dispel magic, fear, heat metal, levitate

Actions

Multiattack The babau makes two melee attacks. It can also use Weakening Gaze before or after making these attacks.
Claw Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Spear Melee Weapon Attack: +6 to hit, reach 5 ft. one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage when used with two hands. Or Ranged Weapon Attack: +6 to Hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Weakening Gaze The babau targets one creature that it can see within 20 feet of it. The target must make a DC 13 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength 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.

Darkness (At will)
Dispel Magic (At will)
Fear (At will)
Heat Metal (At will)
Levitate (At will)

Legendary Actions


Draegloth

Draegloth Large fiend (demon), chaotic evil 7 2,900 xp

  • Armor class 15 ((natural armor))
  • Hit points 123 ((13d10 + 52))
  • Speed 30 ft.
  • STR20 (+5)
  • DEX15 (+2)
  • CON18 (+4)
  • INT13 (+1)
  • WIS11 (0)
  • CHA11 (0)

Skills:Perception +3, Stealth +5

Damage Resistances:cold, fire, lightning

Damage Immunities:poison

Condition Immunities:poisoned

Senses:darkvision 120 ft., passive Perception 13

Languages:Abyssal, Elvish, Undercommon

Challenge:7 (2,900 xp)

A draegloth is a half-drow, half-glabrezu demon, born of a drow high priestess in an unholy, dangerous ritual. Gifted with innate magic and physical might, it usually remains in the service of its mother's house, lending its thirst for destruction to that house's plans to triumph over its rivals.

Fey Ancestry The draegloth has advantage on saving throws against being charmed, and magic can't put it to sleep.
Innate Spellcasting The draegloth's innate spellcasting ability is Charisma (spell save DC 11). The draegloth can innately cast the following spells, requiring no material components:\rAt will: darkness \r1/day each: confusion, dancing lights, faerie fire

Actions

Multiattack The draegloth makes three attacks: one with its bite and two with its claws.
Bite Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage.
Claws Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.

Darkness (At will)
Confusion (1/day)
Dancing Lights (1/day)
Faerie Fire (1/day) Level: 1\rCasting Time: 1 action\rComponents: V\rDuration: Concentration, up to 1 minute\rRange: 60 feet\rEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a DC 11 Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Legendary Actions


Maw Demon

Maw Demon Medium fiend (demon), chaotic evil 1 200 xp

  • Armor class 13 ((natural armor))
  • Hit points 33 ((6d8 + 6))
  • Speed 30 ft.
  • STR14 (+2)
  • DEX8 (-1)
  • CON13 (+1)
  • INT5 (-3)
  • WIS8 (-1)
  • CHA5 (-3)

Damage Resistances:cold, fire, lightning

Damage Immunities:poison

Condition Immunities:charmed, frightened, poisoned

Senses:darkvision 60 ft., passive Perception 9

Languages:understands Abyssal but can't speak

Challenge:1 (200 xp)

Maw demons share Yeenoghu's ceaseless hunger for carnage and mortal flesh. After a maw demon rests for 8 hours, anything devoured by it is transported directly into the Lord of Savagery's gullet.

Rampage When it reduces a creature to 0 hit points with a melee attack on its turn, the maw demon can take a bonus action to move up to half its speed and make a bite attack.

Actions

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

Legendary Actions


Shoosuva

Shoosuva Large fiend (demon), chaotic evil 8 3,900 xp

  • Armor class 14 ((natural armor))
  • Hit points 110 ((13d10 + 39))
  • Speed 40 ft.
  • STR18 (+4)
  • DEX13 (+1)
  • CON17 (+3)
  • INT7 (-2)
  • WIS14 (+2)
  • CHA9 (-1)

Save Throws:Dex +4, Con +6, Wis +5

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

Damage Immunities:poison

Condition Immunities:charmed, frightened, poisoned

Senses:darkvision 60 ft., passive Perception 12

Languages:Abyssal, Gnoll, telepathy 120 ft.

Challenge:8 (3,900 xp)

A shoosuva is a hyena-demon gifted by Yeenoghu to an especially powerful gnoll (typically as a fang of Yeenoghu). A shoosuva manifests shortly after a war band achieves a great victory, emerging from a billowing, fetid cloud of smoke as it arrives from the Abyss. In battle, the demon wraps its slavering jaws around one victim while lashing out with the poisonous stinger on its tail to bring down another one. A creature immobilized by the poison becomes easy pickings for any gnolls nearby.

Rampage When it reduces a creature to 0 hit points with a melee attack on its turn, the shoosuva can take a bonus action to move up to half its speed and make a bite attack.

Actions

Multiattack The shoosuva makes two attacks: one with its bite and one with its tail stinger.
Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) piercing damage.
Tail Stinger Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. Hit: 13 (2d8 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw. On a failure the target is poisoned. While poisoned, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions


Tanarukk

Tanarukk Medium fiend (demon, orc), chaotic evil 5 1,800 xp

  • Armor class 14 ((natural armor))
  • Hit points 95 ((10d8 + 50))
  • Speed 30 ft.
  • STR18 (+4)
  • DEX13 (+1)
  • CON20 (+5)
  • INT9 (-1)
  • WIS9 (-1)
  • CHA9 (-1)

Skills:Intimidation +2, Perception +2

Damage Resistances:fire, poison

Senses:darkvision 60 ft., passive Perception 12

Languages:Abyssal, Common, Orc

Challenge:5 (1,800 xp)

To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary.

Aggressive As a bonus action, the tanarukk can move up to its speed toward a hostile creature that it can see.
Magic Resistance The tanarukk has advantage on saving throws against spells and other magical effects.

Actions

Unbridled Fury In response to being hit by a melee attack, the tanarukk can make one melee weapon attack with advantage against the attacker.
Multiattack The tanarukk makes two attacks: one with its bite and one with its greatsword.
Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Greatsword Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Legendary Actions


Barghest

Barghest Large fiend (shapechanger), neutral evil 4 1,100 xp

  • Armor class 17 ((natural armor))
  • Hit points 90 ((12d10 + 24))
  • Speed 60 ft. (30 ft. in goblin form)
  • STR19 (+4)
  • DEX15 (+2)
  • CON14 (+2)
  • INT13 (+1)
  • WIS12 (+1)
  • CHA14 (+2)

Skills:Deception +4, Intimidation +4, Perception +5, Stealth +4

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

Damage Immunities:acid, poison

Condition Immunities:poisoned

Senses:blindsight 60 ft., darkvision 60 ft., passive Perception 15

Languages:Abyssal, Common, Goblin, Infernal, telepathy 60 ft.

Challenge:4 (1,100 xp)

Long ago, Maglubiyet, master of the goblinoid gods, bargained with the General of Gehenna for aid. The General provided yugoloths that died to serve the cause of the goblin god. Yet when the time came to honor his part of the compact, Maglubiyet reneged on the deal. As an act of vengeance, the General of Gehenna created the soul-devouring barghests to devour goblinoid souls and deprive Maglubiyet of troops for his army in the afterlife.

Shapechanger The barghest can use its action to polymorph into a Small goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. The barghest reverts to its true form if it dies.
Fire Banishment When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished to Gehenna. Instantaneous bursts of flame (such as a red dragon's breath or a fireball spell) don't have this effect on the barghest.
Keen Smell The barghest has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting The barghest's innate spellcasting ability is Charisma (spell save DC 12). The barghest can innately cast the following spells, requiring no material components:\rAt will: levitate, minor illusion, pass without trace \r1/day each: charm person, dimension door, suggestion

Actions

Bite (true form only) Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Claws Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Levitate (At will)
Minor Illusion (At will)
Pass without Trace (At will) Level: 2\rCasting Time: 1 action\rComponents: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)\rDuration: Concentration, up to 1 hour\rRange: Self\rA veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Charm Person (1/day)
Dimension Door (1/day)
Suggestion (1/day)

Legendary Actions


Cloud Giant Smiling One

Cloud Giant Smiling One Huge giant (cloud giant), chaotic neutral 11 7,200 xp

  • Armor class 15 ((natural armor))
  • Hit points 262 ((21d12 + 126))
  • Speed 40 ft.
  • STR26 (+8)
  • DEX12 (+1)
  • CON22 (+6)
  • INT15 (+2)
  • WIS16 (+3)
  • CHA17 (+3)

Save Throws:Con +10, Int +6, Cha +7

Skills:Deception +11, Insight +7, Perception +7, Sleight of Hand +9

Senses:passive Perception 17

Languages:Common, Giant

Challenge:11 (7,200 xp)

Cloud giants aren't, on the whole, religious. They tolerate many conflicting ideas about their patron deity, Memnor. The smiling ones strain that tolerance.

Innate Spellcasting The giant's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\rAt will: detect magic, fog cloud, light \r3/day each: feather fall, fly, misty step, telekinesis \r1/day each: control weather, gaseous form
Spellcasting The giant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The giant has the following bard spells prepared:\rCantrips (at will): minor illusion, prestidigitation, vicious mockery \r1st level (4 slots): cure wounds, disguise self, silent image, Tasha's hideous laughter\r2nd level (3 slots): invisibility, suggestion \r3rd level (2 slots): major image, tongues
Keen Smell The giant has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack The giant makes two attacks with its morningstar.
Morningstar Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll.
Rock Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll.
Change Shape The giant magically polymorphs into a beast or humanoid it has seen, or back into its true form. Any equipment the giant is wearing or carrying is absorbed by the new form. Its statistics, other than its size, are the same in each form. It reverts to its true form if it dies.

Detect Magic (At will)
Fog Cloud (At will)
Light (At will)
Feather Fall (3/day) Level: 1\rCasting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls\rComponents: V, M (a small feather or piece of down)\rDuration: 1 minute\rRange: 60 feet\rChoose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Fly (3/day)
Misty Step (3/day) Level: 2\rCasting Time: 1 bonus action\rComponents: V\rDuration: Instantaneous\rRange: Self\rBriefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Telekinesis (3/day)
Control Weather (1/day)
Gaseous Form (1/day)

Minor Illusion - Cantrip (At will)
Prestidigitation - Cantrip (At will)
Vicious Mockery - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: V\rDuration: Instantaneous\rRange: 60 feet\rYou unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a DC 15 Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Cure Wounds - 1st level (4 slots)
Disguise Self - 1st level (4 slots)
Silent Image - 1st level (4 slots)
Tasha's Hideous Laughter - 1st level (4 slots)
Invisibility - 2nd level (3 slots)
Suggestion - 2nd level (3 slots)
Major Image - 3rd level (2 slots)
Tongues - 3rd level (2 slots) Level: 3\rCasting Time: 1 action\rComponents: V, M (a small clay model of a ziggurat)\rDuration: 1 hour\rRange: Touch\rThis spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

Legendary Actions


Fire Giant Dreadnought

Fire Giant Dreadnought Huge giant (fire giant), lawful evil 14 11,500 xp

  • Armor class 21 ((plate, shields))
  • Hit points 187 ((15d12 + 90))
  • Speed 30 ft.
  • STR27 (+8)
  • DEX9 (-1)
  • CON23 (+6)
  • INT8 (-1)
  • WIS10 (0)
  • CHA11 (0)

Save Throws:Dex +4, Con +11, Cha +5

Skills:Athletics +13, Perception +5

Damage Immunities:fire

Senses:passive Perception 15

Languages:Giant

Challenge:14 (11,500 xp)

The ordning for fire giants emphasizes not just strength but also skill at forgecraft. The foundry is the heart of any fire giant community. It is temple, school, proving ground, and political hub rolled into one.

Dual Shields The giant carries two shields, each of which is accounted for in the giant's AC. The giant must stow or drop one of its shields to hurl rocks.

Actions

Multiattack The giant makes two fireshield attacks.
Fireshield Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage plus 7 (2d6) fire damage plus 7 (2d6) piercing damage.
Rock Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
Shield Charge The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature's space during this move, it makes a fireshield attack against that creature. If the attack hits, the target must also succeed on a DC 21 Strength saving throw or be pushed ahead of the giant for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 18 (3d6 + 8) bludgeoning damage, or 29 (6d6 + 8) bludgeoning damage if it was already prone.

Legendary Actions


Frost Giant Everlasting One

Frost Giant Everlasting One Huge giant (frost giant), chaotic evil 12 8,400 xp

  • Armor class 15 ((patchwork armor))
  • Hit points 189 ((14d12 + 98))
  • Speed 40 ft.
  • STR25 (+7)
  • DEX9 (-1)
  • CON24 (+7)
  • INT9 (-1)
  • WIS10 (0)
  • CHA12 (+1)

Save Throws:Str +11, Con +11, Wis +4,

Skills:Athletics +11, Perception +4

Damage Immunities:cold

Senses:darkvision 60 ft., passive Perception 14

Languages:Giant

Challenge:12 (8,400 xp)

To hold its place or rise within the ordning, a frost giant must routinely face mighty foes in single combat. Some seek out magic that will aid them, but enchanted objects can be taken or lost. True greatness relies on personal prowess. Faced with this truth, a frost giant might seek a supernatural gift from Vaprak the Destroyer.

Extra Heads The giant has a 25 percent chance of having more than one head. If it has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Regeneration The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn't function at the start of its next turn. The giant dies only if it starts its turn with 0 hit points and doesn't regenerate.
Vaprak's Rage (Recharges after a Short or Long Rest) As a bonus action, the giant can enter a rage at the start of its turn. The rage lasts for 1 minute or until the giant is incapacitated. While raging, the giant gains the following benefits:\r> The giant has advantage on Strength checks and Strength saving throws\r> When it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll.\r> The giant has resistance to bludgeoning, piercing, and slashing damage.

Actions

Multiattack The giant makes two attacks with its greataxe.
Greataxe Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) slashing damage, or 30 (3d12 + 11) slashing damage while raging.
Rock Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.

Legendary Actions


Mouth of Grolantor

Mouth of Grolantor Huge giant (hill giant), chaotic evil 6 2,300 xp

  • Armor class 14 ((natural armor))
  • Hit points 105 ((10d12 + 40))
  • Speed 50 ft.
  • STR21 (+5)
  • DEX10 (0)
  • CON18 (+4)
  • INT5 (-3)
  • WIS7 (-2)
  • CHA5 (-3)

Skills:Perception +1

Condition Immunities:frightened

Senses:passive Perception 11

Languages:Giant

Challenge:6 (2,300 xp)

Hill giants know the kinds of foods that make them fatter, and they understand that exerting themselves too much tends to make them thinner. What the lazy brutes don't comprehend are the things that make them sick. They consume spoiled food and diseased carcasses with as much enthusiasm as children eating dessert. Fortunately for hill giants, they have a vulture's constitution and rarely suffer for such eating habits. This makes it all the more mysterious to them when one of their kind becomes ill and incapable of keeping down food. Vomiting hill giants are seen as vessels of a message from Grolantor.

Mouth of Madness The giant is immune to confusion spells and similar magic.\rOn each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might perceive as food. Roll a d10 at the start of each of the giant's turns to determine its action for that turn:\r1-3. The giant makes three attacks with its fists against one random target within its reach. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.\r4-5. The giant makes one attack with its fist against every creature within its reach. If no other creatures are within its reach, the giant makes one fist attack against itself.\r6-7. The giant makes one attack with its bite against one random target within its reach. If no other creatures are within its reach, its eyes glaze over and it is stunned until the start of its next turn.\r8-10. The giant makes three attacks against one random target within its reach: one attack with its bite and two with its fists. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.

Actions

Bite Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (3d6 + 5) piercing damage, and the giant magically regains hit points equal to the damage dealt.
Fist Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Legendary Actions


Stone Giant Dreamwalker

Stone Giant Dreamwalker Huge giant (stone giant), chaotic neutral 10 5,900 xp

  • Armor class 18 ((natural armor))
  • Hit points 161 ((14d12 + 70))
  • Speed 40 ft.
  • STR23 (+6)
  • DEX14 (+2)
  • CON21 (+5)
  • INT10 (0)
  • WIS8 (-1)
  • CHA12 (+1)

Save Throws:Dex +6, Con +9, Wis +3

Skills:Athletics +14, Perception +3

Condition Immunities:charmed, frightened

Senses:darkvision 60 ft., passive Perception 13

Languages:Common, Giant

Challenge:10 (5,900 xp)

The surface of the world is an alien realm to stone giants: fluctuating, temporary, exposed to gusting wind and sudden rain. It is as wildly changeable as a dream, and that's how they regard it-as a dream. Nothing there is permanent, so nothing there is real. What happens on the surface doesn't matter. Promises and bargains made there needn't be honored. Life and even art hold less value there.

Dreamwalker's Charm An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn't incapacitated. On a failed save, the creature is charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, the creature is immune to this giant's Dreamwalker's Charm for 24 hours.

Actions

Multiattack The giant makes two attacks with its greatclub.
Greatclub Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Petrifying Touch The giant touches one Medium or smaller creature within 10 feet of it that is charmed by it. The target must make a DC 17 Constitution saving throw. On a failed save, the target is petrified, and the giant can adhere the target to its stony body. Greater restoration spells and other magic that can undo petrification have no effect on a petrified creature on the giant unless the giant is dead, in which case the magic works normally, freeing the petrified creature as well as ending the petrified condition on it.
Rock Ranged Weapon Attack: +10 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.

Legendary Actions


Storm Giant Quintessent

Storm Giant Quintessent Huge giant (storm giant), chaotic good 16 15,000 xp

  • Armor class 12
  • Hit points 230 ((20d12 + 100))
  • Speed 50 ft., fly 50 ft. (hover), swim 50 ft.
  • STR29 (+9)
  • DEX14 (+2)
  • CON20 (+5)
  • INT17 (+3)
  • WIS20 (+5)
  • CHA19 (+4)

Save Throws:Str +14, Con +10, Wis +10, Cha +9

Skills:Arcana +8, History +8, Perception +10

Damage Resistances:cold- bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities:lightning, thunder

Senses:truesight 60 ft., passive Perception 20

Languages:Common, Giant

Challenge:16 (15,000 xp)

To forestall the inevitable, some storm giants approaching the end of their natural life spans seek an escape from death. They plumb the depths of their powerful connection to the elements and disperse themselves into nature, literally transforming into semiconscious storms. The blizzard that rages unendingly around a mountain peak, the vortex that swirls around a remote island, or the thunderstorm that howls ceaselessly up and down a rugged coastline could, in fact, be the undying form of a storm giant clinging to existence.

Amphibious The giant can breathe air and water.

Actions

Multiattack The giant makes two Lightning Sword attacks or uses Wind Javelin twice.
Lightning Sword Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 40 (9d6 + 9) lightning damage.
Wind Javelin The giant coalesces wind into a javelin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and deals 19 (3d6 + 9) piercing damage to the target, striking unerringly. The javelin disappears after it hits.

Legendary Actions

Options The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The giant regains spent legendary actions at the start of its turn.
Gust The giant targets a creature it can see within 60 feet of it and creates a magical gust of wind around it. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in any horizontal direction the giant chooses.
Thunderbolt (2 Actions) The giant hurls a thunderbolt at a creature it can see within 600 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) thunder damage on a failed save, or half as much damage on a successful one.
One with the Storm (3 Actions) The giant vanishes, dispersing itself into the storm surrounding its lair. The giant can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location it chooses within its lair. While dispersed, the giant can't take any actions other than lair actions, and it can't be targeted by attacks, spells, or other effects. The giant can't use this ability outside its lair, nor can it use this ability if another creature is using a control weather spell or similar magic to quell the storm.

Options A storm giant quintessent can use lair actions in giant form and while transformed into a storm. On initiative count 20 (losing initiative ties), the giant can take a lair action to cause one of the following effects- the giant can't use the same effect two rounds in a row:
Thunderclap The giant creates a thunderclap centered on a point anywhere in its lair. Each creature within 20 feet of that point must succeed on a DC 18 Constitution saving throw or be deafened until the end of its next turn.
Fog The giant creates a 20-foot-radius sphere of fog (or murky water within water) centered on a point anywhere in its lair. The sphere spreads around corners, and its area is heavily obscured. The fog lasts until the giant disperses it (no action required), and it can't be dispersed by wind.
Wind The giant creates a 60-foot-long, 10-foot-wide line of strong wind (or strong current within water) originating from a point anywhere in its lair. Each creature in that line must succeed on a DC 18 Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in its area. Protected flames, such as those of lanterns, have a 50 percent chance of being extinguished.

Sea Spawn

Sea Spawn Medium humanoid, neutral evil 1 200 xp

  • Armor class 11 ((natural armor))
  • Hit points 32 ((5d8 + 10))
  • Speed 20 ft., swim 30 ft.
  • STR15 (+2)
  • DEX8 (-1)
  • CON15 (+2)
  • INT6 (-2)
  • WIS10 (0)
  • CHA8 (-1)

Senses:darkvision 120 ft., passive Perception 10

Languages:understands Aquan and Common but can't speak

Challenge:1 (200 xp)

Many of the stories sung as sea shanties and passed on as tales in dockside taverns tell of people lost to the sea-but not merely drowned and gone. These unfortunates are taken by the ocean and live on as sea spawn, haunting the waves like tortured reflections of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now breathe in water as well.

Limited Amphibiousness The sea spawn can breathe air and water, but needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating.

Actions

Multiattack The sea spawn makes three attacks: two unarmed strikes and one with its Piscine Anatomy.
Unarmed Strike Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Piscine Anatomy The sea spawn has one or more of the following attack options, provided it has the appropriate anatomy:
Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Poison Quills Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 3 (1d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be 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.
Tentacle Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12) if it is a Medium or smaller creature. Until this grapple ends, the sea spawn can't use this tentacle on another target.

Legendary Actions


Abjurer

Abjurer Medium humanoid (any race), any alignment 9 5,000 xp

  • Armor class 12 ((15 with mage armor))
  • Hit points 84 ((13d8 + 26))
  • Speed 30 ft.
  • STR9 (-1)
  • DEX14 (+2)
  • CON14 (+2)
  • INT18 (+4)
  • WIS12 (+1)
  • CHA11 (0)

Save Throws:Int +8, Wis +5

Skills:Arcana +8, History +8

Senses:passive Perception 11

Languages:any four languages

Challenge:9 (5,000 xp)

Abjurer

Spellcasting The abjurer is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The abjurer has the following wizard spells prepared:\rCantrips (at will): blade ward, dancing lights, mending, message, ray of frost \r1st level (4 slots): alarm, mage armor, magic missile, shield \r2nd level (3 slots): arcane lock, invisibility \r3rd level (3 slots): counterspell, dispel magic, fireball \r4th level (3 slots): banishment, stoneskin \r5th level (2 slots): cone of cold, wall of force \r6th level (1 slot): flesh to stone, globe of invulnerability \r7th level (1 slot): symbol, teleport
Abjuration The following are the Abjuration spells of 1st level or higher from the above list- alarm, mage armor, shield, arcane lock, counterspell, dispel magic, banishment, stoneskin, globe of invulnerability, symbol.
Arcane Ward The abjurer has a magical ward that has 30 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, the abjurer takes any remaining damage. When the abjurer casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Actions

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

Blade Ward - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: V, S\rDuration: 1 round\rRange: Self\rYou extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Dancing Lights - Cantrip (At will)
Mending - Cantrip (At will)
Message - Cantrip (At will)
Ray of Frost - Cantrip (At will)
Alarm - 1st level (4 slots)
Mage Armor - 1st level (4 slots) Level: 1\rCasting Time: 1 action\rComponents: V, S, M (a piece of cured leather)\rDuration: 8 hours\rRange: Touch\rYou touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Magic Missile - 1st level (4 slots)
Shield - 1st level (4 slots) Level: 1\rCasting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell\rComponents: V, S\rDuration: 1 round\rRange: Self\rAn invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Arcane Lock - 2nd level (3 slots)
Invisibility - 2nd level (3 slots)
Counterspell - 3rd level (3 slots)
Dispel Magic - 3rd level (3 slots)
Fireball - 3rd level (3 slots)
Banishment - 4th level (3 slots)
Stoneskin - 4th level (3 slots) Level: 4\rCasting Time: 1 action\rComponents: V, S, M (diamond dust worth 100 gp, which the spell consumes)\rDuration: Concentration, up to 1 hour\rRange: Touch\rThis spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
Cone of Cold - 5th level (2 slots)
Wall of Force - 5th level (2 slots) Level: 5\rCasting Time: 1 action\rComponents: V, S, M (a pinch of powder made by crushing a clear gemstone)\rDuration: Concentration, up to 10 minutes\rRange: 120 feet\rAn invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by- 10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
Globe of Invulnerability - 6th level (1 slot)
Symbol - 7th level (1 slot)
Teleport - 7th level (1 slot)

Legendary Actions


Apprentice Wizard

Apprentice Wizard Medium humanoid (any race), any alignment Sun Apr 01 2018 09:00:00 GMT+0200 (CEST) 50 xp

  • Armor class 10
  • Hit points 9 ((2d8))
  • Speed 30 ft.
  • STR10 (0)
  • DEX10 (0)
  • CON10 (0)
  • INT14 (+2)
  • WIS10 (0)
  • CHA11 (0)

Skills:Arcana +4, History +4

Senses:passive Perception 10

Languages:any one language (usually Common)

Challenge:Sun Apr 01 2018 09:00:00 GMT+0200 (CEST) (50 xp)

Apprentices are novice arcane spellcasters who serve more experienced wizards or attend school. They perform menial work such as cooking and cleaning in exchange for education in the ways of magic.

Spellcasting The apprentice is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared: \rCantrips (at will): fire bolt, mending, prestidigitation \r1st level (2 slots): burning hands, disguise self, shield

Actions

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

Fire Bolt - Cantrip (At will)
Mending - Cantrip (At will)
Prestidigitation - Cantrip (At will)
Burning Hands - 1st level (2 slots)
Disguise Self - 1st level (2 slots)
Shield - 1st level (2 slots) Level: 1\rCasting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell\rComponents: V, S\rDuration: 1 round\rRange: Self\rAn invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Legendary Actions


Archdruid

Archdruid Medium humanoid (any race), any alignment 12 8,400 xp

  • Armor class 16 ((hide armor, shield))
  • Hit points 132 ((24d8 + 24))
  • Speed 30 ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON12 (+1)
  • INT12 (+1)
  • WIS20 (+5)
  • CHA11 (0)

Save Throws:Int +5, Wis +9

Skills:Medicine +9, Nature +5, Perception +9

Senses:passive Perception 19

Languages:Druidic plus any two languages

Challenge:12 (8,400 xp)

Archdruid

Spellcasting The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared: \rCantrips (at will): druidcraft, mending, poison spray, produce flame \r1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals \r2nd level (3 slots): animal messenger, beast sense, hold person \r3rd level (3 slots): conjure animals, meld into stone, water breathing \r4th level (3 slots): dominate beast, locate creature, stoneskin, wall of fire \r5th level (3 slots): commune with nature, mass cure wounds, tree stride \r6th level (1 slot): heal, heroes' feast, sunbeam \r7th level (1 slot): fire storm \r8th level (1 slot): animal shapes \r9th level (1 slot): foresight

Actions

Scimitar Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Change Shape (2/Day) The archdruid magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls unconscious. The archdruid can revert to its true form using a bonus action on its turn. \rWhile in a new form, the archdruid retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form. \rThe new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.

Druidcraft - Cantrip (At will)
Mending - Cantrip (At will)
Poison Spray - Cantrip (At will)
Produce Flame - Cantrip (At will)
Cure Wounds - 1st level (4 slots)
Entangle - 1st level (4 slots)
Faerie Fire - 1st level (4 slots) Level: 1\rCasting Time: 1 action\rComponents: V\rDuration: Concentration, up to 1 minute\rRange: 60 feet\rEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a DC 17 Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Speak with Animals - 1st level (4 slots) Level: 1 (Ritual)\rCasting Time: 1 action\rComponents: V, S\rDuration: 10 minutes\rRange: Self\rYou gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
Animal Messenger - 2nd level (3 slots)
Beast Sense - 2nd level (3 slots) Level: 2 (Ritual)\rCasting Time: 1 action\rComponents: S\rDuration: Concentration, up to 1 hour\rRange: Touch\rYou touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
Hold Person - 2nd level (3 slots)
Conjure Animals - 3rd level (3 slots)
Water Breathing - 3rd level (3 slots) Level: 3 (Ritual)\rCasting Time: 1 action\rComponents: V, S, M (a short reed or piece of straw)\rDuration: 24 hours\rRange: 30 feet\rThis spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Dominate Beast - 4th level (3 slots)
Locate Creature - 4th level (3 slots)
Stoneskin - 4th level (3 slots) Level: 4\rCasting Time: 1 action\rComponents: V, S, M (diamond dust worth 100 gp, which the spell consumes)\rDuration: Concentration, up to 1 hour\rRange: Touch\rThis spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
Wall of Fire - 4th level (3 slots)
Commune with Nature - 5th level (3 slots)
Mass Cure Wounds - 5th level (3 slots)
Tree Stride - 5th level (3 slots) Level: 5\rCasting Time: 1 action\rComponents: V, S\rDuration: Concentration, up to 1 minute\rRange: Self\rYou gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. You can use this transportation ability once per round for the duration. You must end each turn outside a tree.
Heal - 6th level (1 slot)
Heroes' Feast - 6th level (1 slot)
Sunbeam - 6th level (1 slot)
Fire Storm - 7th level (1 slot)
Animal Shapes - 8th level (1 slot)
Foresight - 9th level (1 slot)

Legendary Actions


Archer

Archer Medium humanoid (any race), any alignment 3 700 xp

  • Armor class 16 ((studded leather))
  • Hit points 75 ((10d8 + 30))
  • Speed 30 ft.
  • STR11 (0)
  • DEX18 (+4)
  • CON16 (+3)
  • INT11 (0)
  • WIS13 (+1)
  • CHA10 (0)

Skills:Acrobatics +6, Perception +5

Senses:passive Perception 15

Languages:any one language (usually Common)

Challenge:3 (700 xp)

Archers defend castles, hunt wild game on the fringes of civilization, serve as artillery in military units, and occasionally make good coin as brigands or caravan guards.

Archer's Eye (3/Day) As a bonus action, the archer can add 1d10 to its next attack or damage roll with a longbow or shortbow.

Actions

Multiattack The archer makes two attacks with its longbow.
Shortsword Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Longbow Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Legendary Actions


Bard

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

  • Armor class 15 ((chain shirt))
  • Hit points 44 ((8d8 + 8))
  • Speed 30 ft.
  • STR11 (0)
  • DEX14 (+2)
  • CON12 (+1)
  • INT10 (0)
  • WIS13 (+1)
  • CHA14 (+2)

Save Throws:Dex +4, Wis +3

Skills:Acrobatics +4, Perception +5, Performance +6

Senses:passive Perception 15

Languages:any two languages

Challenge:2 (450 xp)

Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries, and wealthy patrons.

Spellcasting The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared: \rCantrips (at will): friends, mage hand, vicious mockery \r1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave \r2nd level (3 slots): invisibility, shatter
Song of Rest The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well.
Taunt (2/Day) The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn.

Actions

Shortsword Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Friends - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: S, M (a small amount of makeup applied to the face as this spell is cast)\rDuration: Concentration, up to 1 minute\rRange: Self\rFor the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
Mage Hand - Cantrip (At will)
Vicious Mockery - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: V\rDuration: Instantaneous\rRange: 60 feet\rYou unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a DC 12 Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Charm Person - 1st level (4 slots)
Healing Word - 1st level (4 slots)
Heroism - 1st level (4 slots)
Sleep - 1st level (4 slots)
Thunderwave - 1st level (4 slots)
Invisibility - 2nd level (3 slots)
Shatter - 2nd level (3 slots)

Legendary Actions


Blackguard

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

  • Armor class 18 ((plate))
  • Hit points 153 ((18d8 + 72))
  • Speed 30 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON18 (+4)
  • INT11 (0)
  • WIS14 (+2)
  • CHA15 (+2)

Save Throws:Wis +5, Cha +5

Skills:Athletics +7, Deception +5, Intimidation +5

Senses:passive Perception 12

Languages:any one language (usually Common)

Challenge:8 (3,900 xp)

Spellcasting The blackguard is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following paladin spells prepared: \r1st level (4 slots): command, protection from evil and good, thunderous smite \r2nd level (3 slots): branding smite, find steed \r3rd level (2 slots): blinding smite, dispel magic

Actions

Multiattack The blackguard makes three attacks with its glaive or its shortbow.
Glaive Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage.
Shortbow Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Dreadful Aspect (Recharges after a Short or Long Rest) The blackguard exudes magical menace. Each enemy within 30 feet of the blackguard must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 30 feet away from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success.

Command - 1st level (4 slots)
Protection from Evil and Good - 1st level (4 slots)
Thunderous Smite - 1st level (4 slots) Level: 1\rCasting Time: 1 bonus action\rComponents: V\rDuration: Concentration, up to 1 minute\rRange: Self\rThe first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a DC 13 Strength saving throw or be pushed 10 feet away from you and knocked prone.
Branding Smite - 2nd level (3 slots)
Find Steed - 2nd level (3 slots)
Blinding Smite - 3rd level (2 slots)
Dispel Magic - 3rd level (2 slots)

Legendary Actions


Booyahg Booyahg Booyahg

Booyahg Booyahg Booyahg 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:Darkvision 60 ft., 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:\rCantrips (at will): fire bolt, light, mage hand, prestidigitation \r1st level (4 slots): detect magic, mage armor, magic missile, shield\r2nd level (3 slots): misty step, suggestion \r3rd level (3 slots): counterspell, fireball, fly \r4th level (3 slots): greater invisibility, ice storm \r5th level (1 slot): cone of cold
Nimble Escape The booyahg can take the Disengage or Hide action as a bonus action on each of its turns.

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.

Fire Bolt - Cantrip (At will)
Light - Cantrip (At will)
Mage Hand - Cantrip (At will)
Prestidigitation - Cantrip (At will)
Detect Magic - 1st level (4 slots)
Mage Armor - 1st level (4 slots) Level: 1\rCasting Time: 1 action\rComponents: V, S, M (a piece of cured leather)\rDuration: 8 hours\rRange: Touch\rYou touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Magic Missile - 1st level (4 slots)
Shield - 1st level (4 slots) Level: 1\rCasting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell\rComponents: V, S\rDuration: 1 round\rRange: Self\rAn invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Misty Step - 2nd level (3 slots) Level: 2\rCasting Time: 1 bonus action\rComponents: V\rDuration: Instantaneous\rRange: Self\rBriefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Suggestion - 2nd level (3 slots)
Counterspell - 3rd level (3 slots)
Fireball - 3rd level (3 slots)
Fly - 3rd level (3 slots)
Greater Invisibility - 4th level (3 slots) Level: 4\rCasting Time: 1 action\rComponents: V, S\rDuration: Concentration, up to 1 minute\rRange: Touch\rYou or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.
Ice Storm - 4th level (3 slots)
Cone of Cold - 5th level (1 slot)

Legendary Actions


Booyahg Slave

Booyahg Slave Medium humanoid (any race), any alignment 4 1,100 xp

  • Armor class 11 ((14 with mage armor))
  • Hit points 49 ((11d8))
  • Speed 30 ft.
  • STR9 (-1)
  • DEX13 (+1)
  • CON11 (0)
  • INT11 (0)
  • WIS12 (+1)
  • CHA18 (+4)

Save Throws:Wis +3, Cha +6

Skills:Arcana +2, Deception +6, Nature +2, Persuasion +6

Condition Immunities:charmed

Senses:Darkvision 60ft.,passive Perception 11

Languages:any two languages (usually Sylvan)

Challenge:4 (1,100 xp)

Innate Spellcasting The Booyahg's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:\rAt will: disguise self, mage armor (self only), silent image, speak with animals \r1/day: conjure fey
Spellcasting The booyahg is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \rCantrips (at will): dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery \r5th level (3 slots): blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep
Nimble Escape The booyahg can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Misty Escape (Recharges after a Short or Long Rest) In response to taking damage, the warlock turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.
Dagger Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Or Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Disguise Self (At will)
Mage Armor (At will) Level: 1\rCasting Time: 1 action\rComponents: V, S, M (a piece of cured leather)\rDuration: 8 hours\rRange: Touch\rYou touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Silent Image (At will)
Speak with Animals (At will) Level: 1 (Ritual)\rCasting Time: 1 action\rComponents: V, S\rDuration: 10 minutes\rRange: Self\rYou gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
Conjure Fey (1/day)

Dancing Lights - Cantrip (At will)
Eldritch Blast - Cantrip (At will)
Friends - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: S, M (a small amount of makeup applied to the face as this spell is cast)\rDuration: Concentration, up to 1 minute\rRange: Self\rFor the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
Mage Hand - Cantrip (At will)
Minor Illusion - Cantrip (At will)
Prestidigitation - Cantrip (At will)
Vicious Mockery - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: V\rDuration: Instantaneous\rRange: 60 feet\rYou unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a DC 14 Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Blink - 5th level (3 slots)
Charm Person - 5th level (3 slots)
Dimension Door - 5th level (3 slots)
Dominate Beast - 5th level (3 slots)
Faerie Fire - 5th level (3 slots) Level: 1\rCasting Time: 1 action\rComponents: V\rDuration: Concentration, up to 1 minute\rRange: 60 feet\rEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a DC 14 Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Fear - 5th level (3 slots)
Hold Monster - 5th level (3 slots)
Misty Step - 5th level (3 slots) Level: 2\rCasting Time: 1 bonus action\rComponents: V\rDuration: Instantaneous\rRange: Self\rBriefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Phantasmal Force - 5th level (3 slots)
Seeming - 5th level (3 slots)
Sleep - 5th level (3 slots)

Legendary Actions


Champion

Champion Medium humanoid (any race), any alignment 9 5,000 xp

  • Armor class 18 ((plate))
  • Hit points 143 ((22d8 + 44))
  • Speed 30 ft.
  • STR20 (+5)
  • DEX15 (+2)
  • CON14 (+2)
  • INT10 (0)
  • WIS14 (+2)
  • CHA12 (+1)

Save Throws:Str +9, Con +6

Skills:Athletics +9, Intimidation +5, Perception +6

Senses:passive Perception 16

Languages:any one language (usually Common)

Challenge:9 (5,000 xp)

Champions are mighty warriors who honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and their presence is courted as a sign of status among rulers.

Indomitable (2/Day) The champion rerolls a failed saving throw.
Second Wind (Recharges after a Short or Long Rest) As a bonus action, the champion can regain 20 hit points.

Actions

Multiattack The champion makes three attacks with its greatsword or its shortbow.
Greatsword Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.
Shortbow Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining.

Legendary Actions


Conjurer

Conjurer 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 conjurer is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The conjurer has the following wizard spells prepared: \rCantrips (at will): acid splash, mage hand, poison spray, prestidigitation \r1st level (4 slots): mage armor, magic missile, unseen servant \r2nd level (3 slots): cloud of daggers, misty step, web \r3rd level (3 slots): fireball, stinking cloud \r4th level (3 slots): Evard's black tentacles, stoneskin \r5th level (2 slots): cloudkill, conjure elemental
Conjuration spells The conjuration spells in the above list are as follows: acid splash, mage hand, poison spray, prestidigitation unseen servant, cloud of daggers, misty step, web, stinking cloud, Evard's black tentacles, cloudkill, conjure elemental
Benign Transportation (Recharges after the Conjurer Casts a Conjuration Spell of 1st Level or Higher) As a bonus action, the conjurer teleports up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places.

Actions

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

Acid Splash - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: V, S\rDuration: Instantaneous\rRange: 60 feet\rYou hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a DC 14 Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Mage Hand - Cantrip (At will)
Poison Spray - Cantrip (At will)
Prestidigitation - Cantrip (At will)
Mage Armor - 1st level (4 slots) Level: 1\rCasting Time: 1 action\rComponents: V, S, M (a piece of cured leather)\rDuration: 8 hours\rRange: Touch\rYou touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Magic Missile - 1st level (4 slots)
Unseen Servant - 1st level (4 slots)
Cloud of Daggers - 2nd level (3 slots)
Misty Step - 2nd level (3 slots) Level: 2\rCasting Time: 1 bonus action\rComponents: V\rDuration: Instantaneous\rRange: Self\rBriefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Web - 2nd level (3 slots)
Fireball - 3rd level (3 slots)
Stinking Cloud - 3rd level (3 slots)
Evard's Black Tentacles - 4th level (3 slots)
Stoneskin - 4th level (3 slots) Level: 4\rCasting Time: 1 action\rComponents: V, S, M (diamond dust worth 100 gp, which the spell consumes)\rDuration: Concentration, up to 1 hour\rRange: Touch\rThis spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
Cloudkill - 5th level (2 slots)
Conjure Elemental - 5th level (2 slots)

Legendary Actions


Diviner

Diviner Medium humanoid (any race), any alignment 8 3,900 xp

  • Armor class 12 ((15 with mage armor))
  • Hit points 67 ((15d8))
  • Speed 30 ft.
  • STR9 (-1)
  • DEX14 (+2)
  • CON11 (0)
  • INT18 (+4)
  • WIS12 (+1)
  • CHA11 (0)

Save Throws:Int +7, Wis +4

Skills:Arcana +7, History +7

Senses:passive Perception 11

Languages:any four languages

Challenge:8 (3,900 xp)

Spellcasting The diviner is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The diviner has the following wizard spells prepared: \rCantrips (at will): fire bolt, light, mage hand, message, true strike \r1st level (4 slots): detect magic, feather fall, mage armor \r2nd level (3 slots): detect thoughts, locate object, scorching ray \r3rd level (3 slots): clairvoyance, fly, fireball \r4th level (3 slots): arcane eye, ice storm, stoneskin \r5th level (2 slots): Rary's telepathic bond, scrying\r6th level (1 slot): mass suggestion, true seeing \r7th level (1 slot): delayed blast fireball, teleport \r8th level (1 slot): maze
Divination Spells Divination spells in the above list are: detect magic, detect thoughts, locate object, clairvoyance, arcane eye, Rary's telepathic bond, scrying, true seeing
Portent (Recharges after the Diviner Casts a Divination Spell of 1st Level or Higher) When the diviner or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check.

Actions

Quarterstaff 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.

Fire Bolt - Cantrip (At will)
Light - Cantrip (At will)
Mage Hand - Cantrip (At will)
Message - Cantrip (At will)
True Strike - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: S\rDuration: Concentration, up to 1 round\rRange: 30 feet\rYou extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
Detect Magic - 1st level (4 slots)
Feather Fall - 1st level (4 slots) Level: 1\rCasting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls\rComponents: V, M (a small feather or piece of down)\rDuration: 1 minute\rRange: 60 feet\rChoose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Mage Armor - 1st level (4 slots) Level: 1\rCasting Time: 1 action\rComponents: V, S, M (a piece of cured leather)\rDuration: 8 hours\rRange: Touch\rYou touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Detect Thoughts - 2nd level (3 slots)
Locate Object - 2nd level (3 slots)
Scorching Ray - 2nd level (3 slots)
Clairvoyance - 3rd level (3 slots)
Fly - 3rd level (3 slots)
Fireball - 3rd level (3 slots)
Arcane Eye - 4th level (3 slots)
Ice Storm - 4th level (3 slots)
Stoneskin - 4th level (3 slots) Level: 4\rCasting Time: 1 action\rComponents: V, S, M (diamond dust worth 100 gp, which the spell consumes)\rDuration: Concentration, up to 1 hour\rRange: Touch\rThis spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
Rary's Telepathic Bond - 5th level (2 slots)
Scrying - 5th level (2 slots)
Mass Suggestion - 6th level (1 slot)
True Seeing - 6th level (1 slot) Level: 6\rCasting Time: 1 action\rComponents: V, S, M (an ointment for the eyes that costs 25 gp- is made from mushroom powder, saffron, and fat- and is consumed by the spell)\rDuration: 1 hour\rRange: Touch\rThis spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
Delayed Blast Fireball - 7th level (1 slot)
Teleport - 7th level (1 slot)
Maze - 8th level (1 slot)

Legendary Actions


Enchanter

Enchanter Medium humanoid (any race), any alignment 5 1,800 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:5 (1,800 xp)

Spellcasting The enchanter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The enchanter has the following wizard spells prepared: \rCantrips (at will): friends, mage hand, mending, message \r1st level (4 slots): charm person, mage armor, magic missile \r2nd level (3 slots): hold person, invisibility, suggestion \r3rd level (3 slots): fireball, haste, tongues \r4th level (3 slots): dominate beast, stoneskin \r5th level (2 slots): hold monster
Enchantment spells These are the enchantment spells in the above list: charm person, hold person, suggestion, dominate beast, hold monster

Actions

Instinctive Charm (Recharges after the Enchanter Casts an Enchantment Spell of 1st Level or Higher) The enchanter tries to magically divert an attack made against it, provided that the attacker is within 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses. \rThe attacker must make a DC 14 Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than the enchanter or itself. If multiple creatures are closest, the attacker chooses which one to target.
Quarterstaff 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.

Friends - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: S, M (a small amount of makeup applied to the face as this spell is cast)\rDuration: Concentration, up to 1 minute\rRange: Self\rFor the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
Mage Hand - Cantrip (At will)
Mending - Cantrip (At will)
Message - Cantrip (At will)
Charm Person - 1st level (4 slots)
Mage Armor - 1st level (4 slots) Level: 1\rCasting Time: 1 action\rComponents: V, S, M (a piece of cured leather)\rDuration: 8 hours\rRange: Touch\rYou touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Magic Missile - 1st level (4 slots)
Hold Person - 2nd level (3 slots)
Invisibility - 2nd level (3 slots)
Suggestion - 2nd level (3 slots)
Fireball - 3rd level (3 slots)
Haste - 3rd level (3 slots)
Tongues - 3rd level (3 slots) Level: 3\rCasting Time: 1 action\rComponents: V, M (a small clay model of a ziggurat)\rDuration: 1 hour\rRange: Touch\rThis spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
Dominate Beast - 4th level (3 slots)
Stoneskin - 4th level (3 slots) Level: 4\rCasting Time: 1 action\rComponents: V, S, M (diamond dust worth 100 gp, which the spell consumes)\rDuration: Concentration, up to 1 hour\rRange: Touch\rThis spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
Hold Monster - 5th level (2 slots)

Legendary Actions


Evoker

Evoker Medium humanoid (any race), any alignment 9 5,000 xp

  • Armor class 12 ((15 with mage armor))
  • Hit points 66 ((12d8 + 12))
  • Speed 30 ft.
  • STR9 (-1)
  • DEX14 (+2)
  • CON12 (+1)
  • INT17 (+3)
  • WIS12 (+1)
  • CHA11 (0)

Save Throws:Int +7, Wis +5

Skills:Arcana +7, History +7

Senses:passive Perception 11

Languages:any four languages

Challenge:9 (5,000 xp)

Spellcasting The evoker is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The evoker has the following wizard spells prepared: \rCantrips (at will): fire bolt, light, prestidigitation, ray of frost \r1st level (4 slots): burning hands, mage armor, magic missile \r2nd level (3 slots): mirror image, misty step, shatter \r3rd level (3 slots): counterspell, fireball, lightning bolt \r4th level (3 slots): ice storm, stoneskin \r5th level (2 slots): Bigby's hand, cone of cold \r6th level (1 slot): chain lightning, wall of ice
Evocation spell The following are evocation spells in the above list: fire bolt, light, ray of frost, burning hands, magic missile, shatter, fireball, lightning bolt, ice storm, Bigby's hand, cone of cold, chain lightning, wall of ice.
Sculpt Spells When the evoker casts an evocation spell that forces other creatures it can see to make a saving throw, it can choose a number of them equal to 1 + the spell's level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it.

Actions

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

Fire Bolt - Cantrip (At will)
Light - Cantrip (At will)
Prestidigitation - Cantrip (At will)
Ray of Frost - Cantrip (At will)
Burning Hands - 1st level (4 slots)
Mage Armor - 1st level (4 slots) Level: 1\rCasting Time: 1 action\rComponents: V, S, M (a piece of cured leather)\rDuration: 8 hours\rRange: Touch\rYou touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Magic Missile - 1st level (4 slots)
Mirror Image - 2nd level (3 slots)
Misty Step - 2nd level (3 slots) Level: 2\rCasting Time: 1 bonus action\rComponents: V\rDuration: Instantaneous\rRange: Self\rBriefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Shatter - 2nd level (3 slots)
Counterspell - 3rd level (3 slots)
Fireball - 3rd level (3 slots)
Lightning Bolt - 3rd level (3 slots)
Ice Storm - 4th level (3 slots)
Stoneskin - 4th level (3 slots) Level: 4\rCasting Time: 1 action\rComponents: V, S, M (diamond dust worth 100 gp, which the spell consumes)\rDuration: Concentration, up to 1 hour\rRange: Touch\rThis spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
Bigby's Hand - 5th level (2 slots)
Cone of Cold - 5th level (2 slots)
Chain Lightning - 6th level (1 slot)
Wall of Ice - 6th level (1 slot)

Legendary Actions


Illusionist

Illusionist Medium humanoid (any race), any alignment 3 700 xp

  • Armor class 12 ((15 with mage armor))
  • Hit points 38 ((7d8 + 7))
  • Speed 30 ft.
  • STR9 (-1)
  • DEX14 (+2)
  • CON13 (+1)
  • INT16 (+3)
  • WIS11 (0)
  • CHA12 (+1)

Save Throws:Int +5, Wis +2

Skills:Arcana +5, History +5

Senses:passive Perception 10

Languages:any four languages

Challenge:3 (700 xp)

Spellcasting The illusionist is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The illusionist has the following wizard spells prepared: \rCantrips (at will): dancing lights, mage hand, minor illusion, poison spray \r1st level (4 slots): color spray, disguise self, mage armor, magic missile \r2nd level (3 slots): invisibility, mirror image, phantasmal force \r3rd level (3 slots): major image, phantom steed \r4th level (1 slot): phantasmal killer
Illusion spells The following are the illusion spells in the above list: color spray, disguise self, invisibility, mirror image, phantasmal force, major image, phantom steed, phantasmal killer.
Displacement (Recharges after the Illusionist Casts an Illusion Spell of 1st Level or Higher) As a bonus action, the illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect ends if the illusionist takes damage, it is incapacitated, or its speed becomes 0.

Actions

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

Dancing Lights - Cantrip (At will)
Mage Hand - Cantrip (At will)
Minor Illusion - Cantrip (At will)
Poison Spray - Cantrip (At will)
Color Spray - 1st level (4 slots)
Disguise Self - 1st level (4 slots)
Mage Armor - 1st level (4 slots) Level: 1\rCasting Time: 1 action\rComponents: V, S, M (a piece of cured leather)\rDuration: 8 hours\rRange: Touch\rYou touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Magic Missile - 1st level (4 slots)
Invisibility - 2nd level (3 slots)
Mirror Image - 2nd level (3 slots)
Phantasmal Force - 2nd level (3 slots)
Major Image - 3rd level (3 slots)
Phantom Steed - 3rd level (3 slots)
Phantasmal Killer - 4th level (1 slot)

Legendary Actions


Kraken Priest

Kraken Priest Medium humanoid (any race), any evil alignment 5 1,800 xp

  • Armor class 10
  • Hit points 75 ((10d8 + 30))
  • Speed 30 ft., swim 30 ft.
  • STR12 (+1)
  • DEX10 (0)
  • CON16 (+3)
  • INT10 (0)
  • WIS15 (+2)
  • CHA14 (+2)

Skills:Perception +5

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

Senses:passive Perception 15

Languages:any two languages

Challenge:5 (1,800 xp)

A kraken can seem godlike to folk who have witnessed its fury. Those who mistake its might for divine power and those who seek to appease the monster through veneration are sometimes rewarded with power, to serve thereafter as kraken priests.

Amphibious The priest can breathe air and water.
Innate Spellcasting The priest's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: \rAt will: command, create or destroy water \r3/day each: control water, darkness, water breathing, water walk \r1/day each: call lightning, Evard's black tentacles

Actions

Thunderous Touch Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 27 (5d10) thunder damage.
Voice of the Kraken (Recharges after a Short or Long Rest) A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest's choice that can hear the kraken's words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Command (At will)
Create or Destroy Water (At will)
Control Water (3/day)
Darkness (3/day)
Water Breathing (3/day) Level: 3 (Ritual)\rCasting Time: 1 action\rComponents: V, S, M (a short reed or piece of straw)\rDuration: 24 hours\rRange: 30 feet\rThis spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Water Walk (3/day)
Call Lightning (1/day)
Evard's Black Tentacles (1/day)

Legendary Actions


Martial Arts Adept

Martial Arts Adept Medium humanoid (any race), any alignment 3 700 xp

  • Armor class 16
  • Hit points 60 ((11d8 + 11))
  • Speed 40 ft.
  • STR11 (0)
  • DEX17 (+3)
  • CON13 (+1)
  • INT11 (0)
  • WIS16 (+3)
  • CHA10 (0)

Skills:Acrobatics +5, Insight +5, Stealth +5

Senses:passive Perception 13

Languages:any one language (usually Common)

Challenge:3 (700 xp)

Unarmored Defense While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Deflect Missile In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10 + 3. If the damage is reduced to 0, the adept catches the missile if it's small enough to hold in one hand and the adept has a hand free.
Multiattack The adept makes three unarmed strikes or three dart attacks.
Unarmed Strike Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects:\r> The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept's choice).\r> The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.\r> The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept's next turn.
Dart Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Legendary Actions


Master Thief

Master Thief Medium humanoid (any race), any alignment 5 1,800 xp

  • Armor class 16 ((studded leather))
  • Hit points 84 ((13d8 + 26))
  • Speed 30 ft.
  • STR11 (0)
  • DEX18 (+4)
  • CON14 (+2)
  • INT11 (0)
  • WIS11 (0)
  • CHA12 (+1)

Save Throws:Dex +7, Int +3

Skills:Acrobatics +7, Athletics +3, Perception +3, Sleight of Hand +7, Stealth +7

Senses:passive Perception 13

Languages:any one language (usually Common) plus thieves' cant

Challenge:5 (1,800 xp)

Cunning Action On each of its turns, the thief can use a bonus action to take the Dash, Disengage, or Hide action.
Evasion If the thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack (1/Turn) The thief deals an extra 14 (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 feet of an ally of the thief that isn't incapacitated and the thief doesn't have disadvantage on the attack roll.

Actions

Uncanny Dodge The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker.
Multiattack The thief makes three attacks with its shortsword.
Shortsword Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Light Crossbow Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Legendary Actions


Necromancer

Necromancer Medium humanoid (any race), any alignment 9 5,000 xp

  • Armor class 12 ((15 with mage armor))
  • Hit points 66 ((12d8 + 12))
  • Speed 30 ft.
  • STR9 (-1)
  • DEX14 (+2)
  • CON12 (+1)
  • INT17 (+3)
  • WIS12 (+1)
  • CHA11 (0)

Save Throws:Int +7, Wis +5

Skills:Arcana +7, History +7

Damage Resistances:necrotic

Senses:passive Perception 11

Languages:any four languages

Challenge:9 (5,000 xp)

Spellcasting The necromancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The necromancer has the following wizard spells prepared:\rCantrips (at will): chill touch, dancing lights, mage hand, mending \r1st level (4 slots): false life, mage armor, ray of sickness \r2nd level (3 slots): blindness/deafness, ray of enfeeblement, web \r3rd level (3 slots): animate dead, bestow curse, vampiric touch \r4th level (3 slots): blight, dimension door, stoneskin \r5th level (2 slots): Bigby's hand, cloudkill \r6th level (1 slot): circle of death
Necromancy spell The following spells are necromancy spells from the above list:false life, ray of sickness, blindness/deafness, ray of enfeeblement, animate dead, bestow curse, vampiric touch, blight, circle of death.
Grim Harvest (1/Turn) When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell's level, or three times if it is a necromancy spell.

Actions

Withering Touch Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage.

Chill Touch - Cantrip (At will)
Dancing Lights - Cantrip (At will)
Mage Hand - Cantrip (At will)
Mending - Cantrip (At will)
False Life - 1st level (4 slots)
Mage Armor - 1st level (4 slots) Level: 1\rCasting Time: 1 action\rComponents: V, S, M (a piece of cured leather)\rDuration: 8 hours\rRange: Touch\rYou touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Ray of Sickness - 1st level (4 slots)
Blindness/Deafness - 2nd level (3 slots)
Ray of Enfeeblement - 2nd level (3 slots)
Web - 2nd level (3 slots)
Animate Dead - 3rd level (3 slots)
Bestow Curse - 3rd level (3 slots)
Vampiric Touch - 3rd level (3 slots)
Blight - 4th level (3 slots)
Dimension Door - 4th level (3 slots)
Stoneskin - 4th level (3 slots) Level: 4\rCasting Time: 1 action\rComponents: V, S, M (diamond dust worth 100 gp, which the spell consumes)\rDuration: Concentration, up to 1 hour\rRange: Touch\rThis spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
Bigby's Hand - 5th level (2 slots)
Cloudkill - 5th level (2 slots)
Circle of Death - 6th level (1 slot)

Legendary Actions


Swashbuckler

Swashbuckler Medium humanoid (any race), any non-lawful alignment 3 700 xp

  • Armor class 17 ((leather armor))
  • Hit points 66 ((12d8 + 12))
  • Speed 30 ft.
  • STR12 (+1)
  • DEX18 (+4)
  • CON12 (+1)
  • INT14 (+2)
  • WIS11 (0)
  • CHA15 (+2)

Skills:Acrobatics +8, Athletics +5, Persuasion +6

Senses:passive Perception 10

Languages:any one language (usually Common)

Challenge:3 (700 xp)

Swashbucklers are charming ne'er-do-wells who live by their own codes of honor. They crave notoriety, often indulge in romantic trysts, and eke out livings as pirates and corsairs, rarely staying in one place for too long.

Lightfooted The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.
Suave Defense While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.

Actions

Multiattack The swashbuckler makes three attacks: one with a dagger and two with its rapier.
Dagger Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Or Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Rapier Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Legendary Actions


Transmuter

Transmuter Medium humanoid (any race), any alignment 5 1,800 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:5 (1,800 xp)

Spellcasting The transmuter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The transmuter has the following wizard spells prepared: \rCantrips (at will): light, mending, prestidigitation, ray of frost \r1st level (4 slots): chromatic orb, expeditious retreat, mage armor \r2nd level (3 slots): alter self, hold person, knock \r3rd level (3 slots): blink, fireball, slow \r4th level (3 slots): polymorph, stoneskin \r5th level (1 slot): telekinesis
Transmutation spells The transmutation spells in the above list are as follows: expeditious retreat, alter self, knock, blink, slow, polymorph, telekinesis.
Transmuter's Stone The transmuter carries a magic stone it crafted that grants its bearer one of the following effects:\r> Darkvision out to a range of 60 feet \> An extra 10 feet of speed while the bearer is unencumbered \r> Proficiency with Constitution saving throws \r> Resistance to acid, cold, fire, lightning, or thunder damage (transmuter's choice whenever the transmuter chooses this benefit)\rIf the transmuter has the stone and casts a transmutation spell of 1st level or higher, it can change the effect of the stone.

Actions

Quarterstaff 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.

Light - Cantrip (At will)
Mending - Cantrip (At will)
Prestidigitation - Cantrip (At will)
Ray of Frost - Cantrip (At will)
Expeditious Retreat - 1st level (4 slots)
Mage Armor - 1st level (4 slots) Level: 1\rCasting Time: 1 action\rComponents: V, S, M (a piece of cured leather)\rDuration: 8 hours\rRange: Touch\rYou touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Alter Self - 2nd level (3 slots)
Hold Person - 2nd level (3 slots)
Knock - 2nd level (3 slots)
Blink - 3rd level (3 slots)
Fireball - 3rd level (3 slots)
Slow - 3rd level (3 slots)
Polymorph - 4th level (3 slots)
Stoneskin - 4th level (3 slots) Level: 4\rCasting Time: 1 action\rComponents: V, S, M (diamond dust worth 100 gp, which the spell consumes)\rDuration: Concentration, up to 1 hour\rRange: Touch\rThis spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
Telekinesis - 5th level (1 slot)

Legendary Actions


War Priest

War Priest Medium humanoid (any race), any alignment 9 5,000 xp

  • Armor class 18 ((plate))
  • Hit points 117 ((18d8 + 36))
  • Speed 30 ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON14 (+2)
  • INT11 (0)
  • WIS17 (+3)
  • CHA13 (+1)

Save Throws:Con +6, Wis +7

Skills:Intimidation +5, Religion +4

Senses:passive Perception 13

Languages:any two languages

Challenge:9 (5,000 xp)

Spellcasting The priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared: \rCantrips (at will): light, mending, sacred flame, spare the dying \r1st level (4 slots): divine favor, guiding bolt, healing word, shield of faith \r2nd level (3 slots): lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon \r3rd level (3 slots): beacon of hope, crusader's mantle, dispel magic, revivify, spirit guardians, water walk \r4th level (3 slots): banishment, freedom of movement, guardian of faith, stoneskin \r5th level (1 slot): flame strike, mass cure wounds, hold monster

Actions

Guided Strike (Recharges after a Short or Long Rest) The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses.
Multiattack The priest makes two melee attacks.
Maul Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Light - Cantrip (At will)
Mending - Cantrip (At will)
Sacred Flame - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: V, S\rDuration: Instantaneous\rRange: 60 feet\rFlame-like radiance descends on a creature that you can see within range. The target must succeed on a DC 15 Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Spare the Dying - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: V, S\rDuration: Instantaneous\rRange: Touch\rYou touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Divine Favor - 1st level (4 slots) Level: 1\rCasting Time: 1 bonus action\rComponents: V, S\rDuration: Concentration, up to 1 minute\rRange: Self\rYour prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
Guiding Bolt - 1st level (4 slots)
Healing Word - 1st level (4 slots)
Shield of Faith - 1st level (4 slots) Level: 1\rCasting Time: 1 bonus action\rComponents: V, S, M (a small parchment with a bit of holy text written on it)\rDuration: Concentration, up to 10 minutes\rRange: 60 feet\rA shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Lesser Restoration - 2nd level (3 slots) Level: 2\rCasting Time: 1 action\rComponents: V, S\rDuration: Instantaneous\rRange: Touch\rYou touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Magic Weapon - 2nd level (3 slots)
Prayer of Healing - 2nd level (3 slots)
Silence - 2nd level (3 slots)
Spiritual Weapon - 2nd level (3 slots)
Beacon of Hope - 3rd level (3 slots) Level: 3\rCasting Time: 1 action\rComponents: V, S\rDuration: Concentration, up to 1 minute\rRange: 30 feet\rThis spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
Crusader's Mantle - 3rd level (3 slots) Level: 3\rCasting Time: 1 action\rComponents: V\rDuration: Concentration, up to 1 minute\rRange: Self\rHoly power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.
Dispel Magic - 3rd level (3 slots)
Revivify - 3rd level (3 slots) Level: 3\rCasting Time: 1 action\rComponents: V, S, M (diamonds worth 300 gp, which the spell consumes)\rDuration: Instantaneous\rRange: Touch\rYou touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
Spirit Guardians - 3rd level (3 slots)
Water Walk - 3rd level (3 slots)
Banishment - 4th level (3 slots)
Freedom of Movement - 4th level (3 slots)
Guardian of Faith - 4th level (3 slots)
Stoneskin - 4th level (3 slots) Level: 4\rCasting Time: 1 action\rComponents: V, S, M (diamond dust worth 100 gp, which the spell consumes)\rDuration: Concentration, up to 1 hour\rRange: Touch\rThis spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
Flame Strike - 5th level (1 slot)
Mass Cure Wounds - 5th level (1 slot)
Hold Monster - 5th level (1 slot)

Legendary Actions


Warlock of the Archfey

Warlock of the Archfey Medium humanoid (any race), any alignment 4 1,100 xp

  • Armor class 11 ((14 with mage armor))
  • Hit points 49 ((11d8))
  • Speed 30 ft.
  • STR9 (-1)
  • DEX13 (+1)
  • CON11 (0)
  • INT11 (0)
  • WIS12 (+1)
  • CHA18 (+4)

Save Throws:Wis +3, Cha +6

Skills:Arcana +2, Deception +6, Nature +2, Persuasion +6

Condition Immunities:charmed

Senses:passive Perception 11

Languages:any two languages (usually Sylvan)

Challenge:4 (1,100 xp)

Warlocks of the archfey gain their powers through magical pacts forged with lords of the Feywild. These warlocks commonly associate with lesser fey creatures such as boggles, quicklings, redcaps, satyrs, and sprites.

Innate Spellcasting The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:\rAt will: disguise self, mage armor (self only), silent image, speak with animals \r1/day: conjure fey
Spellcasting The warlock is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \rCantrips (at will): dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery \r5th level (3 slots): blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep

Actions

Misty Escape (Recharges after a Short or Long Rest) In response to taking damage, the warlock turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.
Dagger Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Or Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Disguise Self (At will)
Mage Armor (At will) Level: 1\rCasting Time: 1 action\rComponents: V, S, M (a piece of cured leather)\rDuration: 8 hours\rRange: Touch\rYou touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Silent Image (At will)
Speak with Animals (At will) Level: 1 (Ritual)\rCasting Time: 1 action\rComponents: V, S\rDuration: 10 minutes\rRange: Self\rYou gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
Conjure Fey (1/day)

Dancing Lights - Cantrip (At will)
Eldritch Blast - Cantrip (At will)
Friends - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: S, M (a small amount of makeup applied to the face as this spell is cast)\rDuration: Concentration, up to 1 minute\rRange: Self\rFor the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
Mage Hand - Cantrip (At will)
Minor Illusion - Cantrip (At will)
Prestidigitation - Cantrip (At will)
Vicious Mockery - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: V\rDuration: Instantaneous\rRange: 60 feet\rYou unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a DC 14 Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Blink - 5th level (3 slots)
Charm Person - 5th level (3 slots)
Dimension Door - 5th level (3 slots)
Dominate Beast - 5th level (3 slots)
Faerie Fire - 5th level (3 slots) Level: 1\rCasting Time: 1 action\rComponents: V\rDuration: Concentration, up to 1 minute\rRange: 60 feet\rEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a DC 14 Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Fear - 5th level (3 slots)
Hold Monster - 5th level (3 slots)
Misty Step - 5th level (3 slots) Level: 2\rCasting Time: 1 bonus action\rComponents: V\rDuration: Instantaneous\rRange: Self\rBriefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Phantasmal Force - 5th level (3 slots)
Seeming - 5th level (3 slots)
Sleep - 5th level (3 slots)

Legendary Actions


Warlock of the Fiend

Warlock of the Fiend Medium humanoid (any race), any alignment 7 2,900 xp

  • Armor class 12 ((15 with mage armor))
  • Hit points 78 ((12d8 + 24))
  • Speed 30 ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON15 (+2)
  • INT12 (+1)
  • WIS12 (+1)
  • CHA18 (+4)

Save Throws:Wis +4, Cha +7

Skills:Arcana +4, Deception +7, Persuasion +7, Religion +4

Damage Resistances:slashing damage from nonmagical attacks not made with silvered weapons

Senses:darkvision 60 ft., passive Perception 11

Languages:any two languages (usually Abyssal or Infernal)

Challenge:7 (2,900 xp)

Warlocks of the fiend gain their powers through magical pacts forged with archfiends of the Lower Planes. These warlocks often keep imps or quasits as companions, and they tend toward extremes of behavior: consorting with fiend-worshiping cultists or dedicating their lives to destroying fiendish cults.

Innate Spellcasting The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:\rAt will: alter self, false life, levitate (self only), mage armor (self only), silent image \r1/day each: feeblemind, finger of death, plane shift
Spellcasting The warlock is a 17th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \rCantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp \r5th level (4 slots): banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire
Dark One's Own Luck (Recharges after a Short or Long Rest) When the warlock makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll's effects occur.

Actions

Mace Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 10 (3d6) fire damage.

Alter Self (At will)
False Life (At will)
Levitate (At will)
Mage Armor (At will) Level: 1\rCasting Time: 1 action\rComponents: V, S, M (a piece of cured leather)\rDuration: 8 hours\rRange: Touch\rYou touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Silent Image (At will)
Feeblemind (1/day)
Finger of Death (1/day)
Plane Shift (1/day)

Eldritch Blast - Cantrip (At will)
Fire Bolt - Cantrip (At will)
Friends - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: S, M (a small amount of makeup applied to the face as this spell is cast)\rDuration: Concentration, up to 1 minute\rRange: Self\rFor the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
Mage Hand - Cantrip (At will)
Minor Illusion - Cantrip (At will)
Prestidigitation - Cantrip (At will)
Shocking Grasp - Cantrip (At will)
Banishment - 5th level (4 slots)
Burning Hands - 5th level (4 slots)
Flame Strike - 5th level (4 slots)
Hellish Rebuke - 5th level (4 slots)
Magic Circle - 5th level (4 slots)
Scorching Ray - 5th level (4 slots)
Scrying - 5th level (4 slots)
Stinking Cloud - 5th level (4 slots)
Suggestion - 5th level (4 slots)
Wall of Fire - 5th level (4 slots)

Legendary Actions


Warlock of the Great Old One

Warlock of the Great Old One Medium humanoid (any race), any alignment 6 2,300 xp

  • Armor class 12 ((15 with mage armor))
  • Hit points 91 ((14d8 + 28))
  • Speed 30 ft.
  • STR9 (-1)
  • DEX14 (+2)
  • CON15 (+2)
  • INT12 (+1)
  • WIS12 (+1)
  • CHA18 (+4)

Save Throws:Wis +4, Cha +7

Skills:Arcana +4, History +4

Damage Resistances:psychic

Senses:darkvision 60 ft., passive Perception 11

Languages:any two languages, telepathy 30 ft.

Challenge:6 (2,300 xp)

Warlocks of the Great Old One gain their powers through magical pacts forged with eldritch entities from strange and distant realms of existence. Some of these warlocks associate with cultists devoted to these entities, as well as aberrations that share their goals, yet other warlocks of the Great Old One are experts at rooting out the insanity and wickedness inspired by bizarre beings from beyond the stars.

Innate Spellcasting The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:\rAt will: detect magic, jump, levitate, mage armor (self only), speak with dead \r1/day each: arcane gate, true seeing
Spellcasting The warlock is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \rCantrips (at will): chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp \r5th level (3 slots): armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch
Whispering Aura At the start of each of the warlock's turns, each creature of its choice within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the warlock isn't incapacitated.

Actions

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

Detect Magic (At will)
Jump (At will) Level: 1\rCasting Time: 1 action\rComponents: V, S, M (a grasshopper's hind leg)\rDuration: 1 minute\rRange: Touch\rYou touch a creature. The creature's jump distance is tripled until the spell ends.
Levitate (At will)
Mage Armor (At will) Level: 1\rCasting Time: 1 action\rComponents: V, S, M (a piece of cured leather)\rDuration: 8 hours\rRange: Touch\rYou touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Speak with Dead (At will)
Arcane Gate (1/day)
True Seeing (1/day) Level: 6\rCasting Time: 1 action\rComponents: V, S, M (an ointment for the eyes that costs 25 gp- is made from mushroom powder, saffron, and fat- and is consumed by the spell)\rDuration: 1 hour\rRange: Touch\rThis spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

Chill Touch - Cantrip (At will)
Eldritch Blast - Cantrip (At will)
Guidance - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: V, S\rDuration: Concentration, up to 1 minute\rRange: Touch\rYou touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Mage Hand - Cantrip (At will)
Minor Illusion - Cantrip (At will)
Prestidigitation - Cantrip (At will)
Shocking Grasp - Cantrip (At will)
Armor of Agathys - 5th level (3 slots)
Arms of Hadar - 5th level (3 slots)
Crown of Madness - 5th level (3 slots)
Clairvoyance - 5th level (3 slots)
Contact Other Plane - 5th level (3 slots)
Detect Thoughts - 5th level (3 slots)
Dimension Door - 5th level (3 slots)
Dissonant Whispers - 5th level (3 slots)
Dominate Beast - 5th level (3 slots)
Telekinesis - 5th level (3 slots)
Vampiric Touch - 5th level (3 slots)

Legendary Actions


Warlord

Warlord Medium humanoid (any race), any alignment 12 8,400 xp

  • Armor class 18 ((plate))
  • Hit points 229 ((27d8 + 108))
  • Speed 30 ft.
  • STR20 (+5)
  • DEX16 (+3)
  • CON18 (+4)
  • INT12 (+1)
  • WIS12 (+1)
  • CHA18 (+4)

Save Throws:Str +9, Dex +7, Con +8

Skills:Athletics +9, Intimidation +8, Perception +5, Persuasion +8

Senses:passive Perception 15

Languages:any two languages

Challenge:12 (8,400 xp)

Indomitable (3/Day) The warlord can reroll a saving throw it fails. It must use the new roll.
Survivor The warlord regains 10 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum.

Actions

Multiattack The warlord makes two weapon attacks.
Greatsword Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Shortbow Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Legendary Actions

Options The warlord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The warlord regains spent legendary actions at the start of its turn.
Weapon Attack The warlord makes a weapon attack.
Command Ally The warlord targets one ally it can see within 30 feet of it. If the target can see and hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Frighten Foe (Costs 2 Actions) The warlord targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of warlord's next turn.

Firenewt Warlock of Imix

Firenewt Warlock of Imix Medium humanoid (firenewt), neutral evil 1 200 xp

  • Armor class 10 ((13 with mage armor))
  • Hit points 33 ((6d8 + 6))
  • Speed 30 ft.
  • STR13 (+1)
  • DEX11 (0)
  • CON12 (+1)
  • INT9 (-1)
  • WIS11 (0)
  • CHA14 (+2)

Damage Immunities:fire

Senses:darkvision 120 ft. (penetrates magical darkness), passive Perception 10

Languages:Draconic, Ignan

Challenge:1 (200 xp)

In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres elemental fire in its worst incarnation.

Amphibious The firenewt can breathe air and water.
Innate Spellcasting The firenewt's innate spellcasting ability is Charisma. It can innately cast the following spell requiring no material components: \rAt will: mage armor (self only)
Spellcasting The firenewt is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:\rCantrips (at will): fire bolt, guidance, light, mage hand, prestidigitation \r2nd level (2 slots): burning hands, flaming sphere, hellish rebuke, scorching ray
Imix's Blessing When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points.

Actions

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

Mage Armor (At will) Level: 1\rCasting Time: 1 action\rComponents: V, S, M (a piece of cured leather)\rDuration: 8 hours\rRange: Touch\rYou touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Fire Bolt - Cantrip (At will)
Guidance - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: V, S\rDuration: Concentration, up to 1 minute\rRange: Touch\rYou touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Light - Cantrip (At will)
Mage Hand - Cantrip (At will)
Prestidigitation - Cantrip (At will)
Burning Hands - 2nd level (2 slots)
Flaming Sphere - 2nd level (2 slots)
Hellish Rebuke - 2nd level (2 slots)
Scorching Ray - 2nd level (2 slots)

Legendary Actions


Firenewt Warrior

Firenewt Warrior Medium humanoid (firenewt), neutral evil Thu Feb 01 2018 09:00:00 GMT+0100 (CET) 100 xp

  • Armor class 16 ((chain shirt, shield))
  • Hit points 22 ((4d8 + 4))
  • Speed 30 ft.
  • STR10 (0)
  • DEX13 (+1)
  • CON12 (+1)
  • INT7 (-2)
  • WIS11 (0)
  • CHA8 (-1)

Damage Immunities:fire

Senses:passive Perception 10

Languages:Draconic, Ignan

Challenge:Thu Feb 01 2018 09:00:00 GMT+0100 (CET) (100 xp)

In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres elemental fire in its worst incarnation.

Amphibious The firenewt can breathe air and water.

Actions

Multiattack The firenewt makes two attacks with its scimitar.
Scimitar Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Spit Fire (Recharges after a Short or Long Rest) The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions


Flind

Flind Medium humanoid (gnoll), chaotic evil 9 5,000 xp

  • Armor class 16 ((chain mail))
  • Hit points 127 ((15d8 + 60))
  • Speed 30 ft.
  • STR20 (+5)
  • DEX10 (0)
  • CON19 (+4)
  • INT11 (0)
  • WIS13 (+1)
  • CHA12 (+1)

Save Throws:Con +8, Wis +5

Skills:Intimidate +5, Perception +5

Senses:darkvision 60 ft., passive Perception 15

Languages:Gnoll, Abyssal

Challenge:9 (5,000 xp)

A flind is an exceptionally strong and vicious gnoll that commands and directs the war band it is a part of. It wields a flail imbued with powerful magic by Yeenoghu himself.

Aura of Blood Thirst If the flind isn't incapacitated, any creature with the Rampage trait can make a bite attack as a bonus action while within 10 feet of the flind.

Actions

Multiattack The flind makes three attacks: one with each of its different flail attacks or three with its longbow.
Flail of Madness Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target must make a melee attack against a random target within its reach on its next turn. If it has no targets within its reach even after moving, it loses its action on that turn.
Flail of Pain Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage plus 22 (4d10) psychic damage.
Flail of Paralysis Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.
Longbow Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.

Legendary Actions


Gnoll Flesh Gnawer

Gnoll Flesh Gnawer Medium humanoid (gnoll), chaotic evil 1 200 xp

  • Armor class 14 ((studded leather))
  • Hit points 22 ((4d8 + 4))
  • Speed 30 ft.
  • STR12 (+1)
  • DEX14 (+2)
  • CON12 (+1)
  • INT8 (-1)
  • WIS10 (0)
  • CHA8 (-1)

Save Throws:Dex +4

Senses:darkvision 60 ft., passive Perception 10

Languages:Gnoll

Challenge:1 (200 xp)

If any group of gnolls could be said to be more feral than the others, that distinction would go to the flesh gnawers. These gnolls eschew the use of ranged weapons in favor of short blades that they wield with speed and efficiency. In the thick of a fight, they are capable of dashing across the field, slashing and snarling as they run down stragglers and finish off wounded foes.

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 shortsword.
Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Shortsword Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Sudden Rush Until the end of the turn, the gnoll's speed increases by 60 feet and it doesn't provoke opportunity attacks.

Legendary Actions


Gnoll Hunter

Gnoll Hunter Medium humanoid (gnoll), chaotic evil Thu Feb 01 2018 09:00:00 GMT+0100 (CET) 100 xp

  • Armor class 13 ((leather armor))
  • Hit points 22 ((4d8 + 4))
  • Speed 30 ft.
  • STR14 (+2)
  • DEX14 (+2)
  • CON12 (+1)
  • INT8 (-1)
  • WIS12 (+1)
  • CHA8 (-1)

Skills:Perception +3, Stealth +4

Senses:darkvision 60 ft., passive Perception 13

Languages:Gnoll

Challenge:Thu Feb 01 2018 09:00:00 GMT+0100 (CET) (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 two melee attacks with its spear or two ranged attacks with its longbow.
Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Spear Melee Weapon Attack: +4 to hit, reach 5 ft. one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage when used with two hands. Or Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Longbow Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage, and the target's speed is reduced by 10 feet until the end of its next turn.

Legendary Actions


Booyahg Caster Template

Booyahg Caster Template Small humanoid (goblinoid), neutral evil Sun Apr 01 2018 09:00:00 GMT+0200 (CEST) 50 xp

  • Armor class 15 ((leather armor, shield))
  • Hit points 7 ((2d6))
  • Speed 30 ft.
  • STR8 (-1)
  • DEX14 (+2)
  • CON10 (0)
  • INT10 (0)
  • WIS8 (-1)
  • CHA8 (-1)

Skills:Stealth +6

Senses:darkvision 60 ft., passive Perception 9

Languages:Common, Goblin

Challenge:Sun Apr 01 2018 09:00:00 GMT+0200 (CEST) (50 xp)

Spellcasting The Goblin is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 10, +2 to hit with spell attacks). It knows the following wizard spell:\r1st Level (1 slot): Spell Name Here (see 'Other' tab for Table)
Nimble Escape The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Scimitar Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Shortbow Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Legendary Actions


Hobgoblin Devastator

Hobgoblin Devastator Medium humanoid (goblinoid), lawful evil 4 1,100 xp

  • Armor class 13 ((studded leather))
  • Hit points 45 ((7d8 + 14))
  • Speed 30 ft.
  • STR13 (+1)
  • DEX12 (+1)
  • CON14 (+2)
  • INT16 (+3)
  • WIS13 (+1)
  • CHA11 (0)

Skills:Arcana +5

Senses:darkvision 60 ft., passive Perception 11

Languages:Common, Goblin

Challenge:4 (1,100 xp)

In hobgoblin society, the Academy of Devastation identifies hobgoblins with a talent for magic and puts them through a grueling training regimen that endows them with the ability to call down fireballs and other destructive magic on the host's behalf. A hobgoblin devastator on the battlefield is simultaneously a boon to all its allies and a threat to every foe around it.

Arcane Advantage Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated.
Army Arcana When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.
Spellcasting The hobgoblin is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:\rCantrips (at will): acid splash, fire bolt, ray of frost, shocking grasp \r1st level (4 slots): fog cloud, magic missile, thunderwave \r2nd level (3 slots): gust of wind, Melf's acid arrow, scorching ray \r3rd level (3 slots): fireball, fly, lightning bolt \r4th level (1 slot): ice storm

Actions

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

Acid Splash - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: V, S\rDuration: Instantaneous\rRange: 60 feet\rYou hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a DC 13 Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Fire Bolt - Cantrip (At will)
Ray of Frost - Cantrip (At will)
Shocking Grasp - Cantrip (At will)
Fog Cloud - 1st level (4 slots)
Magic Missile - 1st level (4 slots)
Thunderwave - 1st level (4 slots)
Gust of Wind - 2nd level (3 slots)
Melf's Acid Arrow - 2nd level (3 slots)
Scorching Ray - 2nd level (3 slots)
Fireball - 3rd level (3 slots)
Fly - 3rd level (3 slots)
Lightning Bolt - 3rd level (3 slots)
Ice Storm - 4th level (1 slot)

Legendary Actions


Hobgoblin Iron Shadow

Hobgoblin Iron Shadow Medium humanoid (goblinoid), lawful evil 2 450 xp

  • Armor class 15
  • Hit points 32 ((5d8 + 10))
  • Speed 40 ft.
  • STR14 (+2)
  • DEX16 (+3)
  • CON15 (+2)
  • INT14 (+2)
  • WIS15 (+2)
  • CHA11 (0)

Skills:Acrobatics +5, Athletics +4, Stealth +5

Senses:darkvision 60 ft., passive Perception 12

Languages:Common, Goblin

Challenge:2 (450 xp)

The Iron Shadows are hobgoblin monks that serve as secret police, scouts, and assassins. Among other hobgoblins, they spy to ferret out treachery, rebellion, and betrayal.

Spellcasting The hobgoblin is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared: \rCantrips (at will): minor illusion, prestidigitation, true strike \r1st level (3 slots): charm person, disguise self, expeditious retreat, silent image
Unarmored Defense While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack The hobgoblin makes four attacks, each of which can be an unarmed strike or a dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks.
Unarmed Strike Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Dart Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Shadow Jaunt The hobgoblin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it is leaving and its destination must be in dim light or darkness.

Minor Illusion - Cantrip (At will)
Prestidigitation - Cantrip (At will)
True Strike - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: S\rDuration: Concentration, up to 1 round\rRange: 30 feet\rYou extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
Charm Person - 1st level (3 slots)
Disguise Self - 1st level (3 slots)
Expeditious Retreat - 1st level (3 slots)
Silent Image - 1st level (3 slots)

Legendary Actions


Nilbog

Nilbog Small humanoid (goblinoid), chaotic evil 1 200 xp

  • Armor class 13 ((leather armor))
  • Hit points 7 ((2d6))
  • Speed 30 ft.
  • STR8 (-1)
  • DEX14 (+2)
  • CON10 (0)
  • INT10 (0)
  • WIS8 (-1)
  • CHA15 (+2)

Skills:Stealth +6

Senses:darkvision 60 ft., passive Perception 9

Languages:Common, Goblin

Challenge:1 (200 xp)

When Maglubiyet conquered the goblin gods, he intended to leave only Khurgorbaeyag alive as a harsh overseer who would keep the goblins under heel. But the goblins' pantheon included a trickster deity who was determined to get the last laugh. Although its essence was shattered by Maglubiyet, this trickster god survives in splintered form as a possessing spirit that arises when goblinoids form a host, causing disorder in the ranks unless it is appeased. Goblins have no name for this deity and dare not give it one, lest Maglubiyet use its name to ensnare and crush it as he did their other deities. They call the possessing spirit, and the goblin possessed by it, a nilbog (goblin spelled backward)


Actions

and they revel in the fear that a nilbog sows among the ranks of the bugbears and hobgoblins in the host.

Legendary Actions

Reversal of Fortune In response to another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains 1d6 hit points.
Fool's Scepter Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Shortbow Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Mage Hand (At will)
Tasha's Hideous Laughter (At will)
Vicious Mockery (At will) Level: 0\rCasting Time: 1 action\rComponents: V\rDuration: Instantaneous\rRange: 60 feet\rYou unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a DC 12 Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Confusion (1/day)

Grung

Grung Small humanoid (grung), lawful evil Sun Apr 01 2018 09:00:00 GMT+0200 (CEST) 50 xp

  • Armor class 12
  • Hit points 11 ((2d6 + 4))
  • Speed 25 ft., climb 25 ft.
  • STR7 (-2)
  • DEX14 (+2)
  • CON15 (+2)
  • INT10 (0)
  • WIS11 (0)
  • CHA10 (0)

Save Throws:Dex +4

Skills:Athletics +2, Perception +2, Stealth +4, Survival +2

Damage Immunities:poison

Condition Immunities:poisoned

Senses:passive Perception 12

Languages:Grung

Challenge:Sun Apr 01 2018 09:00:00 GMT+0200 (CEST) (50 xp)

Grungs are aggressive frog-like humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures.

Amphibious The grung can breathe air and water.
Poisonous Skin Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must make a DC 12 Constitution saving throw. On a failure the target is poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Standing Leap The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Dagger Melee Weapon Attack: +4 to hit, reach 5 ft. one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. Or Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.

Legendary Actions


Grung Elite Warrior

Grung Elite Warrior Small humanoid (grung), lawful evil 2 450 xp

  • Armor class 13
  • Hit points 49 ((9d6 + 18))
  • Speed 25 ft., climb 25 ft.
  • STR7 (-2)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS11 (0)
  • CHA12 (+1)

Save Throws:Dex +5

Skills:Athletics +2, Perception +2, Stealth +5, Survival +2

Damage Immunities:poison

Condition Immunities:poisoned

Senses:passive Perception 12

Languages:Grung

Challenge:2 (450 xp)

Grungs are aggressive frog-like humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures.

Amphibious The grung can breathe air and water.
Poisonous Skin Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must make a DC 12 Constitution saving throw. On a failure the target is poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Standing Leap The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Dagger Melee Weapon Attack: +5 to hit, reach 5 ft. one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. Or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.
Shortbow Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.
Mesmerizing Chirr (Recharge 6) The grung makes a chirring noise to which grungs are immune. Each humanoid or beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung's next turn.

Legendary Actions


Grung Wildling

Grung Wildling Small humanoid (grung), lawful evil 1 200 xp

  • Armor class 13 ((16 with barkskin))
  • Hit points 27 ((5d6 + 10))
  • Speed 25 ft., climb 25 ft.
  • STR7 (-2)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:Dex +5

Skills:Athletics +2, Perception +4, Stealth +5, Survival +4

Damage Immunities:poison

Condition Immunities:poisoned

Senses:passive Perception 14

Languages:Grung

Challenge:1 (200 xp)

Grungs are aggressive frog-like humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures.

Amphibious The grung can breathe air and water.
Poisonous Skin Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must make a DC 12 Constitution saving throw. On a failure the target is poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells: \r1st level (4 slots): cure wounds, jump \r2nd level (3 slots): barkskin, spike growth \r3rd level (2 slots): plant growth
Standing Leap The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Dagger Melee Weapon Attack: +5 to hit, reach 5 ft. one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.
Shortbow Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.

Cure Wounds - 1st level (4 slots)
Jump - 1st level (4 slots) Level: 1\rCasting Time: 1 action\rComponents: V, S, M (a grasshopper's hind leg)\rDuration: 1 minute\rRange: Touch\rYou touch a creature. The creature's jump distance is tripled until the spell ends.
Barkskin - 2nd level (3 slots) Level: 2\rCasting Time: 1 action\rComponents: V, S, M (a handful of oak bark)\rDuration: Concentration, up to 1 hour\rRange: Touch\rYou touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
Spike Growth - 2nd level (3 slots) Level: 2\rCasting Time: 1 action\rComponents: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)\rDuration: Concentration, up to 10 minutes\rRange: 150 feet\rThe ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC 12 to recognize the terrain as hazardous before entering it.
Plant Growth - 3rd level (2 slots)

Legendary Actions


Kobold Dragonshield Black

Kobold Dragonshield Black Small humanoid (kobold), lawful evil 1 200 xp

  • Armor class 15 ((leather, shield))
  • Hit points 44 ((8d6 + 16))
  • Speed 20 ft.
  • STR12 (+1)
  • DEX15 (+2)
  • CON14 (+2)
  • INT8 (-1)
  • WIS9 (-1)
  • CHA10 (0)

Skills:Perception +1

Damage Resistances:acid

Senses:darkvision 60 ft., passive Perception 11

Languages:Common, Draconic

Challenge:1 (200 xp)

A kobold dragonshield is a champion of its race. Almost all dragonshields begin life as normal kobolds, then are chosen by a dragon and invested with great powers for the purpose of protecting the dragon's eggs, but once every few years a kobold hatches with an innate version of the dragonshield's abilities. Accomplished at hand-to-hand combat, it bears many scars from desperate fights and carries a shield made out of cast-off dragon scales.

Dragon's Resistance The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1-2, acid (black)- 3-4, cold (white)- 5-6, fire (red)- 7-8, lightning (blue)- 9-10, poison (green). (See 'Other' Tab for table)
Heart of the Dragon If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll.
Pack Tactics The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack The kobold makes two melee attacks.
Spear Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands. Or Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage

Legendary Actions


Kobold Dragonshield Blue

Kobold Dragonshield Blue Small humanoid (kobold), lawful evil 1 200 xp

  • Armor class 15 ((leather, shield))
  • Hit points 44 ((8d6 + 16))
  • Speed 20 ft.
  • STR12 (+1)
  • DEX15 (+2)
  • CON14 (+2)
  • INT8 (-1)
  • WIS9 (-1)
  • CHA10 (0)

Skills:Perception +1

Damage Resistances:lightning

Senses:darkvision 60 ft., passive Perception 11

Languages:Common, Draconic

Challenge:1 (200 xp)

A kobold dragonshield is a champion of its race. Almost all dragonshields begin life as normal kobolds, then are chosen by a dragon and invested with great powers for the purpose of protecting the dragon's eggs, but once every few years a kobold hatches with an innate version of the dragonshield's abilities. Accomplished at hand-to-hand combat, it bears many scars from desperate fights and carries a shield made out of cast-off dragon scales.

Dragon's Resistance The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1-2, acid (black)- 3-4, cold (white)- 5-6, fire (red)- 7-8, lightning (blue)- 9-10, poison (green). (See 'Other' Tab for table)
Heart of the Dragon If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll.
Pack Tactics The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack The kobold makes two melee attacks.
Spear Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands. Or Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage

Legendary Actions


Kobold Dragonshield Green

Kobold Dragonshield Green Small humanoid (kobold), lawful evil 1 200 xp

  • Armor class 15 ((leather, shield))
  • Hit points 44 ((8d6 + 16))
  • Speed 20 ft.
  • STR12 (+1)
  • DEX15 (+2)
  • CON14 (+2)
  • INT8 (-1)
  • WIS9 (-1)
  • CHA10 (0)

Skills:Perception +1

Damage Resistances:poison

Senses:darkvision 60 ft., passive Perception 11

Languages:Common, Draconic

Challenge:1 (200 xp)

A kobold dragonshield is a champion of its race. Almost all dragonshields begin life as normal kobolds, then are chosen by a dragon and invested with great powers for the purpose of protecting the dragon's eggs, but once every few years a kobold hatches with an innate version of the dragonshield's abilities. Accomplished at hand-to-hand combat, it bears many scars from desperate fights and carries a shield made out of cast-off dragon scales.

Dragon's Resistance The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1-2, acid (black)- 3-4, cold (white)- 5-6, fire (red)- 7-8, lightning (blue)- 9-10, poison (green). (See 'Other' Tab for table)
Heart of the Dragon If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll.
Pack Tactics The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack The kobold makes two melee attacks.
Spear Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands. Or Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage

Legendary Actions


Kobold Dragonshield Red

Kobold Dragonshield Red Small humanoid (kobold), lawful evil 1 200 xp

  • Armor class 15 ((leather, shield))
  • Hit points 44 ((8d6 + 16))
  • Speed 20 ft.
  • STR12 (+1)
  • DEX15 (+2)
  • CON14 (+2)
  • INT8 (-1)
  • WIS9 (-1)
  • CHA10 (0)

Skills:Perception +1

Damage Resistances:fire

Senses:darkvision 60 ft., passive Perception 11

Languages:Common, Draconic

Challenge:1 (200 xp)

A kobold dragonshield is a champion of its race. Almost all dragonshields begin life as normal kobolds, then are chosen by a dragon and invested with great powers for the purpose of protecting the dragon's eggs, but once every few years a kobold hatches with an innate version of the dragonshield's abilities. Accomplished at hand-to-hand combat, it bears many scars from desperate fights and carries a shield made out of cast-off dragon scales.

Dragon's Resistance The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1-2, acid (black)- 3-4, cold (white)- 5-6, fire (red)- 7-8, lightning (blue)- 9-10, poison (green). (See 'Other' Tab for table)
Heart of the Dragon If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll.
Pack Tactics The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack The kobold makes two melee attacks.
Spear Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands. Or Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage

Legendary Actions


Kobold Dragonshield White

Kobold Dragonshield White Small humanoid (kobold), lawful evil 1 200 xp

  • Armor class 15 ((leather, shield))
  • Hit points 44 ((8d6 + 16))
  • Speed 20 ft.
  • STR12 (+1)
  • DEX15 (+2)
  • CON14 (+2)
  • INT8 (-1)
  • WIS9 (-1)
  • CHA10 (0)

Skills:Perception +1

Damage Resistances:cold

Senses:darkvision 60 ft., passive Perception 11

Languages:Common, Draconic

Challenge:1 (200 xp)

A kobold dragonshield is a champion of its race. Almost all dragonshields begin life as normal kobolds, then are chosen by a dragon and invested with great powers for the purpose of protecting the dragon's eggs, but once every few years a kobold hatches with an innate version of the dragonshield's abilities. Accomplished at hand-to-hand combat, it bears many scars from desperate fights and carries a shield made out of cast-off dragon scales.

Dragon's Resistance The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1-2, acid (black)- 3-4, cold (white)- 5-6, fire (red)- 7-8, lightning (blue)- 9-10, poison (green). (See 'Other' Tab for table)
Heart of the Dragon If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll.
Pack Tactics The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack The kobold makes two melee attacks.
Spear Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands. Or Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage

Legendary Actions


Kobold Inventor

Kobold Inventor Small humanoid (kobold), lawful evil Sun Apr 01 2018 09:00:00 GMT+0200 (CEST) 50 xp

  • Armor class 12
  • Hit points 13 ((3d6 + 3))
  • Speed 30 ft.
  • STR7 (-2)
  • DEX15 (+2)
  • CON12 (+1)
  • INT8 (-1)
  • WIS7 (-2)
  • CHA8 (-1)

Skills:Perception +0

Senses:darkvision 60 ft., passive Perception 10

Languages:Common, Draconic

Challenge:Sun Apr 01 2018 09:00:00 GMT+0200 (CEST) (50 xp)

A kobold inventor, crafty and with quick hands, builds improvised weapons in the hope of gaining some new advantage in combat. An inventor captures bugs, scoops up exotic dungeon slimes, and claims the best stolen goods as ingredients in its experiments. Its creations are sometimes comical in appearance, but-like kobolds' traps-they work a lot better than their materials would suggest.

Pack Tactics The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Dagger Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Or Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Sling Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Weapon Invention The kobold uses one of the following options (see 'Other' tab for table)- the kobold can use each one no more than once per day:
Acid The kobold hurls a flask of acid. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 7 (2d6) acid damage.
Alchemist's Fire The kobold throws a flask of alchemist's fire. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 2 (1d4) fire damage at the start of each of the target's turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Basket of Centipedes The kobold throws a small basket into a 5-foot-square space within 20 feet of it. A swarm of insects (centipedes) with 11 hit points emerges from the basket and rolls initiative. At the end of each of the swarm's turns, there's a 50 percent chance that the swarm disperses.
Green Slime Pot The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: The target is covered in a patch of green slime (see chapter 5 of the Dungeon Master's Guide). Miss: A patch of green slime covers a randomly determined 5-foot-square section of wall or floor within 5 feet of the target.
Rot Grub Pot The kobold throws a clay pot into a 5-foot-square space within 20 feet of it, and it breaks open on impact. A swarm of rot grubs (see appendix A) emerges from the shattered pot and remains a hazard in that square.
Scorpion on a Stick The kobold makes a melee attack with a scorpion tied to the end of a 5-foot-long pole. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 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.
Skunk in a Cage The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must make a DC 9 Constitution saving throw. On a failed save, the target retches and can't take actions 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. A creature that doesn't need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can't do so again until it finishes a short or long rest.
Wasp Nest in a Bag The kobold throws a small bag into a 5-foot-square space within 20 feet of it. A swarm of insects (wasps) with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm's turns, there's a 50 percent chance that the swarm disperses.

Legendary Actions


Kobold Scale Sorcerer

Kobold Scale Sorcerer Small humanoid (kobold), lawful evil 1 200 xp

  • Armor class 15 ((natural armor))
  • Hit points 27 ((5d6 + 10))
  • Speed 30 ft.
  • STR7 (-2)
  • DEX15 (+2)
  • CON14 (+2)
  • INT10 (0)
  • WIS9 (-1)
  • CHA14 (+2)

Skills:Arcana +2, Medicine +1

Senses:darkvision 60 ft., passive Perception 9

Languages:Common, Draconic

Challenge:1 (200 xp)

A kobold scale sorcerer has an innate talent for arcane magic, making it a highly valuable member of the tribe for several reasons. Because the kobolds' deity remains imprisoned, most tribes lack individuals that can use divine magic, and so the scale sorcerers fill the roles of advisor and historian. In times of peace, they use their spells to fortify and enhance the warren and aid the rest of the tribe. When the tribe is threatened, a scale sorcerer lashes out with fire and poison against enemies, saving a bit of magic for itself in case it needs to flee or take advantage of a captor.

Spellcasting The kobold is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following sorcerer spells prepared: \rCantrips (at will): fire bolt, mage hand, mending, poison spray \r1st level (4 slots): charm person, chromatic orb, expeditious retreat \r2nd level (2 slots): scorching ray
Sorcery Points The kobold has 3 sorcery points. It regains all its spent sorcery points when it finishes a long rest. It can spend its sorcery points on the following options:\rHeightened Spell: When it casts a spell that forces a creature to make a saving throw to resist the spell's effects, the kobold can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell.\rSubtle Spell: When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components.
Pack Tactics The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

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

Fire Bolt - Cantrip (At will)
Mage Hand - Cantrip (At will)
Mending - Cantrip (At will)
Poison Spray - Cantrip (At will)
Charm Person - 1st level (4 slots)
Expeditious Retreat - 1st level (4 slots)
Scorching Ray - 2nd level (2 slots)

Legendary Actions


Orc Blade of Ilneval

Orc Blade of Ilneval Medium humanoid (orc), chaotic evil 4 1,100 xp

  • Armor class 18 ((chain mail, shield))
  • Hit points 60 ((8d8 + 24))
  • Speed 30 ft.
  • STR17 (+3)
  • DEX11 (0)
  • CON17 (+3)
  • INT10 (0)
  • WIS12 (+1)
  • CHA14 (+2)

Save Throws:Wis +3

Skills:Perception +3, Insight +3, Intimidation +4

Senses:darkvision 60 ft., passive Perception 13

Languages:Common, Orc

Challenge:4 (1,100 xp)

To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary.

Aggressive As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Foe Smiter of Ilneval The orc deals an extra die of damage when it hits with a longsword attack (included in the attack).

Actions

Multiattack The orc makes two melee attacks with its longsword or two ranged attacks with its javelins. If Ilneval's Command is available to use, the orc can use it after these attacks.
Longsword Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage when used with two hands.
Javelin Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Or Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Ilneval's Command (Recharge 4-6) Up to three allied orcs within 120 feet of this orc that can hear it can use their reactions to each make one weapon attack.

Legendary Actions


Orc Claw of Luthic

Orc Claw of Luthic Medium humanoid (orc), chaotic evil 2 450 xp

  • Armor class 14 ((hide armor))
  • Hit points 45 ((6d8 + 18))
  • Speed 30 ft.
  • STR14 (+2)
  • DEX15 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS15 (+2)
  • CHA11 (0)

Skills:Intimidation +2, Medicine +4, Survival +4

Senses:darkvision 60 ft., passive Perception 12

Languages:Common, Orc

Challenge:2 (450 xp)

To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary.

Aggressive As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Spellcasting The orc is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The orc has the following cleric spells prepared: \rCantrips (at will): guidance, mending, resistance, thaumaturgy \r1st level (4 slots): bane, cure wounds, guiding bolt \r2nd level (3 slots): augury, warding bond \r3rd level (2 slots): bestow curse, create food and water

Actions

Multiattack The orc makes two claw attacks, or four claw attacks if it has fewer than half of its hit points remaining.
Claw Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Guidance - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: V, S\rDuration: Concentration, up to 1 minute\rRange: Touch\rYou touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Mending - Cantrip (At will)
Resistance - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: V, S, M (a miniature cloak)\rDuration: Concentration, up to 1 minute\rRange: Touch\rYou touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
Thaumaturgy - Cantrip (At will)
Bane - 1st level (4 slots)
Cure Wounds - 1st level (4 slots)
Guiding Bolt - 1st level (4 slots)
Augury - 2nd level (3 slots)
Warding Bond - 2nd level (3 slots)
Bestow Curse - 3rd level (2 slots)
Create Food and Water - 3rd level (2 slots) Level: 3\rCasting Time: 1 action\rComponents: V, S\rDuration: Instantaneous\rRange: 30 feet\rYou create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

Legendary Actions


Orc Hand of Yurtrus

Orc Hand of Yurtrus Medium humanoid (orc), chaotic evil 2 450 xp

  • Armor class 12 ((hide armor))
  • Hit points 30 ((4d8 + 12))
  • Speed 30 ft.
  • STR12 (+1)
  • DEX11 (0)
  • CON16 (+3)
  • INT11 (0)
  • WIS14 (+2)
  • CHA9 (-1)

Skills:Arcana +2, Intimidation +1, Medicine +4, Religion +2

Senses:darkvision 60 ft., passive Perception 12

Languages:understands Common and Orc but can't speak

Challenge:2 (450 xp)

To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary.

Aggressive As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Spellcasting The orc is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It requires no verbal components to cast its spells. The orc has the following cleric spells prepared: \rCantrips (at will): guidance, mending, resistance, thaumaturgy \r1st level (4 slots): bane, detect magic, inflict wounds, protection from evil and good \r2nd level (3 slots): blindness/deafness, silence

Actions

Touch of the White Hand Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d8) necrotic damage.

Guidance - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: V, S\rDuration: Concentration, up to 1 minute\rRange: Touch\rYou touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Mending - Cantrip (At will)
Resistance - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: V, S, M (a miniature cloak)\rDuration: Concentration, up to 1 minute\rRange: Touch\rYou touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
Thaumaturgy - Cantrip (At will)
Bane - 1st level (4 slots)
Detect Magic - 1st level (4 slots)
Inflict Wounds - 1st level (4 slots)
Protection from Evil and Good - 1st level (4 slots)
Blindness/Deafness - 2nd level (3 slots)
Silence - 2nd level (3 slots)

Legendary Actions


Orc Nurtured One of Yurtrus

Orc Nurtured One of Yurtrus Medium humanoid (orc), chaotic evil Thu Feb 01 2018 09:00:00 GMT+0100 (CET) 100 xp

  • Armor class 9
  • Hit points 30 ((4d8 + 12))
  • Speed 30 ft.
  • STR15 (+2)
  • DEX8 (-1)
  • CON16 (+3)
  • INT7 (-2)
  • WIS11 (0)
  • CHA7 (-2)

Senses:darkvision 60 ft., passive Perception 10

Languages:Common, Orc

Challenge:Thu Feb 01 2018 09:00:00 GMT+0100 (CET) (100 xp)

To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary.

Aggressive As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Corrupted Carrier When the orc is reduced to 0 hit points, it explodes, and any creature within 10 feet of it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 14 (4d6) poison damage and becomes poisoned. On a success, the creature takes half as much damage and isn't poisoned. A creature poisoned by this effect can repeat the save at the end of each of its turn, ending the effect on itself on a success. While poisoned by this effect, a creature can't regain hit points.
Nurtured One of Yurtrus The orc has advantage on saving throws against poison and disease.

Actions

Claws Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4) necrotic damage.
Corrupted Vengeance The orc reduces itself to 0 hit points, triggering its Corrupted Carrier trait.

Legendary Actions


Orc Red Fang of Shargaas

Orc Red Fang of Shargaas Medium humanoid (orc), chaotic evil 3 700 xp

  • Armor class 15 ((studded leather))
  • Hit points 52 ((8d8 + 16))
  • Speed 30 ft.
  • STR11 (0)
  • DEX16 (+3)
  • CON15 (+2)
  • INT9 (-1)
  • WIS11 (0)
  • CHA9 (-1)

Skills:Intimidation +1, Perception +2, Stealth +5

Senses:darkvision 60 ft., passive Perception 12

Languages:Common, Orc

Challenge:3 (700 xp)

To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary.

Cunning Action On each of its turns, the orc can use a bonus action to take the Dash, Disengage, or Hide action.
Hand of Shargaas The orc deals an 2 extra dice of damage when it hits a target with a weapon attack (included in its attacks).
Shargaas's Sight Magical darkness doesn't impede the orc's darkvision.
Slayer In the first round of a combat, the orc has advantage on attack rolls against any creature that hasn't taken a turn yet. If the orc hits a creature that round who was surprised, the hit is automatically a critical hit.

Actions

Multiattack The orc makes two scimitar or dart attacks.
Scimitar Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage.
Dart Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 10 (3d4 + 3) piercing damage.
Veil of Shargaas (Recharges after a Short or Long Rest) The orc casts darkness without any components. Wisdom is its spellcasting ability.

Legendary Actions


Deep Scion

Deep Scion Medium humanoid (shapechanger), neutral evil 3 700 xp

  • Armor class 11
  • Hit points 67 ((9d8 + 27))
  • Speed 30 ft. (20 ft. and swim 40 ft. in hybrid form)
  • STR18 (+4)
  • DEX13 (+1)
  • CON16 (+3)
  • INT10 (0)
  • WIS12 (+1)
  • CHA14 (+2)

Save Throws:Wis +3, Cha +4

Skills:Deception +6, Insight +3, Sleight of Hand +3, Stealth +3

Senses:darkvision 120 ft., passive Perception 11

Languages:Aquan, Common, thieves' cant

Challenge:3 (700 xp)

Deep scions began life as people who were stolen from shore or saved from sinking ships and offered a terrible bargain by an undersea power: surrender, body and soul, or drown. Those who submit are subjected to an ancient ritual widespread among evil aquatic creatures. Its methods are painful and the result never certain, but when it works, the magic transforms an air-breathing person into a shapechanger that can take a form that is fully at home beneath the waves.

Shapechanger The deep scion can use its action to polymorph into a humanoid-piscine hybrid form, or back into its true form. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. The deep scion reverts to its true form if it dies.
Amphibious (Hybrid Form Only) The deep scion can breathe air and water.

Actions

Multiattack In humanoid form, the deep scion makes two melee attacks. In hybrid form, the deep scion makes three attacks: one with its bite and two with its claws.
Battleaxe (Humanoid Form Only) 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.
Bite (Hybrid Form Only) Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage.
Claw (Hybrid Form Only) Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Psychic Screech (Hybrid Form Only Recharges after a Short or Long Rest) The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving throw or be stunned until the end of the deep scion's next turn. In water, the psychic screech also telepathically transmits the deep scion's memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water.

Legendary Actions


Xvart

Xvart Small humanoid (xvart), chaotic evil Wed Aug 01 2018 09:00:00 GMT+0200 (CEST) 25 xp

  • Armor class 13 ((leather armor))
  • Hit points 7 ((2d6))
  • Speed 30 ft.
  • STR8 (-1)
  • DEX14 (+2)
  • CON10 (0)
  • INT8 (-1)
  • WIS7 (-2)
  • CHA7 (-2)

Skills:Stealth +4

Senses:darkvision 30 ft., passive Perception 8

Languages:Abyssal

Challenge:Wed Aug 01 2018 09:00:00 GMT+0200 (CEST) (25 xp)

Xvarts are cruel, cowardly humanoids spawned by a cowardly, renegade demigod. They have blue skin, vivid orange eyes, and receding hairlines, mirroring their creator's appearance. They stand about 3 feet tall.

Low Cunning The xvart can take the Disengage action as a bonus action on each of its turns.
Overbearing Pack The xvart has advantage on Strength (Athletics) checks to shove a creature if at least one of the xvart's allies is within 5 feet of the target and the ally isn't incapacitated.
Raxivort's Tongue The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats.

Actions

Shortsword Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Sling Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Legendary Actions


Xvart Warlock of Raxivort

Xvart Warlock of Raxivort Small humanoid (xvart), chaotic evil 1 200 xp

  • Armor class 12 ((15 with mage armor))
  • Hit points 22 ((5d6 + 5))
  • Speed 30 ft.
  • STR8 (-1)
  • DEX14 (+2)
  • CON12 (+1)
  • INT8 (-1)
  • WIS11 (0)
  • CHA12 (+1)

Skills:Stealth +3

Senses:darkvision 30 ft., passive Perception 10

Languages:Abyssal

Challenge:1 (200 xp)

Xvarts are cruel, cowardly humanoids spawned by a cowardly, renegade demigod. They have blue skin, vivid orange eyes, and receding hairlines, mirroring their creator's appearance. They stand about 3 feet tall.

Innate Spellcasting The xvart's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: \rAt will: detect magic, mage armor (self only)
Spellcasting The xvart is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \rCantrips (at will): eldritch blast, mage hand, minor illusion, poison spray, prestidigitation \r2nd level (2 slots): burning hands, expeditious retreat, invisibility, scorching ray
Low Cunning The xvart can take the Disengage action as a bonus action on each of its turns.
Raxivort's Blessing When the xvart reduces an enemy to 0 hit points, the xvart gains 4 temporary hit points.
Raxivort's Tongue The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats.

Actions

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

Detect Magic (At will)
Mage Armor (At will) Level: 1\rCasting Time: 1 action\rComponents: V, S, M (a piece of cured leather)\rDuration: 8 hours\rRange: Touch\rYou touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Eldritch Blast - Cantrip (At will)
Mage Hand - Cantrip (At will)
Minor Illusion - Cantrip (At will)
Poison Spray - Cantrip (At will)
Prestidigitation - Cantrip (At will)
Burning Hands - 2nd level (2 slots)
Expeditious Retreat - 2nd level (2 slots)
Invisibility - 2nd level (2 slots)
Scorching Ray - 2nd level (2 slots)

Legendary Actions


Yuan-ti Broodguard

Yuan-ti Broodguard Medium humanoid (yuan-ti), neutral evil 2 450 xp

  • Armor class 14 ((natural armor))
  • Hit points 45 ((7d8 + 14))
  • Speed 30 ft.
  • STR15 (+2)
  • DEX14 (+2)
  • CON14 (+2)
  • INT6 (-2)
  • WIS11 (0)
  • CHA4 (-3)

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

Skills:Perception +2

Damage Immunities:poison

Condition Immunities:poisoned

Senses:darkvision 60 ft., passive Perception 12

Languages:Abyssal, Common, Draconic

Challenge:2 (450 xp)

Yuan-ti malisons who become priestly devotees of a particular god-be it Sseth, Dendar the Night Serpent, or Merrshaulk-often rise through the ranks to become spiritual leaders among the serpent folk. These priests perform sacrificial rites to appease their vile gods.

Mental Resistance The broodguard has advantage on saving throws against being charmed, and magic can't paralyze it.
Reckless At the start of its turn, the broodguard 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

Multiattack The broodguard makes three attacks: one with its bite and two with its claws.
Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Claws Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Legendary Actions


Banderhobb

Banderhobb Large monstrosity, neutral evil 5 1,800 xp

  • Armor class 15 ((natural armor))
  • Hit points 84 ((8d10 + 40))
  • Speed 30 ft.
  • STR20 (+5)
  • DEX12 (+1)
  • CON20 (+5)
  • INT11 (0)
  • WIS14 (+2)
  • CHA8 (-1)

Skills:Athletics +8, Stealth +7

Condition Immunities:charmed, frightened

Senses:darkvision 120 ft., passive Perception 12

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

Challenge:5 (1,800 xp)

A banderhobb is a hybrid of shadow and flesh. Through dark magic, these components take on an enormous and vile humanoid shape, resembling a bipedal toad. In this form, a banderhobb temporarily serves its creator as a thug, a thief, and a kidnapper.

Resonant Connection If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of the banderhobb.
Shadow Stealth While in dim light or darkness, the banderhobb can take the Hide action as a bonus action.

Actions

Bite Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (5d6 + 5) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the banderhobb can't use its bite attack or tongue attack on another target.
Tongue Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 10 (3d6) necrotic damage, and the target must make a DC 15 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the banderhobb, which can use a bonus action to make a bite attack against the target.
Swallow The banderhobb makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits, the creature is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb, and it takes 10 (3d6) necrotic damage at the start of each of the banderhobb's turns. A creature reduced to 0 hit points in this way stops taking the necrotic damage and becomes stable.\rThe banderhobb can have only one creature swallowed at a time. While the banderhobb isn't incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. If the banderhobb dies, it likewise regurgitates a swallowed creature.
Shadow Step The banderhobb magically teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see. Before or after teleporting, it can make a bite or tongue attack.

Legendary Actions


Catoblepas

Catoblepas Large monstrosity, unaligned 5 1,800 xp

  • Armor class 14 ((natural armor))
  • Hit points 84 ((8d10 + 40))
  • Speed 30 ft.
  • STR19 (+4)
  • DEX12 (+1)
  • CON21 (+5)
  • INT3 (-4)
  • WIS14 (+2)
  • CHA8 (-1)

Senses:darkvision 60 ft., passive Perception 12

Languages:-

Challenge:5 (1,800 xp)

The catoblepas is as loathsome as the vile swamplands in which it lives. Like such wastelands, this conglomeration of bloated buffalo, dinosaur, warthog, and hippopotamus parts has few redeeming qualities. Few travelers willingly traverse the territory of a catoblepas.

Keen Smell The catoblepas has advantage on Wisdom (Perception) checks that rely on smell.
Stench Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of any catoblepas for 1 hour.

Actions

Tail Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 21 (5d6 + 4) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be stunned until the start of the catoblepas's next turn.
Death Ray (Recharge 5-6) The catoblepas targets a creature that it can see within 30 feet of it. The target 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. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if reduced to 0 hit points by this ray.

Legendary Actions


Cave Fisher

Cave Fisher Medium monstrosity, unaligned 3 700 xp

  • Armor class 16 ((natural armor))
  • Hit points 58 ((9d8 + 18))
  • Speed 20 ft., climb 20 ft.
  • STR16 (+3)
  • DEX13 (+1)
  • CON14 (+2)
  • INT3 (-4)
  • WIS10 (0)
  • CHA3 (-4)

Skills:Perception +2, Stealth +5

Senses:blindsight 60 ft., passive Perception 12

Languages:-

Challenge:3 (700 xp)

A cave fisher is a subterranean arachnid with a long snout that houses spinnerets, enabling the creature to produce sticky filament, much like the strands of a spider's webbing, which the creature uses to snag prey.

Adhesive Filament The cave fisher can use its action to extend a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature adhered to the filament is grappled by the cave fisher (escape DC 13), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15- 5 hit points- immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament deals no damage to the cave fisher, which can extrude a replacement filament on its next turn.
Flammable Blood If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage.
Spider Climb The cave fisher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack The cave fisher makes two attacks with its claws.
Claw Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Filament One creature grappled by the cave fisher's adhesive filament must make a DC 13 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within 5 feet of the cave fisher, and the cave fisher makes a claw attack against it as a bonus action. Reeling up the target releases anyone else who was attached to the filament. Until the grapple ends on the target, the cave fisher can't extrude another filament.

Legendary Actions


Chitine

Chitine Small monstrosity, chaotic evil Thu Feb 01 2018 09:00:00 GMT+0100 (CET) 100 xp

  • Armor class 14 ((hide armor))
  • Hit points 18 ((4d6 + 4))
  • Speed 30 ft., climb 30 ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON12 (+1)
  • INT10 (0)
  • WIS10 (0)
  • CHA7 (-2)

Skills:Athletics +4, Stealth +4

Senses:darkvision 60 ft., passive Perception 10

Languages:Undercommon

Challenge:Thu Feb 01 2018 09:00:00 GMT+0100 (CET) (100 xp)

Chitines are multiarmed humanoids with arachnid qualities that serve Lolth. They operate in well-organized colonies that prove to be effective fighters in the war against the enemies of the Demon Queen of Spiders. On occasion, Lolth pits chitines against dark elves-even though both groups worship her-as a way of punishing the drow, who created the chitines but displeased their goddess by doing so.

Fey Ancestry The chitine has advantage on saving throws against being charmed, and magic can't put the chitine to sleep.
Sunlight Sensitivity While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Web Sense While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web.
Web Walker The chitine ignores movement restrictions caused by webbing.

Actions

Multiattack The chitine makes three attacks with its daggers.
Dagger Melee Weapon Attack: +4 to hit, reach 5 ft. one target, or Ranged Weapon Attack: +4 to hit, range 20/60 ft.,one target. Hit: 4 (1d4 + 2) piercing damage.

Legendary Actions


Choldrith

Choldrith Medium monstrosity, chaotic evil 3 700 xp

  • Armor class 15 ((studded leather armor))
  • Hit points 66 ((12d8 + 12))
  • Speed 30 ft., climb 30 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON12 (+1)
  • INT11 (0)
  • WIS14 (+2)
  • CHA10 (0)

Skills:Athletics +5, Religion +2, Stealth +5

Senses:darkvision 60 ft., passive Perception 12

Languages:Undercommon

Challenge:3 (700 xp)

Chitines are multiarmed humanoids with arachnid qualities that serve Lolth. They operate in well-organized colonies that prove to be effective fighters in the war against the enemies of the Demon Queen of Spiders. On occasion, Lolth pits chitines against dark elves-even though both groups worship her-as a way of punishing the drow, who created the chitines but displeased their goddess by doing so.

Fey Ancestry The choldrith has advantage on saving throws against being charmed, and magic can't put the choldrith to sleep.
Spellcasting The choldrith is a 4th-level spellcaster. Its spellcasting ability is Wisdom (save DC 12, +4 to hit with spell attacks). The choldrith has the following cleric spells prepared: \rCantrips (at will): guidance, mending, resistance, thaumaturgy \r1st level (4 slots): bane, healing word, sanctuary, shield of faith \r2nd level (3 slots): hold person, spiritual weapon (dagger)
Spider Climb The choldrith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity While in sunlight, the choldrith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Web Sense While in contact with a web, the choldrith knows the exact location of any other creature in contact with the same web.
Web Walker The choldrith ignores movement restrictions caused by webbing.

Actions

Dagger Melee Weapon Attack: +5 to hit, reach 5 ft. on target or Ranged Weapon attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage.
Web (Recharge 5-6) Ranged Weapon Attack: +5 to hit, range 30/60 ft., one Large or smaller creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10- 5 hit points- vulnerability to fire damage- immunity to bludgeoning, poison, and psychic damage).

Guidance - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: V, S\rDuration: Concentration, up to 1 minute\rRange: Touch\rYou touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Mending - Cantrip (At will)
Resistance - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: V, S, M (a miniature cloak)\rDuration: Concentration, up to 1 minute\rRange: Touch\rYou touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
Thaumaturgy - Cantrip (At will)
Bane - 1st level (4 slots)
Healing Word - 1st level (4 slots)
Sanctuary - 1st level (4 slots) Level: 1\rCasting Time: 1 bonus action\rComponents: V, S, M (a small silver mirror)\rDuration: 1 minute\rRange: 30 feet\rYou ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a DC Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
Shield of Faith - 1st level (4 slots) Level: 1\rCasting Time: 1 bonus action\rComponents: V, S, M (a small parchment with a bit of holy text written on it)\rDuration: Concentration, up to 10 minutes\rRange: 60 feet\rA shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Hold Person - 2nd level (3 slots)
Spiritual Weapon - 2nd level (3 slots)

Legendary Actions


Froghemoth

Froghemoth Huge monstrosity, unaligned 10 5,900 xp

  • Armor class 14 ((natural armor))
  • Hit points 184 ((16d12 + 80))
  • Speed 30 ft., swim 30 ft.
  • STR23 (+6)
  • DEX13 (+1)
  • CON20 (+5)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA5 (-3)

Save Throws:Con +9, Wis +5

Skills:Perception +9, Stealth +5

Damage Resistances:fire, lightning

Senses:darkvision 60 ft., passive Perception 19

Languages:-

Challenge:10 (5,900 xp)

A froghemoth is an amphibious predator as big as an elephant. It lairs in swamps and has four tentacles, a thick rubbery hide, a fang-filled maw with a prehensile tongue, and an extendable stalk sporting three bulbous eyes that face in different directions.

Amphibious The froghemoth can breathe air and water.
Shock Susceptibility If the froghemoth takes lightning damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, it can't use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both.

Actions

Multiattack The froghemoth makes two attacks with its tentacles. It can also use its tongue or bite.
Tentacle Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Huge or smaller creature. Until the grapple ends, the froghemoth can't use this tentacle on another target. The froghemoth has four tentacles.
Bite Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid damage at the start of each of the froghemoth's turns.\rThe froghemoth's gullet can hold up to two creatures at a time. If the froghemoth takes 20 damage or more on a single turn from a creature inside it, the froghemoth must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the froghemoth. If the froghemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
Tongue The froghemoth targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a DC 18 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth, and the froghemoth can make a bite attack against it as a bonus action.

Legendary Actions


Giant Strider

Giant Strider Large monstrosity, neutral evil 1 200 xp

  • Armor class 14 ((natural armor))
  • Hit points 22 ((3d10 + 6))
  • Speed 50 ft.
  • STR18 (+4)
  • DEX13 (+1)
  • CON14 (+2)
  • INT4 (-3)
  • WIS12 (+1)
  • CHA6 (-2)

Damage Immunities:fire

Senses:passive Perception 11

Languages:-

Challenge:1 (200 xp)

In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres elemental fire in its worst incarnation.

Fire Absorption Whenever the giant strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt.

Actions

Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Fire Burst (Recharge 5-6) The giant strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren't being worn or carried.

Legendary Actions


Girallon

Girallon Large monstrosity, unaligned 4 1,100 xp

  • Armor class 13
  • Hit points 59 ((7d10 + 21))
  • Speed 40 ft., climb 40 ft.
  • STR18 (+4)
  • DEX16 (+3)
  • CON16 (+3)
  • INT5 (-3)
  • WIS12 (+1)
  • CHA7 (-2)

Skills:Perception +3, Stealth +5

Senses:darkvision 60 ft., passive Perception 13

Languages:-

Challenge:4 (1,100 xp)

A girallon looks like an oversized, four-armed ape with gray skin and white fur. Its fangs and claws set it apart from a normal ape, revealing it to be a monstrous predator.

Aggressive As a bonus action, the girallon can move up to its speed toward a hostile creature that it can see.
Keen Smell The girallon has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack The girallon makes five attacks: one with its bite and four with its claws.
Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage.
Claw Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Legendary Actions


Leucrotta

Leucrotta Large monstrosity, chaotic evil 3 700 xp

  • Armor class 14 ((natural armor))
  • Hit points 67 ((9d10 + 18))
  • Speed 50 ft.
  • STR18 (+4)
  • DEX14 (+2)
  • CON15 (+2)
  • INT9 (-1)
  • WIS12 (+1)
  • CHA6 (-2)

Skills:Deception +2, Perception +3

Senses:darkvision 60 ft., passive Perception 13

Languages:Abyssal, Gnoll

Challenge:3 (700 xp)

A leucrotta is what you would get if you took the head of a giant badger, the brain of a person who likes to torture and eat people, the legs of a deer, and the body of a large hyena, put them together, and reanimated them with demon ichor without bothering to cover up the stink of death.

Keen Smell The leucrotta has advantage on Wisdom (Perception) checks that rely on smell.
Kicking Retreat If the leucrotta attacks with its hooves, it can take the Disengage action as a bonus action.
Mimicry The leucrotta 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.
Rampage When the leucrotta reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make an attack with its hooves.

Actions

Multiattack The leucrotta makes two attacks: one with its bite and one with its hooves.
Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice.
Hooves Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Legendary Actions


Shadow Mastiff

Shadow Mastiff Medium monstrosity, neutral evil 2 450 xp

  • Armor class 12
  • Hit points 33 ((6d8 + 6))
  • Speed 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON13 (+1)
  • INT5 (-3)
  • WIS12 (+1)
  • CHA5 (-3)

Skills:Perception +3, Stealth +6

Damage Resistances:bludgeoning, piercing, and slashing from nonmagical attacks while in dim light or darkness

Senses:darkvision 60 ft., passive Perception 13

Languages:-

Challenge:2 (450 xp)

These black hounds of the Shadowfell move invisibly through the shadows, always on the hunt. In gloomy places where the veil between the Shadowfell and the Material Plane is thinnest, they can cross over into the dark realms of the world.

Ethereal Awareness The shadow mastiff can see ethereal creatures and objects.
Keen Hearing and Smell The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Shadow Blend While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated.
Sunlight Weakness While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws.

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.

Legendary Actions


Shadow Mastiff Alpha

Shadow Mastiff Alpha Medium monstrosity, neutral evil 2 450 xp

  • Armor class 12
  • Hit points 42 ((6d8 + 6))
  • Speed 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON13 (+1)
  • INT6 (-2)
  • WIS12 (+1)
  • CHA5 (-3)

Skills:Perception +3, Stealth +6

Damage Resistances:bludgeoning, piercing, and slashing from nonmagical attacks while in dim light or darkness

Senses:darkvision 60 ft., passive Perception 13

Languages:-

Challenge:2 (450 xp)

These black hounds of the Shadowfell move invisibly through the shadows, always on the hunt. In gloomy places where the veil between the Shadowfell and the Material Plane is thinnest, they can cross over into the dark realms of the world.

Ethereal Awareness The shadow mastiff can see ethereal creatures and objects.
Keen Hearing and Smell The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Shadow Blend While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated.
Sunlight Weakness While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws.

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.
Terrifying Howl The shadow mastiff howls. Any beast or humanoid within 300 feet of the mastiff and able to hear its howl must succeed on a DC 11 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, 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 any shadow mastiff's Terrifying Howl for the next 24 hours.

Legendary Actions


Tlincalli

Tlincalli Large monstrosity, neutral evil 5 1,800 xp

  • Armor class 15 ((natural armor))
  • Hit points 85 ((10d10 + 30))
  • Speed 40 ft.
  • STR16 (+3)
  • DEX13 (+1)
  • CON16 (+3)
  • INT8 (-1)
  • WIS12 (+1)
  • CHA8 (-1)

Skills:Perception +4, Stealth +4, Survival +4

Senses:darkvision 60 ft., passive Perception 13

Languages:Tlincalli

Challenge:5 (1,800 xp)

Tlincallis, also called scorpion folk, are chitin-covered creatures, humanoid from the waist up with the lower body of an enormous scorpion, complete with a stinger at the end of a long tail.

Actions

Multiattack The tlincalli makes two attacks: one with its longsword or spiked chain, and one with its sting.
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.
Spiked Chain Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target is grappled (escape DC 11) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the tlincalli can't use the spiked chain against another target.
Sting Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions


Trapper

Trapper Large monstrosity, unaligned 3 700 xp

  • Armor class 13 ((natural armor))
  • Hit points 85 ((10d10 + 30))
  • Speed 10 ft., climb 10 ft.
  • STR17 (+3)
  • DEX10 (0)
  • CON17 (+3)
  • INT2 (-4)
  • WIS13 (+1)
  • CHA4 (-3)

Skills:Stealth +2

Senses:blindsight 30 ft., darkvision 60 ft., passive Perception 11

Languages:-

Challenge:3 (700 xp)

A trapper is a manta-like creature that lurks in subterranean and natural environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting territory. It remains motionless as it waits for prey to come close. When a target is within its reach, it peels itself away from the surface and wraps around its prey, crushing, smothering, and then digesting it.

False Appearance While the trapper is attached to a ceiling, floor, or wall and remains motionless, it is almost indistinguishable from an ordinary section of ceiling, floor, or wall. A creature that can see it and succeeds on a DC 20 Intelligence (Investigation) or Intelligence (Nature) check can discern its presence.
Spider Climb The trapper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Smother One Large or smaller creature within 5 feet of the trapper must succeed on a DC 14 Dexterity saving throw or be grappled (escape DC 14). Until the grapple ends, the target takes 17 (4d6 + 3) bludgeoning damage plus 3 (1d6) acid damage at the start of each of its turns. While grappled in this way, the target is restrained and blinded, and at risk of suffocating. The trapper can smother only one creature at a time.

Legendary Actions


Yuan-ti Anathema

Yuan-ti Anathema Huge monstrosity (shapechanger, yuan-ti), neutral evil 12 8,400 xp

  • Armor class 16 ((natural armor))
  • Hit points 189 ((18d12 + 72))
  • Speed 40 ft., climb 30 ft., swim 30 ft.
  • STR23 (+6)
  • DEX13 (+1)
  • CON19 (+4)
  • INT19 (+4)
  • WIS17 (+3)
  • CHA20 (+5)

Skills:Perception +7, Stealth +5

Damage Resistances:acid, fire, lightning

Damage Immunities:poison

Condition Immunities:poisoned

Senses:blindsight 30 ft., darkvision 60 ft., passive Perception 17

Languages:Abyssal, Common, Draconic

Challenge:12 (8,400 xp)

Yuan-ti malisons who become priestly devotees of a particular god-be it Sseth, Dendar the Night Serpent, or Merrshaulk-often rise through the ranks to become spiritual leaders among the serpent folk. These priests perform sacrificial rites to appease their vile gods.

Innate Spellcasting (Anathema Form Only) The anathema's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: \rAt will: animal friendship (snakes only) \r3/day each: darkness, entangle, fear, haste, suggestion, polymorph \r1/day: divine word
Magic Resistance The anathema has advantage on saving throws against spells and other magical effects.
Ophidiophobia Aura Any creature of the anathema's choice, other than a snake or a yuan-ti, that starts its turn within 30 feet of the anathema and can see or hear it must succeed on a DC 17 Wisdom saving throw or be frightened of snakes and yuan-ti. A 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 this aura for the next 24 hours.
Shapechanger The anathema can use its action to polymorph into a Huge giant constrictor snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed.
Six Heads The anathema has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

Actions

Multiattack (Anathema Form Only) The anathema makes two claw attacks, one constrict attack, and one Flurry of Bites attack.
Claw (Anathema Form Only) Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Constrict Melee Weapon Attack: +10 to hit, reach 15 ft., one Large or smaller creature. Hit: 16 (3d6 + 6) bludgeoning damage plus 7 (2d6) acid damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained and takes 16 (3d6 + 6) bludgeoning damage plus 7 (2d6) acid damage at the start of each of its turns, and the anathema can't constrict another target.
Flurry of Bites Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 27 (6d6 + 6) piercing damage plus 14 (4d6) poison damage.

Animal Friendship (At will)
Darkness (3/day)
Entangle (3/day)
Fear (3/day)
Haste (3/day)
Suggestion (3/day)
Polymorph (3/day)
Divine Word (1/day)

Legendary Actions


Yuan-ti Malison Type 4 and 5

Yuan-ti Malison Type 4 and 5 Medium monstrosity (shapechanger, yuan-ti), neutral evil 3 700 xp

  • Armor class 12
  • Hit points 66 ((12d8 + 12))
  • Speed 30 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON13 (+1)
  • INT14 (+2)
  • WIS12 (+1)
  • CHA16 (+3)

Skills:Deception +5, Stealth +4

Damage Immunities:poison

Condition Immunities:poisoned

Senses:darkvision 60 ft., passive Perception 11

Languages:Abyssal, Common, Draconic

Challenge:3 (700 xp)

A malison is a hideous blend of human and serpentine features. Three different types of malisons are known to exist, and other types are possible. Malisons form the middle caste of yuan-ti society and hunt with arrows tipped with their own venom. They use their magical powers of suggestion to force their enemies' surrender.

Shapechanger The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.
Innate Spellcasting (Yuan-ti Form Only) The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:\rAt will: animal friendship (snakes only)\r3/day: suggestion
Magic Resistance The yuan-ti has advantage on saving throws against spells and other magical effects.
Malison Type The yuan-ti has one of the following types: \rType 4: Human form with one or more serpentine tails \rType 5: Human form covered in scales

Actions

Multiattack (Yuan-ti Form Only) The yuan-ti makes two melee attacks or two ranged attacks.
Bite (Snake Form Only) Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
Scimitar (Yuan-ti Form Only) Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Longbow (Yuan-ti Form Only) Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Animal Friendship (At will)
Suggestion (3/day)

Legendary Actions


Yuan-ti Mind Whisperer

Yuan-ti Mind Whisperer Medium monstrosity (shapechanger, yuan-ti), neutral evil 4 1,100 xp

  • Armor class 14 ((natural armor))
  • Hit points 71 ((13d8 + 13))
  • Speed 30 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON13 (+1)
  • INT14 (+2)
  • WIS14 (+2)
  • CHA16 (+3)

Save Throws:Wis +4, Cha +5

Skills:Deception +5, Stealth +4

Damage Immunities:poison

Condition Immunities:poisoned

Senses:darkvision 120 ft. (penetrates magical darkness), passive Perception 12

Languages:Abyssal, Common, Draconic

Challenge:4 (1,100 xp)

Yuan-ti malisons who become priestly devotees of a particular god-be it Sseth, Dendar the Night Serpent, or Merrshaulk-often rise through the ranks to become spiritual leaders among the serpent folk. These priests perform sacrificial rites to appease their vile gods.

Shapechanger The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. If it dies, it stays in its current form.
Innate Spellcasting (Yuan-ti Form Only) The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: \rAt will: animal friendship (snakes only) \r3/day: suggestion
Magic Resistance The yuan-ti has advantage on saving throws against spells and other magical effects.
Mind Fangs (2/Day) The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) psychic damage to the target.
Spellcasting (Yuan-ti Form Only) The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \rCantrips (at will): eldritch blast, friends, message, minor illusion, poison spray, prestidigitation \r3rd level (2 slots): charm person, crown of madness, detect thoughts, expeditious retreat, fly, hypnotic pattern, illusory script
Sseth's Blessing When the yuan-ti reduces an enemy to 0 hit points, the yuan-ti gains 9 temporary hit points.

Actions

Multiattack (Yuan-ti Form Only) The yuan-ti makes one bite attack and one scimitar attack.
Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
Scimitar (Yuan-ti Form Only) Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Animal Friendship (At will)
Suggestion (3/day)

Eldritch Blast - Cantrip (At will)
Friends - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: S, M (a small amount of makeup applied to the face as this spell is cast)\rDuration: Concentration, up to 1 minute\rRange: Self\rFor the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
Message - Cantrip (At will)
Minor Illusion - Cantrip (At will)
Poison Spray - Cantrip (At will)
Prestidigitation - Cantrip (At will)
Charm Person - 3rd level (2 slots)
Crown of Madness - 3rd level (2 slots)
Detect Thoughts - 3rd level (2 slots)
Expeditious Retreat - 3rd level (2 slots)
Fly - 3rd level (2 slots)
Hypnotic Pattern - 3rd level (2 slots)
Illusory Script - 3rd level (2 slots)

Legendary Actions


Yuan-ti Nightmare Speaker

Yuan-ti Nightmare Speaker Medium monstrosity (shapechanger, yuan-ti), neutral evil 4 1,100 xp

  • Armor class 14 ((natural armor))
  • Hit points 71 ((13d8 + 13))
  • Speed 30 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON13 (+1)
  • INT14 (+2)
  • WIS12 (+1)
  • CHA16 (+3)

Save Throws:Wis +3, Cha +5

Skills:Deception +5, Stealth +4

Damage Immunities:poison

Condition Immunities:poisoned

Senses:darkvision 120 ft. (penetrates magical darkness), passive Perception 11

Languages:Abyssal, Common, Draconic

Challenge:4 (1,100 xp)

Yuan-ti malisons who become priestly devotees of a particular god-be it Sseth, Dendar the Night Serpent, or Merrshaulk-often rise through the ranks to become spiritual leaders among the serpent folk. These priests perform sacrificial rites to appease their vile gods.

Shapechanger The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. If it dies, it stays in its current form.
Death Fangs (2/Day) The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) necrotic damage to the target.
Innate Spellcasting (Yuan-ti Form Only) The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: \rAt will: animal friendship (snakes only) \r3/day: suggestion
Magic Resistance The yuan-ti has advantage on saving throws against spells and other magical effects.
Spellcasting (Yuan-ti Form Only) The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \rCantrip (at will): chill touch, eldritch blast, mage hand, message, poison spray, prestidigitation \r3rd level (2 slots): arms of Hadar, darkness, fear, hex, hold person, hunger of Hadar, witch bolt

Actions

Multiattack (Yuan-ti Form Only) The yuan-ti makes one constrict attack and one scimitar attack.
Constrict Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target.
Scimitar (Yuan-ti Form Only) Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Invoke Nightmare (Recharges after a Short or Long Rest) The yuan-ti taps into the nightmares of a creature it can see within 60 feet of it and creates an illusory, immobile manifestation of the creature's deepest fears, visible only to that creature. The target must make a DC 13 Intelligence saving throw. On a failed save, the target takes 11 (2d10) psychic damage and is frightened of the manifestation, believing it to be real. The yuan-ti must concentrate to maintain the illusion (as if concentrating on a spell), which lasts for up to 1 minute and can't be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success, or taking 11 (2d10) psychic damage on a failure.

Animal Friendship (At will)
Suggestion (3/day)

Chill Touch - Cantrip (at will)
Eldritch Blast - Cantrip (at will)
Mage Hand - Cantrip (at will)
Message - Cantrip (at will)
Poison Spray - Cantrip (at will)
Prestidigitation - Cantrip (at will)
Arms of Hadar - 3rd level (2 slots)
Darkness - 3rd level (2 slots)
Fear - 3rd level (2 slots)
Hex - 3rd level (2 slots)
Hold Person - 3rd level (2 slots)
Hunger of Hadar - 3rd level (2 slots)
Witch Bolt - 3rd level (2 slots)

Legendary Actions


Yuan-ti Pit Master

Yuan-ti Pit Master Medium monstrosity (shapechanger, yuan-ti), neutral evil 5 1,800 xp

  • Armor class 14 ((natural armor))
  • Hit points 88 ((16d8 + 16))
  • Speed 30 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON13 (+1)
  • INT14 (+2)
  • WIS12 (+1)
  • CHA16 (+3)

Save Throws:Wis +3, Cha +5

Skills:Deception +5, Stealth +4

Damage Immunities:poison

Condition Immunities:poisoned

Senses:darkvision 120 ft. (penetrates magical darkness), passive Perception 11

Languages:Abyssal, Common, Draconic

Challenge:5 (1,800 xp)

Shapechanger The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.
Innate Spellcasting (Yuan-ti Form Only) The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: \rAt will: animal friendship (snakes only) \r3/day: suggestion
Magic Resistance The yuan-ti has advantage on saving throws against spells and other magical effects.
Poison's Disciple (2/Day) The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) poison damage to the target.
Spellcasting (Yuan-ti Form Only) The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \rCantrips (at will): eldritch blast, friends, guidance, mage hand, message, poison spray \r3rd level (2 slots): command, counterspell, hellish rebuke, invisibility, misty step, unseen servant, vampiric touch

Actions

Multiattack (Yuan-ti Form Only) The yuan-ti makes two bite attacks using its snake arms.
Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
Merrshaulk's Slumber (1/Day) The yuan-ti targets up to five creatures that it can see within 60 feet of it. Each target must succeed on a DC 13 Constitution saving throw or fall into a magical sleep and be knocked unconscious for 10 minutes. A sleeping target awakens if it takes damage or if someone uses an action to shake or slap it awake. This magical sleep has no effect on a creature immune to being charmed.

Animal Friendship (At will)
Suggestion (3/day)

Eldritch Blast - Cantrip (At will)
Friends - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: S, M (a small amount of makeup applied to the face as this spell is cast)\rDuration: Concentration, up to 1 minute\rRange: Self\rFor the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
Guidance - Cantrip (At will) Level: 0\rCasting Time: 1 action\rComponents: V, S\rDuration: Concentration, up to 1 minute\rRange: Touch\rYou touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Mage Hand - Cantrip (At will)
Message - Cantrip (At will)
Poison Spray - Cantrip (At will)
Command - 3rd level (2 slots)
Counterspell - 3rd level (2 slots)
Hellish Rebuke - 3rd level (2 slots)
Invisibility - 3rd level (2 slots)
Misty Step - 3rd level (2 slots) Level: 2\rCasting Time: 1 bonus action\rComponents: V\rDuration: Instantaneous\rRange: Self\rBriefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Unseen Servant - 3rd level (2 slots)
Vampiric Touch - 3rd level (2 slots)

Legendary Actions


Yuan-ti Template

Yuan-ti Template Medium monstrosity (shapechanger, yuan-ti), neutral evil 3 700 xp

  • Armor class 12
  • Hit points 66 ((12d8 + 12))
  • Speed 30 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON13 (+1)
  • INT14 (+2)
  • WIS12 (+1)
  • CHA16 (+3)

Skills:Deception +5, Stealth +4

Damage Immunities:poison

Condition Immunities:poisoned

Senses:darkvision 60 ft., passive Perception 11

Languages:Abyssal, Common, Draconic

Challenge:3 (700 xp)

Usage For details on how to use this template see the 'Other' tab.
Acid Slime (Abomination, Anathema, or Malison Only) As a bonus action, the yuan-ti can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the yuan-ti, hits it with a melee attack while within 5 feet of it, or is hit by its con- strict attack takes 5 (1d10) acid damage.
Chameleon Skin The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.
Shapechanger (Pureblood Only) The yuan-ti can use its action to polymorph into a Medium giant poisonous snake, or into a Large constrictor snake, or back into its true form. Its statistics are the same in each form, except for the size change noted. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.
Shed Skin (1/Day) The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.

Actions

Bite (Pureblood Only) Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4) piercing damage plus 3 (1d6) poison damage. If the pureblood uses Multiattack, it can make two melee attacks, but can use its bite only once.
Polymorph into Snake (Abomination or Malison Only Recharge 6) The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a Wisdom saving throw or be transformed into a Tiny poisonous snake, as if affected by the polymorph spell. The save DC is the same as that of the yuan-ti's Innate Spellcasting ability.
Snake Antipathy (Abomination or Malison Only Recharge 6) The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a Wisdom saving throw or feel an intense urge to avoid snakes and snakelike creatures (including yuan-ti), as if affected by the antipathy effect of an antipathy/sympathy spell. The save DC is the same as that of the yuan-ti's Innate Spellcasting ability.
Sticks to Snakes (Abomination or Malison Only Recharge 6) The yuan-ti transforms a pile of sticks, arrows, or similar-sized pieces of wood into a swarm of poisonous snakes. The swarm acts as an ally of the yuan-ti and obeys its spoken commands. The swarm remains for 1 minute, after which it turns back into the original materials.

Legendary Actions


Slithering Tracker

Slithering Tracker Medium ooze, chaotic evil 3 700 xp

  • Armor class 14
  • Hit points 32 ((5d8 + 10))
  • Speed 30 ft., climb 30 ft., swim 30 ft.
  • STR16 (+3)
  • DEX19 (+4)
  • CON15 (+2)
  • INT10 (0)
  • WIS14 (+2)
  • CHA11 (0)

Skills:Stealth +8

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

Condition Immunities:blinded, deafened, exhaustion, grappled, paralyzed, petrified, prone, restrained, unconscious

Senses:blindsight 120 ft., passive Perception 12

Languages:understands languages it knew in its previous form but can't speak

Challenge:3 (700 xp)

The quest for revenge sometimes leads one to undergo a ritual whereby they transform into a body of semiliquid sentience known as a slithering tracker. Innocuous and insidious at the same time, a tracker flows into places where a normal creature can't go and brings its own brand of watery death down upon its quarry.

Ambusher In the first round of a combat, the slithering tracker has advantage on attack rolls against any creature it surprised.
Damage Transfer While grappling a creature, the slithering tracker takes only half the damage dealt to it, and the creature it is grappling takes the other half.
False Appearance While the slithering tracker remains motionless, it is indistinguishable from a puddle, unless an observer succeeds on a DC 18 Intelligence (Investigation) check.
Keen Tracker The slithering tracker has advantage on Wisdom checks to track prey.
Liquid Form The slithering tracker can enter an enemy's space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing.
Spider Climb The slithering tracker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Watery Stealth While underwater, the slithering tracker has advantage on Dexterity (Stealth) checks made to hide, and it can take the Hide action as a bonus action.

Actions

Slam Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.
Life Leech One Large or smaller creature that the slithering tracker can see within 5 feet of it must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. In addition, the grappled target takes 16 (3d10) necrotic damage at the start of each of its turns. The slithering tracker can grapple only one target at a time.

Legendary Actions


Thorny

Thorny Medium plant, neutral 1 200 xp

  • Armor class 14 ((natural armor))
  • Hit points 27 ((5d8 + 5))
  • Speed 30 ft.
  • STR13 (+1)
  • DEX12 (+1)
  • CON13 (+1)
  • INT2 (-4)
  • WIS10 (0)
  • CHA6 (-2)

Skills:Perception +4, Stealth +3

Damage Resistances:lightning, piercing

Senses:darkvision 60 ft., passive Perception 14

Languages:-

Challenge:1 (200 xp)

Vegepygmies are fungus creatures that live in simple tribal units, hunting for sustenance and spreading the spores from which they reproduce.

Plant Camouflage The thorny has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
Regeneration The thorny regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the thorny's next turn. The thorny dies only if it starts its turn with 0 hit points and doesn't regenerate.
Thorny Body At the start of its turn, the thorny deals 2 (1d4) piercing damage to any creature grappling it. Actions
Bite Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) piercing damage.

Actions

Legendary Actions


Vegepygmy

Vegepygmy Small plant, neutral Sun Apr 01 2018 09:00:00 GMT+0200 (CEST) 50 xp

  • Armor class 13 ((natural armor))
  • Hit points 9 ((2d6 + 2))
  • Speed 30 ft.
  • STR7 (-2)
  • DEX14 (+2)
  • CON13 (+1)
  • INT6 (-2)
  • WIS11 (0)
  • CHA7 (-2)

Skills:Perception +2, Stealth +4

Damage Resistances:lightning, piercing

Senses:darkvision 60 ft., passive Perception 12

Languages:Vegepygmy

Challenge:Sun Apr 01 2018 09:00:00 GMT+0200 (CEST) (50 xp)

Vegepygmies are fungus creatures that live in simple tribal units, hunting for sustenance and spreading the spores from which they reproduce.

Plant Camouflage The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
Regeneration The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Claws Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Sling Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Legendary Actions


Vegepygmy Chief

Vegepygmy Chief Small plant, neutral 2 450 xp

  • Armor class 14 ((natural armor))
  • Hit points 33 ((6d6 + 12))
  • Speed 30 ft.
  • STR14 (+2)
  • DEX14 (+2)
  • CON14 (+2)
  • INT7 (-2)
  • WIS12 (+1)
  • CHA9 (-1)

Skills:Perception +3, Stealth +4

Damage Resistances:lightning, piercing

Senses:darkvision 60 ft., passive Perception 13

Languages:Vegepygmy

Challenge:2 (450 xp)

Vegepygmies are fungus creatures that live in simple tribal units, hunting for sustenance and spreading the spores from which they reproduce.

Plant Camouflage The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
Regeneration The vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack The vegepygmy makes two attacks with its claws or two melee attacks with its spear.
Claws Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Spear Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands. Or Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage
Spores (1/Day) A 15-foot-radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each creature in that area that isn't a plant must succeed on a DC 12 Constitution saving throw or be poisoned. While poisoned in this way, a target takes 9 (2d8) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions


Wood Woad

Wood Woad Medium plant, lawful neutral 5 1,800 xp

  • Armor class 18 ((natural armor, shield))
  • Hit points 75 ((10d8 + 30))
  • Speed 30 ft., climb 30 ft.
  • STR18 (+4)
  • DEX12 (+1)
  • CON16 (+3)
  • INT10 (0)
  • WIS13 (+1)
  • CHA8 (-1)

Skills:Athletics +7, Perception +4, Stealth +4

Damage Resistances:bludgeoning, piercing

Condition Immunities:charmed, frightened

Senses:darkvision 60 ft., passive Perception 14

Languages:Sylvan

Challenge:5 (1,800 xp)

A wood woad is a powerful plant in humanoid form invested with the soul of someone who gave up life to become an eternal guardian.

Magic Club In the wood woad's hand, its club is magical and deals 7 (3d4) extra damage (included in its attacks).
Plant Camouflage The wood woad has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
Regeneration The wood woad regains 10 hit points at the start of its turn if it is in contact with the ground. If the wood woad takes fire damage, this trait doesn't function at the start of the wood woad's next turn. The wood woad dies only if it starts its turn with 0 hit points and doesn't regenerate.
Tree Stride Once on each of its turns, the wood woad can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

Actions

Multiattack The wood woad makes two attacks with its club.
Club Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) bludgeoning,magic damage.

Legendary Actions


Swarm of Cranium Rats

Swarm of Cranium Rats Medium swarm of Tiny beasts, lawful evil 5 1,800 xp

  • Armor class 12
  • Hit points 36 ((8d8))
  • Speed 30 ft.
  • STR9 (-1)
  • DEX14 (+2)
  • CON10 (0)
  • INT15 (+2)
  • WIS11 (0)
  • CHA14 (+2)

Damage Resistances:bludgeoning, piercing, slashing

Condition Immunities:charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses:darkvision 30 ft., passive Perception 10

Languages:telepathy 30 ft.

Challenge:5 (1,800 xp)

Mind flayers create cranium rats by bombarding normal rats with psionic energy.

Illumination As a bonus action, the swarm can shed dim light from its brains in a 5-foot radius, increase the illumination to bright light in a 5-to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguish the light.
Innate Spellcasting (Psionics) The swarm's innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more than half of its hit points remaining, the swarm can innately cast the following spells, requiring no components:\rAt will: command, comprehend languages, detect thoughts\r1/day each: confusion, dominate monster
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 rat. The swarm can't regain hit points or gain temporary hit points.
Telepathic Shroud The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.

Actions

Bites Melee Weapon Attack: +5 to hit, reach 0 ft., one target 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.

Command (At will)
Comprehend Languages (At will)
Detect Thoughts (At will)
Confusion (1/day)
Dominate Monster (1/day)

Legendary Actions


Swarm of Rot Grubs

Swarm of Rot Grubs Medium swarm of Tiny beasts, unaligned Thu Feb 01 2018 09:00:00 GMT+0100 (CET) 100 xp

  • Armor class 8
  • Hit points 22 ((5d8))
  • Speed 5 ft., climb 5 ft.
  • STR2 (-4)
  • DEX7 (-2)
  • CON10 (0)
  • INT1 (-5)
  • WIS2 (-4)
  • CHA1 (-5)

Damage Resistances:piercing, slashing

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

Senses:blindsight 10 ft., passive Perception 6

Languages:-

Challenge:Thu Feb 01 2018 09:00:00 GMT+0100 (CET) (100 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 maggot. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites Melee Weapon Attack: +0 to hit, reach 0 ft., one creature in the swarm's space. Hit: The target is infested by 1d4 rot grubs. At the start of each of the target's turns, the target takes 1d6 piercing damage per rot grub infesting it. Applying fire to the bite wound before the end of the target's next turn deals 1 fire damage to the target and kills these rot grubs. After this time, these rot grubs are too far under the skin to be burned.\rIf a target infested by rot grubs ends its turn with 0 hit points, it dies as the rot grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target.

Legendary Actions


Alhoon

Alhoon Medium undead, any evil alignment 10 5,900 xp

  • Armor class 15 ((natural armor))
  • Hit points 120 ((16d8 + 48))
  • Speed 30 ft.
  • STR11 (0)
  • DEX12 (+1)
  • CON16 (+3)
  • INT19 (+4)
  • WIS17 (+3)
  • CHA17 (+3)

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

Skills:Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5

Damage Resistances:cold, lightning, necrotic

Damage Immunities:poison- bludgeoning, piercing, and slashing from nonmagical attacks

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

Senses:truesight 120 ft., passive Perception 17

Languages:Deep Speech, Undercommon, telepathy 120 ft.

Challenge:10 (5,900 xp)

Mind flayers that pursue arcane magic are exiled as deviants, and for them no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a shortcut.

Magic Resistance The alhoon has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (Psionics) The alhoon's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components: \rAt will: detect thoughts, levitate \r1/day each: dominate monster, plane shift (self only)
Spellcasting The alhoon is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The alhoon has the following wizard spells prepared: \rCantrips (at will): chill touch, dancing lights, mage hand, prestidigitation, shocking grasp\r1st level (4 slots): detect magic, disguise self, magic missile, shield \r2nd level (3 slots): invisibility, mirror image, scorching ray \r3rd level (3 slots): counterspell, fly, lightning bolt \r4th level (3 slots): confusion, Evard's black tentacles, phantasmal killer \r5th level (2 slots): modify memory, wall of force \r6th level (1 slot): disintegrate, globe of invulnerability
Turn Resistance The alhoon has advantage on saving throws against any effect that turns undead.

Actions

Chilling Grasp Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage.
Mind Blast (Recharge 5-6) The alhoon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and is stunned 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.

Detect Thoughts (At will)
Levitate (At will)
Dominate Monster (1/day)
Plane Shift (1/day)

Chill Touch - Cantrip (At will)
Dancing Lights - Cantrip (At will)
Mage Hand - Cantrip (At will)
Prestidigitation - Cantrip (At will)
Shocking Grasp - Cantrip (At will)
Detect Magic - 1st level (4 slots)
Disguise Self - 1st level (4 slots)
Magic Missile - 1st level (4 slots)
Shield - 1st level (4 slots) Level: 1\rCasting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell\rComponents: V, S\rDuration: 1 round\rRange: Self\rAn invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Invisibility - 2nd level (3 slots)
Mirror Image - 2nd level (3 slots)
Scorching Ray - 2nd level (3 slots)
Counterspell - 3rd level (3 slots)
Fly - 3rd level (3 slots)
Lightning Bolt - 3rd level (3 slots)
Confusion - 4th level (3 slots)
Evard's Black Tentacles - 4th level (3 slots)
Phantasmal Killer - 4th level (3 slots)
Modify Memory - 5th level (2 slots)
Wall of Force - 5th level (2 slots) Level: 5\rCasting Time: 1 action\rComponents: V, S, M (a pinch of powder made by crushing a clear gemstone)\rDuration: Concentration, up to 10 minutes\rRange: 120 feet\rAn invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by- 10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
Disintegrate - 6th level (1 slot)
Globe of Invulnerability - 6th level (1 slot)

Legendary Actions


Bodak

Bodak Medium undead, chaotic evil 6 2,300 xp

  • Armor class 15 ((natural armor))
  • Hit points 58 ((9d8 + 18))
  • Speed 30 ft.
  • STR15 (+2)
  • DEX16 (+3)
  • CON15 (+2)
  • INT7 (-2)
  • WIS12 (+1)
  • CHA12 (+1)

Skills:Perception +4, Stealth +6

Damage Resistances:cold, fire, necrotic- bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities:lightning, poison

Condition Immunities:charmed, frightened, poisoned

Senses:darkvision 120 ft., passive Perception 14

Languages:Abyssal, the languages it knew in life

Challenge:6 (2,300 xp)

A bodak is the undead remains of someone who revered Orcus. Devoid of life and soul, it exists only to cause death.

Aura of Annihilation The bodak can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and fiends ignore this effect.
Death Gaze When a creature that can see the bodak's eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 13 Constitution saving throw if the bodak isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save.\rUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, it must immediately make the saving throw.
Sunlight Hypersensitivity The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Fist Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 9 (2d8) necrotic damage.
Withering Gaze One creature that the bodak can see within 60 feet of it must make a DC 13 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.

Legendary Actions


Gnoll Witherling

Gnoll Witherling Medium undead, chaotic evil Sun Apr 01 2018 09:00:00 GMT+0200 (CEST) 50 xp

  • Armor class 12 ((natural armor))
  • Hit points 11 ((2d8 + 2))
  • Speed 30 ft.
  • STR14 (+2)
  • DEX8 (-1)
  • CON12 (+1)
  • INT5 (-3)
  • WIS5 (-3)
  • CHA5 (-3)

Damage Immunities:poison

Condition Immunities:exhaustion, poisoned

Senses:darkvision 60 ft., passive Perception 7

Languages:understands Gnoll but can't speak

Challenge:Sun Apr 01 2018 09:00:00 GMT+0200 (CEST) (50 xp)

Sometimes gnolls turn against each other, perhaps to determine who rules a war band or because of extreme starvation. Even under ordinary circumstances, gnolls that are deprived of victims for too long can't control their hunger and violent urges. Eventually, they fight among themselves.

Rampage When the witherling reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack.

Actions

Vengeful Strike In response to a gnoll being reduced to 0 hit points within 30 feet of the witherling, the witherling makes a melee attack.
Multiattack The witherling makes two attacks: one with its bite and one with its club, or two with its club.
Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Club Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Legendary Actions


Illithilich

Illithilich Medium undead, any evil alignment 22 41,000 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, lnt +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:truesight 120 ft., passive Perception 19

Languages:Deep Speech, Undercommon, Telepathy out to a range of 120 ft.

Challenge:22 (41,000 xp)

Mind flayers that pursue arcane magic are exiled as deviants, and for them no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a shortcut.

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.
Magic Resistance The lich has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (Psionics) The lich's innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no components. \rAt will: detect thoughts, levitate \r1/day each: dominate monster, plane shift (self only)
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: \rCantrips (at will): mage hand, prestidigitation, ray of frost \r1st level (4 slots): detect magic, magic missile, shield, thunderwave \r2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image \r3rd level (3 slots): animate dead, counterspell, dispel magic, fireball \r4th level (3 slots): blight, dimension door \r5th level (3 slots): cloudkill, scrying \r6th level (1 slot): disintegrate, globe of invulnerability \r7th level (1 slot): finger of death, plane shift \r8th level (1 slot): dominate monster, power word stun \r9th level (1 slot): power word kill
Turn Resistance The lich has advantage on saving throws against any effect that turns undead.

Actions

Paralyzing Touch Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage and the target must make a DC 18 Constitution saving throw. On a failure the target is 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.
Tentacles Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 21 (3d10 + 5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 15) and must succeed on a DC 20 Intelligence saving throw or be stunned until this grapple ends.
Extract Brain Melee Weapon Attack: +12 to hit, reach 5 ft., one incapacitated humanoid grappled by the lich. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the lich kills the target by extracting and devouring its brain.
Mind Blast (Recharge 5-6) The lich magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 18 Intelligence saving throw or take 27 (5d8 + 5) psychic damage and is 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.

Detect Thoughts (At will)
Levitate (At will)
Dominate Monster (1/day)
Plane Shift (1/day)

Mage Hand - Cantrip (At will)
Prestidigitation - Cantrip (At will)
Ray of Frost - Cantrip (At will)
Detect Magic - 1st level (4 slots)
Magic Missile - 1st level (4 slots)
Shield - 1st level (4 slots) Level: 1\rCasting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell\rComponents: V, S\rDuration: 1 round\rRange: Self\rAn invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Thunderwave - 1st level (4 slots)
Detect Thoughts - 2nd level (3 slots)
Invisibility - 2nd level (3 slots)
Melf's Acid Arrow - 2nd level (3 slots)
Mirror Image - 2nd level (3 slots)
Animate Dead - 3rd level (3 slots)
Counterspell - 3rd level (3 slots)
Dispel Magic - 3rd level (3 slots)
Fireball - 3rd level (3 slots)
Blight - 4th level (3 slots)
Dimension Door - 4th level (3 slots)
Cloudkill - 5th level (3 slots)
Scrying - 5th level (3 slots)
Disintegrate - 6th level (1 slot)
Globe of Invulnerability - 6th level (1 slot)
Finger of Death - 7th level (1 slot)
Plane Shift - 7th level (1 slot)
Dominate Monster - 8th level (1 slot)
Power Word Stun - 8th level (1 slot)
Power Word Kill - 9th level (1 slot) Level: 9\rCasting Time: 1 action\rComponents: V\rDuration: Instantaneous\rRange: 60 feet\rYou utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.

Legendary Actions

Options The lich can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn.
Tentacles The lich makes one attack with its tentacles.
Extract Brain (Costs 2 Actions) The lich uses Extract Brain.
Mind Blast (Costs 3 Actions) The lich recharges its Mind Blast and uses it.
Cast Spell (Costs 1-3 Actions) The lich uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell.

Spawn of Kyuss

Spawn of Kyuss Medium undead, chaotic evil 5 1,800 xp

  • Armor class 10
  • Hit points 76 ((9d8 + 36))
  • Speed 30 ft.
  • STR16 (+3)
  • DEX11 (0)
  • CON18 (+4)
  • INT5 (-3)
  • WIS7 (-2)
  • CHA3 (-4)

Save Throws:Wis +1

Damage Immunities:poison

Condition Immunities:exhaustion, poisoned

Senses:darkvision 60 ft., passive Perception 8

Languages:understands the languages it knew in life but can't speak

Challenge:5 (1,800 xp)

Kyuss was a high priest of Orcus who plundered corpses from necropolises to create the first spawn of Kyuss. Even centuries after Kyuss's death, his mad disciples continue performing the horrific rites he perfected.

Regeneration The spawn of Kyuss regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or a body of running water. If the spawn takes acid, fire, or radiant damage, this trait doesn't function at the start of the spawn's next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.
Worms If the spawn of Kyuss is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action.

Actions

Multiattack The spawn of Kyuss makes two attacks with its claws and uses Burrowing Worm.
Burrowing Worm A worm launches from the spawn of Kyuss at one humanoid that the spawn can see within 10 feet of it. The worm latches onto the target's skin unless the target succeeds on a DC 11 Dexterity saving throw. The worm is a Tiny undead with AC 6, 1 hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target's skin, the worm can be killed by normal means or scraped off using an action (the spawn can use this action to launch a scraped-off worm at a humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target's skin at the end of the target's next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to 0 hit points, then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away.
Claw Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage.

Legendary Actions