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Githyanki Warrior; Medium humanoid (gith); lawful evil; 17; half plate; 49; 9d8+9; 30ft.; 15; 14; 12; 13; 13; 10; ; Con +3 Int +3, Wis +3; ; ; ; ; Gith; 3; 700; ; Innate Spellcasting (Psionics). The githyanki’s innate spellcasting ability is Intelligence. It can innately cast the following spells 0 xp

  • Armor class requiring no components:

    *At will: mage hand (the hand is invisible)

    *3/day each: jump (misty step)
  • Hit points nondetection (self only)

    Actions

    Multiattack. The githyanki makes two greatsword attacks.

    Greatsword. Melee Weapon Attack: +4 to hit (reach 5 ft.)
  • Speed one target. Hit: 9 (2d6 + 2) slashing damage plus 7 (2d6) psychic damage.; ;
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Githyanki Knight; Medium humanoid (gith); lawful evil; 18; plate; 91; 14d8+28; 30ft.; 16; 14; 15; 14; 14; 15; ; Con +5 Int +5, Wis +5; ; ; ; ; Gith; 8; 3 0 xp

  • Armor class 900; ; Innate Spellcasting (Psionics). The githyanki’s innate spellcasting ability is Intelligence (spell save DC 13 (+5 to hit with spell attacks). It can innately cast the following spells)
  • Hit points requiring no components:

    *At will: mage hand (the hand is invisible)

    *3/day each: jump (misty step)
  • Speed nondetection (self only)
  • STR tongues

    *1/day each: plane shift (-5)
  • DEX telekinesis

    Multi-attack. The githyanki makes two silver greatsword attacks.

    Silver Greatsword. Melee Weapon Attack: +9 to hit (-5)
  • CON reach 5 ft. (-5)
  • INT one target. Hit: 13 (2d6 + 6) slashing damage plus 10 (3d6) psychic damage. This is a magic weapon attack. On a critical hit against a target in an astral body (as with the astral projection spell) (-5)
  • WIS the githyanki can cut the silvery cord that tethers the target to its material body (-5)
  • CHA instead of dealing damage.; ; Innate Spellcasting (Psionics). The githyanki’s innate spellcasting ability is Intelligence (spell save DC 13 (-5)

Save Throws: +5 to hit with spell attacks). It can innately cast the following spells

Skills: requiring no components:

*At will: mage hand (the hand is invisible)

*3/day each: jump

Damage Resistances: misty step

Damage Immunities: nondetection (self only)

Condition Immunities: tongues

*1/day each: plane shift

Senses: telekinesis

Languages:

Challenge: (0 xp)

Actions

Tarrasque; Gargantuan monstrosity (titan); unaligned; 25; ; 676; 33d20; 40ft.; 30; 11; 30; 3; 11; 11; ; ; ; fire poison, bludgeoning one target. Hit: 32 (4d10 + 10) piercing damage.

Tail: Melee Weapon Attack: +19 to hit 0 xp

  • Armor class piercing (and slashing from non-magical weapons; charmed)
  • Hit points frightened (paralyzed)
  • Speed poisoned; Blind sight 120 ft.
  • STR passive perception 10; None; 30; 155 (-5)
  • DEX000; ; Multi-attack: The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite (-5)
  • CON two with its claws (-5)
  • INT one with its horns (-5)
  • WIS and one with its tai l. It can use its Swallow instead of its bite.

    Bite: Melee Weapon Attack: +19 to hit (-5)
  • CHA reach 10 ft. (-5)

Save Throws: one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature

Skills: it is grappled (escape DC 20). Until this grapple ends

Damage Resistances: the target is restrained

Damage Immunities: and the tarrasque can't bite another target.

Claw: Melee Weapon Attack: +19 to hit

Condition Immunities: reach 15 ft.

Senses: one target. Hit: 28 (4d8 + 10) slashing damage.
Horns
Melee Weapon Attack: +19 to hit

Languages: reach 10 ft.

Challenge: one target. Hit: 32 (4d10 + 10) piercing damage.

Tail: Melee Weapon Attack: +19 to hit (0 xp)

one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature

ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it

Actions

it must succeed on a DC 20 Strength saving throw or be knocked prone.

Frightful Presence: Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns

Legendary Actions

with disadvantage if the tarrasque is within line of sight

Ancient Red Dragon; Gargantuan dragon ; chaotic evil; 22; ; 546; 28d20; 40 ft. climb 40 ft., fly 80 ft.; 30; 10; 29; 18; 15; 23; ; Perception: +16 0 xp

  • Armor class Stealth: +7; ; fire; ; Blindsight 60 ft. (darkvision 120 ft.)
  • Hit points passive perception 26; Common (draconic; ; ; ; Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns)
  • Speed ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it
  • STR the creature is immune to the dragon's Frightful Presence for the next 24 hours.

    Fire Breath (Recharge 5-6): The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw (-5)
  • DEX taking 91 (26d6) fire damage on a failed save (-5)
  • CON or half as much damage on a successful one.; Detect: The dragon makes a Wisdom (Perception) check.

    Tail Attack (-5)
  • INT The dragon makes a tail attack.

    Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.; Legendary Resistance (3/Day): If the dragon fails a saving throw (-5)
  • WIS it can choose to succeed instead.

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

    Bite: Melee Weapon Attack: +17 to hit (-5)
  • CHA reach 15 ft. (-5)

Save Throws: one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.

Claw: Melee Weapon Attack: +17 to hit

Skills: reach 10 ft.

Damage Resistances: one target. Hit: 17 (2d6 + 10) slashing damage.

Tail: Melee Weapon Attack: +17 to hit

Damage Immunities: reach 20 ft.

Condition Immunities: one target. Hit: 19 (2d8 + 10) bludgeoning damage.

Languages:

Challenge: (0 xp)

Actions

Ancient Gold Dragon; Gargantuan dragon; lawful good; 22; ; 546; 28d20; 40 ft. fly 80 ft., swim 40 ft.; 30; 14; 29; 18; 17; 28; ; Insight: +10 ability to speak 0 xp

  • Armor class Perception: +17 (Persuasion: +16)
  • Hit points Stealth: +9; ; fire; ; Blindsight 60 ft. (darkvision 120 ft.)
  • Speed passive perception 27; Common
  • STR draconic; 24; 62 (-5)
  • DEX000; ; Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns (-5)
  • CON ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it (-5)
  • INT the creature is immune to the dragon's Frightful Presence for the next 24 hours.

    Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.
    *Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw (-5)
  • WIS taking 71 (13d10) fire damage on a failed save (-5)
  • CHA or half as much damage on a successful one.
    * Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls (-5)

Save Throws: Strength checks

Skills: and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns

Damage Resistances: ending the effect on itself on a success.

Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own

Damage Immunities: or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form

Condition Immunities: the dragon retains its alignment

Senses: hit points

Languages: Hit Dice

Challenge: ability to speak (0 xp)

Legendary Resistance

Wisdom

Actions

lair actions

Legendary Actions

and Intelligence

Kraken; argantuan monstrosity (titan); chaotic evil; 18; ; 472; 27d20; 20 ft. swim 60 ft.; 30; 11; 25; 22; 18; 20; ; ; ; lightning, bludgeoning which fall prone in a space within 10 feet of the kraken. If the kraken dies 0 xp

  • Armor class piercing (and slashing from nonmagical weapons; frightened)
  • Hit points paralyzed; Truesight 120 ft. (passive perception 14; Understands abyssal)
  • Speed celestial
  • STR infernal (-5)
  • DEX and primordial but can't speak (-5)
  • CON telepathy 120 ft.; 23; 50 (-5)
  • INT000; ; Multi-attack: The kraken makes three tentacle attacks (-5)
  • WIS each of which it can replace with one use of Fling.

    Bite: Melee Weapon Attack: +7 to hit (-5)
  • CHA reach 5 ft. (-5)

Save Throws: one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken

Skills: that creature is swallowed

Damage Resistances: and the grapple ends. While swallowed

Damage Immunities: the creature is blinded and restrained

Condition Immunities: it has total cover against attacks and other effects outside the kraken

Senses: and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it

Languages: the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures

Challenge: which fall prone in a space within 10 feet of the kraken. If the kraken dies (0 xp)

exiting prone.

Tentacle: Melee Weapon Attack: +7 to hit

and the target is grappled (escape DC 18). Until this grapple ends

Actions

reach 30 ft.

Legendary Actions

one target. Hit: 20 (3d6 + 10) bludgeoning damage

Ancient Silver Dragon; Gargantuan dragon; lawful good; 22; ; 487; 25d20; 40 ft. fly 80 ft.; 30; 10; 29; 18; 15; 23; ; Arcana: +11, History: +11 lair actions 0 xp

  • Armor class Perception: +16 (Stealth: +7; ; cold; ; Blindsight 60 ft.)
  • Hit points darkvision 120 ft. (passive perception 26; Common)
  • Speed draconic; ; ; ; Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns
  • STR ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it (-5)
  • DEX the creature is immune to the dragon's Frightful Presence for the next 24 hours.

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

    Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own (-5)

Save Throws: or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form

Skills: the dragon retains its alignment

Damage Resistances: hit points

Damage Immunities: Hit Dice

Condition Immunities: ability to speak

Senses: proficiencies

Languages: Legendary Resistance

Challenge: lair actions (0 xp)

Wisdom

except any class features or legendary actions of that form.

Legendary Actions
Detect

Actions

and Charisma scores

Legendary Actions

as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form

Ancient Blue Dragon; Gargantuan dragon ; lawful evil; 22; ; 481; 26d20; 40 ft. burrow 40 ft., fly 80 ft.; 29; 10; 27; 18; 17; 21; ; Perception: +17 0 xp

  • Armor class Stealth: +7; ; lightning; ; Blindsight 60 ft. (darkvision 120 ft.)
  • Hit points passive perception 27; Common (draconic; 23; 50)
  • Speed 000; ; Multi-attack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite: Melee Weapon Attack: +16 to hit
  • STR reach 15 ft. (-5)
  • DEX one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.

    Claw: Melee Weapon Attack: +16 to hit (-5)
  • CON reach 10 ft. (-5)
  • INT one target. Hit: 16 (2d6 + 9) slashing damage.

    Tail: Melee Weapon Attack: +16 to hit (-5)
  • WIS reach 20 ft. (-5)
  • CHA one target. Hit: 18 (2d8 + 9) bludgeoning damage.

    Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns (-5)

Save Throws: ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it

Skills: the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Lightning Breath (Recharge 5-6): The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw

Damage Resistances: taking 88 (16d10) lightning damage on a failed save

Damage Immunities: or half as much damage on a successful one.; Detect: The dragon makes a Wisdom (Perception) check.

Tail Attack: The dragon makes a tail attack.

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

Languages:

Challenge: (0 xp)

Actions

Ancient Green Dragon; Gargantuan dragon; lawful evil; 21; ; 385; 22d20; 40 ft. fly 80 ft., swim 40 ft.; 27; 12; 25; 20; 17; 19; ; Deception: +11 it can choose to succeed instead.

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

Bite: Melee Weapon Attack: +15 to hit 0 xp

  • Armor class Insight: +10 (Perception: +17)
  • Hit points Persuasion: +11 (Stealth: +8; ; poison; poisoned; Blindsight 60 ft.)
  • Speed darkvision 120 ft.
  • STR passive perception 27; Common (-5)
  • DEX draconic; 22; 41 (-5)
  • CON000; ; Multi-attack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite: Melee Weapon Attack: +15 to hit (-5)
  • INT reach 15 ft. (-5)
  • WIS one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.

    Claw: Melee Weapon Attack: +15 to hit (-5)
  • CHA reach 10 ft. (-5)

Save Throws: one target. Hit: 22 (4d6 + 8) slashing damage.

Tail: Melee Weapon Attack: +15 to hit

Skills: reach 20 ft.

Damage Resistances: one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns

Damage Immunities: ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it

Condition Immunities: the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Poison Breath (Recharge 5-6): The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw

Senses: taking 77 (22d6) poison damage on a failed save

Languages: or half as much damage on a successful one.; Detect: The dragon makes a Wisdom (Perception) check.

Tail Attack: The dragon makes a tail attack.

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

Legendary Resistance (3/Day): If the dragon fails a saving throw

Challenge: it can choose to succeed instead.

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

Bite: Melee Weapon Attack: +15 to hit (0 xp)

one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.

Claw: Melee Weapon Attack: +15 to hit

reach 20 ft.

Actions

reach 10 ft.

Legendary Actions

one target. Hit: 22 (4d6 + 8) slashing damage.

Tail: Melee Weapon Attack: +15 to hit

Ancient Bronze Dragon; Gargantuan dragon; lawful good; 22; ; 444; 24d20; 40 ft. fly 80 ft., swim 40 ft.; 29; 10; 27; 18; 17; 21; ; Insight: +10 lair actions 0 xp

  • Armor class Perception: +17 (Stealth: +7; ; lightning; ; Blindsight 60 ft.)
  • Hit points darkvision 120 ft. (passive perception 27; Common)
  • Speed draconic; 22; 41
  • STR000; ; Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns (-5)
  • DEX ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it (-5)
  • CON the creature is immune to the dragon's Frightful Presence for the next 24 hours.

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

    Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own (-5)

Save Throws: or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form

Skills: the dragon retains its alignment

Damage Resistances: hit points

Damage Immunities: Hit Dice

Condition Immunities: ability to speak

Senses: proficiencies

Languages: Legendary Resistance

Challenge: lair actions (0 xp)

Wisdom

except any class features or legendary actions of that form.

Legendary Actions
Detect

Actions

and Charisma scores

Legendary Actions

as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form

Ancient Copper Dragon; Gargantuan dragon; chotic good; 21; ; 350; 20d20; 40 ft. climb 40 ft., fly 80 ft.; 27; 12; 25; 20; 17; 19; ; Deception: +11 hit points 0 xp

  • Armor class Perception: +17 (Stealth: +8; ; acid; ; Blindsight 60 ft.)
  • Hit points darkvision 120 ft. (passive perception 27; Common)
  • Speed draconic; 21; 33
  • STR000; ; Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns (-5)
  • DEX ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it (-5)
  • CON the creature is immune to the dragon's Frightful Presence for the next 24 hours.

    Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.
    * Acid Breath. The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw (-5)
  • INT taking 63 (14d8) acid damage on a failed save (-5)
  • WIS or half as much damage on a successful one.
    * Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save (-5)
  • CHA the creature can't use reactions (-5)

Save Throws: its speed is halved

Skills: and it can't make more than one attack on its turn. In addition

Damage Resistances: the creature can use either an action or a bonus action on its turn

Damage Immunities: but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns

Condition Immunities: ending the effect on itself with a successful save.

Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own

Senses: or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form

Languages: the dragon retains its alignment

Challenge: hit points (0 xp)

ability to speak

lair actions

Actions

proficiencies

Legendary Actions

Legendary Resistance

Ancient Black Dragon; Gargantuan dragon; chaotic evil; 22; ; 367; 21d20; 40 ft. fly 80 ft., swim 40 ft.; 27; 14; 25; 16; 15; 19; ; Perception: +16 0 xp

  • Armor class Stealth: +9; ; acid; ; Blindsight 60 ft. (darkvision 120 ft.)
  • Hit points passive perception 26; Common (draconic; 21; 33)
  • Speed 000; ; Multi-attack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite: Melee Weapon Attack:+ 15 to hit
  • STR reach 15 ft. (-5)
  • DEX one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.

    Claw: Melee Weapon Attack: +15 to hit (-5)
  • CON reach 10 ft. (-5)
  • INT one target. Hit: 15 (2d6 + 8) slashing damage.

    Tail: Melee Weapon Attack: +15 to hit (-5)
  • WIS reach 20 ft . (-5)
  • CHA one target. Hit: 17 (2d8 + 8) bludgeoning damage.

    Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns (-5)

Save Throws: ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it

Skills: the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Acid Breath (Recharge 5-6): The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw

Damage Resistances: taking 67 (15d8) acid damage on a failed save

Damage Immunities: or half as much damage on a successful one.; Detect: The dragon makes a Wisdom (Perception) check.

Tail Attack: The dragon makes a tail attack.

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

Legendary Resistance (3/Day): If the dragon fails a saving throw

Condition Immunities: it can choose to succeed instead.

Languages:

Challenge: (0 xp)

Actions

Pit Fiend; Large fiend (devil); lawful evil; 19; ; 300; 24d10; 30 ft. fly 60 ft.; 26; 14; 24; 22; 18; 24; ; ; cold, bludgeoning reach 10ft. 0 xp

  • Armor class piercing (and slashing from non-magical weapons that aren't silvered; fire)
  • Hit points poison; poisoned; Truesight 120 ft. (passive perception 14; Infernal)
  • Speed telepathy 120 ft.; 20; 25
  • STR000; ; Magic Weapons: The pit fiend's weapon attacks are magical.

    Multiattack: The pit fiend makes four attacks: one with its bite (-5)
  • DEX one with its claw (-5)
  • CON one with its mace (-5)
  • INT and one with its tail.

    Bite: Melee Weapon Attack: +14 to hit (-5)
  • WIS reach 5 ft. (-5)
  • CHA one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way (-5)

Save Throws: the target can't regain hit points

Skills: and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns

Damage Resistances: ending the effect on itself on a success.

Claw: Melee Weapon Attack: +14 to hit

Damage Immunities: reach 10 ft.

Condition Immunities: one target. Hit: 17 (2d8 + 8) slashing damage.

Mace: Melee Weapon Attack: +14 to hit

Senses: reach 10ft.

Languages: one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.

Tail: Melee Weapon Attack: +14 to hit

Challenge: reach 10ft. (0 xp)

requiring no material components:

*At will: detect magic

unless the pit fiend is incapacitated. On a failed save

Actions

fireball

*3/day each: hold monster

Legendary Actions

wall of fire; ; Fear Aura: Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw

Lich; Medium undead; any evil alignment; 17; ; 135; 18d8; 30ft.; 11; 16; 16; 20; 14; 16; ; Arcana: +18 History: +12, Insight: +9 magic missile 0 xp

  • Armor class Perception: +9; cold (lightning)
  • Hit points necrotic; poison (bludgeoning)
  • Speed piercing
  • STR and slashing from nonmagical weapons; harmed (-5)
  • DEX exhaustion (-5)
  • CON frightened (-5)
  • INT paralyzed (-5)
  • WIS poisoned; Truesight 120 ft. (-5)
  • CHA passive perception 19; Common plus up to five other languages; 21; 33 (-5)

Save Throws:000; ; Paralyzing Touch: Melee Spell Attack: +12 to hit

Skills: reach 5 ft.

Damage Resistances: one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns

Damage Immunities: ending the effect on itself on a success.

Spellcasting: The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20

Condition Immunities: +12 to hit with spell attacks). The lich has the following wizard spells prepared: • Cantrips (at will): mage hand

Senses: prestidigitation

Languages: ray of frost • 1st level (4 slots): detect magic

Challenge: magic missile (0 xp)

thunderwave • 2nd level (3 slots): detect thoughts

mirror image • 3rd level (3 slots): animate dead

Actions

invisibility

Legendary Actions

Melf's acid arrow

Ancient White Dragon; Gargantuan dragon; chaotic evil; 20; ; 333; 18d20; 40 ft. burrow 40 ft., fly 80 ft. 0 xp

  • Armor class swim 40 ft.; 26; 10; 26; 10; 13; 14; ; Perception: +13 (Stealth: +6; ; cold; ; Blindsight 60 ft.)
  • Hit points darkvision 120 ft. (passive perception 23; Common)
  • Speed draconic; 20; 25
  • STR000; ; Multi-attack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite: Melee Weapon Attack: +14 to hit (-5)
  • DEX reach 15 ft. (-5)
  • CON one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.

    Claw: Melee Weapon Attack: +14 to hit (-5)
  • INT reach 10 ft. (-5)
  • WIS one target. Hit: 15 (2d6 + 8) slashing damage.

    Tail: Melee Weapon Attack: +14 to hit (-5)
  • CHA reach 20 ft. (-5)

Save Throws: one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns

Skills: ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it

Damage Resistances: the creature is immune to the dragon's Frightful Presence for the next 24 hours .

Cold Breath (Recharge 5-6): The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw

Damage Immunities: taking 72 (l6d8) cold damage on a failed save

Condition Immunities: or half as much damage on a successful one.; ; Ice Walk: The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally

Senses: difficult terrain composed of ice or snow doesn't cost it extra moment.

Legendary Resistance (3/Day): If the dragon fails a saving throw

Languages: it can choose to succeed instead.

Challenge: (0 xp)

Actions

Ancient Brass Dragon; Gargantuan dragon ; chaotic good; 20; ; 297; 17d20; 40 ft. burrow 40 ft., fly 80 ft.; 27; 10; 25; 16; 15; 19; ; History: +9 lair actions 0 xp

  • Armor class Perception: +14 (Persuasion: +10)
  • Hit points Stealth: +6; ; fire; ; Blindsight 60 ft. (darkvision 120 ft.)
  • Speed passive perception 24; Common
  • STR draconic; 20; 25 (-5)
  • DEX000; ; Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns (-5)
  • CON ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it (-5)
  • INT the creature is immune to the dragon's Frightful Presence for the next 24 hours.

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

    Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own (-5)

Save Throws: or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form

Skills: the dragon retains its alignment

Damage Resistances: hit points

Damage Immunities: Hit Dice

Condition Immunities: ability to speak

Senses: proficiencies

Languages: Legendary Resistance

Challenge: lair actions (0 xp)

Wisdom

except any class features or legendary actions of that form.; Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.; Legendary Resistance (3/Day): If the dragon fails a saving throw

Actions

and Charisma scores

Legendary Actions

as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form

Balor; Huge fiend (demon); chaotic evil; 19; ; 262; 21d12; 40 ft. fly 80 ft.; 26; 15; 22; 20; 16; 22; ; ; cold, lightning 1d3 nalfeshnees 1 xp

  • Armor class bludgeoning (piercing)
  • Hit points and slashing from nonmagical weapons; fire (poison; poisoned; Truesight 120 ft.)
  • Speed passive perception 13; Abyssal
  • STR telepathy 120 ft.; 19; 22 (-5)
  • DEX000; ; Magic Weapons: The balor's weapon attacks are magical.

    Multi-attack: The balor makes two attacks: one with its longsword and one with its whip.

    Longsword: Melee Weapon Attack: +14 to hit (-5)
  • CON reach 10 ft. (-5)
  • INT one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit (-5)
  • WIS it rolls damage dice three times (-5)
  • CHA instead of twice.

    Whip: Melee Weapon Attack: +14 to hit (-5)

Save Throws: reach 30 ft.

Skills: one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage

Damage Resistances: and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.

Teleport: The balor magically teleports

Damage Immunities: along with any equipment it is wearing or carrying

Condition Immunities: up to 120 feet to an unoccupied space it can see.

Variant: Summon Demon (1/Day): The demon chooses what to summon and attempts a magical summoning. A balor has a 50 percent chance of summoning 1d8 vrocks

Senses: 1d6 hezrous

Languages: 1d4 glabrezus

Challenge: 1d3 nalfeshnees (1 xp)

or one goristro. A summoned demon appears in an unoccupied space within 60 feet of its summoner

until it or its summoner dies

Actions

acts as an ally of its summoner

Legendary Actions

and can't summon other demons. It remains for 1 minute

Dragon Turtle; Gargantuan dragon ; neutral; 20; ; 341; 22d20; 20 ft. swim 40 ft.; 25; 10; 20; 10; 12; 12; ; ; fire; ; ; Darkvision 120 ft., passive perception 11; Aquan 0 xp

  • Armor class draconic; 17; 18 (000; ; Multi-attack: The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.

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

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

    Tail: Melee Weapon Attack: +13 to hit (-5)
  • DEX reach 15 ft. (-5)
  • CON one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature (-5)
  • INT it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.

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

Languages:

Challenge: (0 xp)

Actions

Androsphinx; Large monstrosity; lawful evil; 17; ; 199; 19d10; 40 ft. fly 60 ft.; 22; 10; 20; 16; 18; 23; ; Arcana: +9, Perception: +10 using a spell slot as normal.; Inscrutable: The sphinx is immune to any effect that would sense its emotions or read its thoughts 0 xp

  • Armor class Religion: +15; ; psychic (bludgeoning)
  • Hit points piercing (and slashing from nonmagical weapons; charmed)
  • Speed frightened; Truesight 120 ft.
  • STR passive perception 20; Truesight 120 ft. (-5)
  • DEX passive perception 20; 17; 18 (-5)
  • CON000; ; Magic Weapons: The sphinx's weapon attacks are magical.

    Multiattack: The sphinx makes two claw attacks.

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

    Roar (3/Day): The sphinx emits a magical roar. Each time it roars before finishing a long rest (-5)
  • CHA the roar is louder and the effect is different (-5)

Save Throws: as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns

Skills: ending the effect on itself on a success. Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns

Damage Resistances: ending the effect on itself on a success. Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save

Damage Immunities: a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save

Condition Immunities: the creature takes half as much damage and isn't knocked prone.; Claw Attack: The sphinx makes one claw attack.

Teleport (Costs 2 Actions): The sphinx magically teleports

Senses: along with any equipment it is wearing or carrying

Languages: up to 120 feet to an unoccupied space it can see.

Cast a Spell (Costs 3 Actions): The sphinx casts a spell from its list of prepared spells

Challenge: using a spell slot as normal.; Inscrutable: The sphinx is immune to any effect that would sense its emotions or read its thoughts (0 xp)

+10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared: • Cantrips (at will): sacred flame

detect evil and good

Actions

spare the dying

Legendary Actions

thaumaturgy • 1st level (4 slots): command

Adult Gold Dragon; Huge dragon; lawful good; 19; ; 256; 19d12; 40 ft. fly 80 ft., swim 40 ft.; 27; 14; 25; 16; 15; 24; ; Insight: +8 one target. Hit: 15 (2d6 + 8) slashing damage.

Tail: Melee Weapon Attack: +14 to hit 0 xp

  • Armor class Perception: +14 (Persuasion: +13)
  • Hit points Stealth: +8; ; fire; ; Blindsight 60 ft. (darkvision 120 ft.)
  • Speed passive perception 24; Common
  • STR draconic; 17; 18 (-5)
  • DEX000; ; Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns (-5)
  • CON ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it (-5)
  • INT the creature is immune to the dragon's Frightful Presence for the next 24 hours.

    Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.

    * Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw (-5)
  • WIS taking 66 (12d10) fire damage on a failed save (-5)
  • CHA or half as much damage on a successful one.

    *Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls (-5)

Save Throws: Strength checks

Skills: and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns

Damage Resistances: ending the effect on itself on a success.; Detect: The dragon makes a Wisdom (Perception) check.

Tail Attack: The dragon makes a tail attack.

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

Legendary Resistance (3/Day): If the dragon fails a saving throw

Damage Immunities: it can choose to succeed instead.

Multi-attack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +14 to hit

Condition Immunities: reach 10 ft.

Senses: one target. Hit: 19 (2d10 + 8) piercing damage.

Claw: Melee Weapon Attack: +14 to hit

Languages: reach 5 ft.

Challenge: one target. Hit: 15 (2d6 + 8) slashing damage.

Tail: Melee Weapon Attack: +14 to hit (0 xp)

one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Actions

Adult Blue Dracolich; Huge undead; lawful evil; 19; ; 225; 18d12; 40 ft. burrow 30 ft., fly 80 ft.; 25; 10; 23; 16; 15; 19; ; Perception: +12; necrotic; lightning or half as much damage on a successful one.; Detect: The dracolich makes a Wisdom (Perception) check.

Tail Attack: The dracolich makes a tail attack.

Wing Attack (Costs 2 Actions): The dracolich beats its tattered wings. Each creature within 10 ft. of the dracolich must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. After beating its wings this way 0 xp

  • Armor class poison; charmed (exhaustion)
  • Hit points frightened (paralyzed)
  • Speed poisoned; Blindsight 60 ft.
  • STR darkvision 120 ft. (-5)
  • DEX passive perception 22; Common (-5)
  • CON draconic; 17; 18 (-5)
  • INT000; ; Multi-attack: The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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

    Claw: Melee Weapon Attack: +12 to hit (-5)

Save Throws: reach 5 ft.

Skills: one target. Hit: 14 (2d6 + 7) slashing damage.

Tail: Melee Weapon Attack: +12 to hit

Damage Resistances: reach 15 ft.

Damage Immunities: one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Frightful Presence: Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns

Condition Immunities: ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it

Senses: the creature is immune to the dracolich's Frightful Presence for the next 24 hours.

Lightning Breath (Recharge 5-6): The dracolich exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw

Languages: taking 66 (12d10) lightning damage on a failed save

Challenge: or half as much damage on a successful one.; Detect: The dracolich makes a Wisdom (Perception) check.

Tail Attack: The dracolich makes a tail attack.

Wing Attack (Costs 2 Actions): The dracolich beats its tattered wings. Each creature within 10 ft. of the dracolich must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. After beating its wings this way (0 xp)

it can choose to succeed instead.

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

Actions

Planetar; Large celestial; lawful good; 19; ; 200; 16d10; 40 ft. fly 120 ft.; 24; 20; 24; 19; 22; 25; ; Perception: +11; radiant, bludgeoning raise dead
* 1/day each: commune 0 xp

  • Armor class piercing (and slashing from nonmagical weapons; ; charmed)
  • Hit points exhaustion (frightened; Truesight 120 ft.)
  • Speed passive perception 21; All
  • STR telepathy 120 ft.; 16; 15 (-5)
  • DEX000; ; Angelic Weapons: The planetar's weapon attacks are magical. When the planetar hits with any weapon (-5)
  • CON the weapon deals an extra 5d8 radiant damage (included in the attack).

    Multi-attack: The planetar makes two melee attacks.

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

    Healing Touch (4/Day): The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse (-5)
  • CHA disease (-5)

Save Throws: poison

Skills: blindness

Damage Resistances: or deafness.

Innate Spellcasting: The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells

Damage Immunities: requiring no material components:
* At will: detect evil and good

Condition Immunities: invisibility (self only)
* 3/day each: blade barrier

Senses: dispel evil and good

Languages: flame strike

Challenge: raise dead
* 1/day each: commune (0 xp)

insect plague; ; Angelic Weapons: The planetar's weapon attacks are magical. When the planetar hits with any weapon

invisibility (self only)
* 3/day each: blade barrier

Actions

the weapon deals an extra 5d8 radiant damage (included in the attack).

Divine Awareness: The planetar knows if it hears a lie.

Innate Spellcasting: The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells

Legendary Actions

requiring no material components:
* At will: detect evil and good

Marilith; Large fiend (demon); chaotic evil; 18; ; 189; 18d10; 40ft.; 18; 20; 20; 18; 16; 20; ; ; cold fire, lightning 1d2 nalfeshnees 0 xp

  • Armor class bludgeoning (piercing)
  • Hit points and slashing from nonmagical weapons; poison; poisoned; Truesight 120 ft. (passive perception 13; Abyssal)
  • Speed telepathy 120 ft.; 16; 15
  • STR000; ; Magic Weapons: The marilith's weapon attacks are magical.

    Multi-attack: The marilith can make seven attacks: six with its longswords and one with its tail.

    Longsword: Melee Weapon Attack: +9 to hit (-5)
  • DEX reach 5 ft. (-5)
  • CON one target. Hit: 13 (2d8 + 4) slashing damage.

    Tail: Melee Weapon Attack: +9 to hit (-5)
  • INT reach 10 ft. (-5)
  • WIS one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller (-5)
  • CHA it is grappled (escape DC 19). Until this grapple ends (-5)

Save Throws: the target is restrained

Skills: the marilith can automatically hit the target with its tail

Damage Resistances: and the marilith can't make tail attacks against other targets.

Teleport: The marilith magically teleports

Damage Immunities: along with any equipment it is wearing or carrying

Condition Immunities: up to 120 feet to an unoccupied space it can see.

Variant: Summon Demon (1/Day): The demon chooses what to summon and attempts a magical summoning. A marilith has a 50 percent chance of summoning 1d6 vrocks

Senses: 1d4 hezrous

Languages: 1d3 glabrezus

Challenge: 1d2 nalfeshnees (0 xp)

acts as an ally of its summoner

or until its summoner dismisses it as an action.

Reactions

Parry: The marilith adds 5 to its AC against one melee attack that would hit it. To do so

Actions

and can't summon other demons. It remains for 1 minute

Legendary Actions

until it or its summoner dies

Iron Golem; Large construct; unaligned; 20; ; 210; 20d10; 30ft.; 24; 9; 20; 3; 11; 1; ; ; ; fire poison, psychic 0 xp

  • Armor class bludgeoning (piercing)
  • Hit points and slashing from nonmagical weapons that aren't adamantine; charmed (exhaustion)
  • Speed frightened
  • STR paralyzed (-5)
  • DEX petrified (-5)
  • CON poisoned; Darkvision 120 ft. (-5)
  • INT passive perception 10; Understands the languages of its creator but can't speak; 16; 15 (-5)
  • WIS000; ; Magic Weapons: The golem's weapon attacks are magical.

    Multi-attack: The golem makes two melee attacks.

    Slam: Melee Weapon Attack: +13 to hit (-5)
  • CHA reach 5 ft. (-5)

Save Throws: one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Sword: Melee Weapon Attack: +13 to hit

Skills: reach 10 ft.

Damage Resistances: one target. Hit: 23 (3d10 + 7) slashing damage.

Poison Breath (Recharge 5-6): The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw

Damage Immunities: taking 45 (l0d8) poison damage on a failed save

Condition Immunities: or half as much damage on a successful one.; ; Fire Absorption: Whenever the golem is subjected to fire damage

Senses: it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

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

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

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

Languages:

Challenge: (0 xp)

Actions

Adult Silver Dragon; Huge dragon; lawful good; 19; ; 243; 18d12; 40 ft. fly 80 ft.; 27; 10; 25; 16; 13; 21; ; Arcana: +8, History: +8 0 xp

  • Armor class Perception: +11 (Stealth: +5; ; cold; ; Blindsight 60 ft.)
  • Hit points darkvision 120 ft. (passive perception 21; Common)
  • Speed draconic; 16; 15
  • STR000; ; Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns (-5)
  • DEX ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it (-5)
  • CON the creature is immune to the dragon's Frightful Presence for the next 24 hours.

    Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.

    *Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw (-5)
  • INT taking 58 (13d8) cold damage on a failed save (-5)
  • WIS or half as much damage on a successful one.

    *Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns (-5)
  • CHA ending the effect on itself on a success.; Detect: The dragon makes a Wisdom (Perception) check.

    Tail Attack: The dragon makes a tail attack.

    Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.; Legendary Resistance (3/Day): If the dragon fails a saving throw (-5)

Save Throws: it can choose to succeed instead.

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

Bite: Melee Weapon Attack: +13 to hit

Skills: reach 10 ft.

Damage Resistances: one target. Hit: 19 (2d10 + 8) piercing damage.

Claw: Melee Weapon Attack: +13 to hit

Damage Immunities: reach 5 ft.

Condition Immunities: one target. Hit: 15 (2d6 + 8) slashing damage.

Tail: Melee Weapon Attack: +13 to hit

Senses: reach 15 ft.

Languages: one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Challenge: (0 xp)

Actions

Purple Worm; Gargantuan monstrosity; unaligned; 18; ; 247; 15d20; 50 ft. burrow 30 ft.; 28; 7; 22; 1; 8; 4; ; ; ; ; ; Blindsight 30 ft., tremorsense 60 ft. 0 xp

  • Armor class passive perception 9; None; 15; 13 (000; ; Multi-attack: The worm makes two attacks: one with its bite and one with its stinger.

    Bite: Melee Weapon Attack: +9 to hit)
  • Hit points reach 10 ft. (one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature)
  • Speed it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained
  • STR it has total cover against attacks and other effects outside the worm (-5)
  • DEX and it takes 21 (6d6) acid damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it (-5)
  • CON the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures (-5)
  • INT which fall prone in a space within 10 feet of the worm. If the worm dies (-5)
  • WIS a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement (-5)
  • CHA exiting prone.

    Tail Stinger: Melee Weapon Attack: +9 to hit (-5)

Save Throws: reach 10 ft.

Skills: one creature. Hit: 19 (3d6 + 9) piercing damage

Damage Resistances: and the target must make a DC 19 Constitution saving throw

Damage Immunities: taking 42 (12d6) poison damage on a failed save

Condition Immunities: or half as much damage on a successful one.; ; Tunneler: The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

Languages:

Challenge: (0 xp)

Actions

Adult Green Dragon; Huge dragon; lawful evil; 19; ; 207; 18d12; 40 ft. fly 80 ft., swim 40 ft.; 23; 12; 21; 18; 15; 17; ; Deception: +8 it can choose to succeed instead.

0 xp

  • Armor class Insight: +7 (Perception: +12)
  • Hit points Persuasion: +8 (Stealth: +6; ; poison; poisoned; Blindsight 60 ft.)
  • Speed darkvision 120 ft.
  • STR passive perception 22; Common (-5)
  • DEX draconic; 15; 13 (-5)
  • CON000; ; Multi-attack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite: Melee Weapon Attack: +11 to hit (-5)
  • INT reach 10 ft. (-5)
  • WIS one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.

    Claw: Melee Weapon Attack: +11 to hit (-5)
  • CHA reach 5 ft. (-5)

Save Throws: one target. Hit: 13 (2d6 + 6) slashing damage.

Tail: Melee Weapon Attack: +11 to hit

Skills: reach 15 ft.

Damage Resistances: one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns

Damage Immunities: ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it

Condition Immunities: the creature is immune to the dragon's Frightful Presence for the next 24 hours .

Poison Breath (Recharge 5-6): The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw

Senses: taking 56 (16d6) poison damage on a failed save

Languages: or half as much damage on a successful one.

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

Tail Attack: The dragon makes a tail attack.

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

Legendary Resistance (3/Day): If the dragon fails a saving throw

Challenge: it can choose to succeed instead.

(0 xp)

Actions

Adult Bronze Dragon; Huge dragon; lawful good; 19; ; 212; 17d12; 40 ft. fly 80 ft., swim 40 ft.; 25; 10; 23; 16; 15; 19; ; Insight: +7 0 xp

  • Armor class Perception: +12 (Stealth: +5; ; lightning; ; Blindsight 60 ft.)
  • Hit points darkvision 120 ft. (passive perception 22; Common)
  • Speed draconic; 15; 13
  • STR000; ; Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns (-5)
  • DEX ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it (-5)
  • CON the creature is immune to the dragon's Frightful Presence for the next 24 hours.

    Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.

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

    *Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save (-5)
  • CHA the creature is pushed 60 feet away from the dragon.; Detect: The dragon makes a Wisdom (Perception) check.

    Tail Attack: The dragon makes a tail attack.

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

    Legendary Resistance (3/Day): If the dragon fails a saving throw (-5)

Save Throws: it can choose to succeed instead.

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

Bite: Melee Weapon Attack: +12 to hit

Skills: reach 10 ft.

Damage Resistances: one target. Hit: 18 (2d10 + 7) piercing damage.

Claw: Melee Weapon Attack: +12 to hit

Damage Immunities: reach 5 ft.

Condition Immunities: one target. Hit: 14 (2d6 + 7) slashing damage.

Tail: Melee Weapon Attack: +12 to hit

Senses: reach 15 ft.

Languages: one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Challenge: (0 xp)

Actions

Ice Devil; Large fiend (devil); lawful evil; 18; ; 180; 19d10; 40ft.; 21; 14; 18; 18; 15; 18; ; ; bludgeoning piercing, and slashing from nonmagical weapons that aren't silvered; fire 30 hit points 0 xp

  • Armor class poison; poisoned; Blindsight 60 ft. (darkvision 120 ft.)
  • Hit points passive perception 12; Infernal (telepathy 120 ft.; ; ; ; Multi-attack The devil makes three attacks: one with its bite)
  • Speed one with its claws
  • STR and one with its tail.

    Bite: Melee Weapon Attack: +10 to hit (-5)
  • DEX reach 5 ft. (-5)
  • CON one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.

    Claws: Melee Weapon Attack: +10 to hit (-5)
  • INT reach 5 ft. (-5)
  • WIS one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.

    Tail: Melee Weapon Attack:+10 to hit (-5)
  • CHA reach 10 ft. (-5)

Save Throws: one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.

Wall of Ice: The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high

Skills: or it's a hemispherical dome up to 20 feet in diameter. When the wall appears

Damage Resistances: each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on

Damage Immunities: unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw

Condition Immunities: taking 35 (10d6) cold damage on a failed save

Senses: or half as much damage on a successful one. The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached

Languages: each 10-foot section has AC 5

Challenge: 30 hit points (0 xp)

and immunity to acid

poison

Actions

cold

Legendary Actions

necrotic

Adult Copper Dragon; Huge dragon; chaotic good; 18; ; 184; 16d12; 40 ft. climb 40 ft., fly 80 ft.; 23; 12; 21; 18; 15; 17; ; Deception: +8 one target. Hit: 17 (2d10 + 6) piercing damage.

Claw: Melee Weapon Attack: +11 to hit 0 xp

  • Armor class Perception: +12 (Stealth: +6; ; acid; ; Blindsight 60 ft.)
  • Hit points darkvision 120 ft. (passive perception 22; Common)
  • Speed draconic; 14; 11
  • STR500; ; Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns (+245)
  • DEX ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it (-5)
  • CON the creature is immune to the dragon's Frightful Presence for the next 24 hours.

    Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons. Acid Breath. The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw (-5)
  • INT taking 54 (12d8) acid damage on a failed save (-5)
  • WIS or half as much damage on a successful one. Slowing Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save (-5)
  • CHA the creature can't use reactions (-5)

Save Throws: its speed is halved

Skills: and it can't make more than one attack on its turn. In addition

Damage Resistances: the creature can use either an action or a bonus action on its turn

Damage Immunities: but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns

Condition Immunities: ending the effect on itself with a successful save.; Detect: The dragon makes a Wisdom (Perception) check.

Tail Attack: The dragon makes a tail attack.

Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.; Legendary Resistance (3/Day): If the dragon fails a saving throw

Senses: it can choose to succeed instead.

Actions:

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

Bite: Melee Weapon Attack: +11 to hit

Languages: reach 10 ft.

Challenge: one target. Hit: 17 (2d10 + 6) piercing damage.

Claw: Melee Weapon Attack: +11 to hit (0 xp)

one target. Hit: 13 (2d6 + 6) slashing damage.

Tail: Melee Weapon Attack: +11 to hit

Actions

reach 15 ft.

Legendary Actions

one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Adult Black Dragon; Huge dragon; chaotic evil; 19; ; 195; 17d12; 40 ft. fly 80 ft., swim 40 ft.; 23; 14; 21; 14; 13; 17; ; Perception: +11 0 xp

  • Armor class Stealth: +7; ; ; acid; Blindsight 60 ft. (darkvision 120 ft.)
  • Hit points passive perception 21; Common (draconic; 14; 11)
  • Speed 500; ; Multi-attack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite: Melee Weapon Attack: +11 to hit
  • STR reach 10 ft. (-5)
  • DEX one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.

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

    Tail: Melee Weapon Attack: +11 to hit (-5)
  • WIS reach 15 ft. (-5)
  • CHA one target. Hit: 15 (2d8 + 6) bludgeoning damage.

    Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns (-5)

Save Throws: ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it

Skills: the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Acid Breath (Recharge 5-6): The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw

Damage Resistances: taking 54 (12d8) acid damage on a failed save

Damage Immunities: or half as much damage on a successful one.; Detect: The dragon makes a Wisdom (Perception) check.

Tail Attack: The dragon makes a tail attack.

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

Legendary Resistance (3/Day): If the dragon fails a saving throw

Condition Immunities: it can choose to succeed instead.

Languages:

Challenge: (0 xp)

Actions

Storm Giant; Huge giant; chaotic good; 16; ; 230; 20d12; 50 ft. swim 50 ft.; 29; 14; 20; 16; 18; 18; ; Arcana: +8, Athletics: +14 0 xp

  • Armor class History: +8 (Perception: +9; cold; lightning)
  • Hit points thunder; ; Passive perception 19; Common (giant; ; ; ; Multi-attack: The giant makes two greatsword attacks.

    Great sword: Melee Weapon Attack: +14 to hit)
  • Speed reach 10 ft.
  • STR one target. Hit: 30 (6d6 + 9) slashing damage.

    Rock: Ranged Weapon Attack: +14 to hit (-5)
  • DEX range 60/240 ft. (-5)
  • CON one target. Hit: 35 (4d12 + 9) bludgeoning damage.

    Lightning Strike (Recharge 5-6): The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw (-5)
  • INT taking 54 (12d8) lightning damage on a failed save (-5)
  • WIS or half as much damage on a successful one.; ; Amphibious: The giant can breathe air and water.

    Innate Spellcasting: The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells (-5)
  • CHA requiring no material components:
    * At will: detect magic (-5)

Save Throws: feather fall

Skills: levitate

Damage Resistances: light
* 3/day each: control weather

Damage Immunities: water breathing

Languages:

Challenge: (0 xp)

Actions

Rakshasa; Medium fiend; lawful evil; 16; ; 110; 13d10; 40ft.; 14; 17; 18; 13; 16; 20; ; Deception: +10 Insight: +8; ; bludgeoning, piercing plane shift 0 xp

  • Armor class and slashing from nonmagical weapons; ; Darkvision 60 ft. (passive perception 13; Common)
  • Hit points infernal; 13; 10 (000; ; Multi-attack: The rakshasa makes two claw attacks

    Claw: Melee Weapon Attack: +7 to hit)
  • Speed reach 5 ft.
  • STR one target. Hit: 9 (2d6 + 2) slashing damage (-5)
  • DEX and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest (-5)
  • CON filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.; ; Damage Vulnerabilities: piercing from magic weapons wielded by good creatures

    Limited Magic Immunity: The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

    Innate Spellcasting: The rakshasa's innate spellcasting ability is Charisma (spell save DC 18 (-5)
  • INT +10 to hit with spell attacks). The rakshasa can innately cast the following spells (0)
  • WIS requiring no material components:
    * At will: detect thoughts (-5)
  • CHA disguise self (-5)

Save Throws: mage hand

Skills: minor illusion
* 3/day each: charm person

Damage Resistances: detect magic

Damage Immunities: invisibility

Condition Immunities: major image

Senses: suggestion
* 1/day each: dominate person

Languages: fly

Challenge: plane shift (0 xp)

Actions

Nalfeshnee; Large fiend (demon); Chaotic evil; 18; ; 184; 16d10; 20 ft. fly 30 ft.; 21; 10; 22; 19; 12; 15; ; ; cold, fire or one nalfeshnee. A summoned demon appears in an unoccupied space within 60 feet of its summoner 0 xp

  • Armor class lightning (bludgeoning)
  • Hit points piercing (and slashing from nonmagical weapons; poison; poisoned; Truesight 120 ft.)
  • Speed passive perception 11; Abyssal
  • STR telepathy 120 ft.; 13; 10 (-5)
  • DEX000; ; Teleport: The nalfeshnee magically teleports (-5)
  • CON along with any equipment it is wearing or carrying (-5)
  • INT up to 120 feet to an unoccupied space it can see.

    Multi-attack: The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.

    Bite: Melee Weapon Attack: +10 to hit (-5)
  • WIS reach 5 ft. (-5)
  • CHA one target. Hit: 32 (5d10 + 5) piercing damage.

    Claw: Melee Weapon Attack: +10 to hit (-5)

Save Throws: reach 10 ft.

Skills: one target. Hit: 15 (3d6 + 5) slashing damage.

Horror Nimbus (Recharge 5-6): The nalfeshnee magically emits scintillating

Damage Resistances: multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns

Damage Immunities: ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it

Condition Immunities: the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.

Variant: Summon Demon (1/Day): The demon chooses what to summon and attempts a magical summoning. A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks

Senses: 1d3 hezrous

Languages: 1d2 glabrezus

Challenge: or one nalfeshnee. A summoned demon appears in an unoccupied space within 60 feet of its summoner (0 xp)

and can't summon other demons. It remains for 1 minute

Actions

until it or its summoner dies

Legendary Actions

or until its summoner dismisses it as an action.; ; Magic Resistance: The nalfeshnee has advantage on saving throws against spells and other magical effects.

Adult Brass Dragon; Huge dragon; chaotic good; 18; ; 172; 15d12; 40 ft. burrow 40 ft., fly 80 ft.; 23; 10; 21; 14; 13; 17; ; History: +7 it can choose to succeed instead. 0 xp

  • Armor class Perception: +11 (Persuasion: +8)
  • Hit points Stealth: +5; ; ; fire; Blindsight 60 ft. (darkvision 120 ft.)
  • Speed passive perception 21; Common
  • STR draconic; 13; 10 (-5)
  • DEX000; ; Multi-attack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite: Melee Weapon Attack: +11 to hit (-5)
  • CON reach (-5)
  • INT.0 ft. (-5)
  • WIS one target. Hit: 17 (2d10 + 6) piercing damage.

    Claw: Melee Weapon Attack: +11 to hit (-5)
  • CHA reach 5 ft. (-5)

Save Throws: one target. Hit: 13 (2d6 + 6) slashing damage.

Tail: Melee Weapon Attack: +11 to hit

Skills: reach 15 ft.

Damage Resistances: one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns

Damage Immunities: ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it

Condition Immunities: the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.

* Fire Breath. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw

Senses: taking 45 (13d6) fire damage on a failed save

Languages: or half as much damage on a successful one.

* Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.; ; Legendary Resistance (3/Day): If the dragon fails a saving throw

Challenge: it can choose to succeed instead. (0 xp)

Actions

Erinyes; Medium fiend (devil) ; lawful evil; 18; ; 153; 18d8; 30 ft. fly 60 ft.; 18; 16; 18; 14; 14; 18; ; ; cold, bludgeoning 0 xp

  • Armor class piercing (and slashing from nonmagical weapons that aren't silvered; fire)
  • Hit points poison; poisoned; Truesight 120 ft. (passive perception 12; Infernal)
  • Speed telepathy 120 ft.; 12; 8
  • STR400; ; Multi-attack: The erinyes makes three attacks

    Long sword: Melee Weapon Attack: +8 to hit (+195)
  • DEX reach 5 ft. (-5)
  • CON one target. Hit: 8 (1d8 + 4) slashing damage (-5)
  • INT or 9 (1d10 + 4) slashing damage if used with two hands (-5)
  • WIS plus 13 (3d8) poison damage.

    Longbow: Ranged Weapon Attack: +7 to hit (-5)
  • CHA range 150/600 ft. (-5)

Save Throws: one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage

Skills: and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.

Variant: Rope of Entanglement: Some erinyes carry a rope of entanglement (detailed in the Dungeon Master's Guide). When such an erinyes uses its Multiattack

Damage Resistances: the erinyes can use the rope in place of two of the attacks.

Reactions

Parry: The erinyes adds 4 to its AC against one melee attack that would hit it. To do so

Damage Immunities: the erinyes must see the attacker and be wielding a melee weapon.; ; Hellish Weapons: The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).

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

Languages:

Challenge: (0 xp)

Actions

Roc; Gargantuan monstrosity ; unaligned; 15; ; 248; 16d20; 20 ft. fly 120 ft.; 28; 10; 20; 3; 10; 9; ; Perception: +4; ; ; ; Passive perception 14; None; 11; 7, 200; ; Multi-attack: The roc makes two attacks: one with its beak and one with its talons.

Beak: Melee Weapon Attack: +13 to hit
0 xp

  • Armor class reach 10 ft. (one target. Hit: 27 (4d8 + 9) piercing damage.

    Talons: Melee Weapon Attack: +13 to hit)
  • Hit points reach 5 ft. (one target. Hit: 23 (4d6 + 9) slashing damage)
  • Speed and the target is grappled (escape DC 19). Until this grapple ends
  • STR the target is restrained (-5)
  • DEX and the roc can't use its talons on another target.; ; Keen Sight: The roc has advantage on Wisdom (Perception) checks that rely on sight. (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Remorhaz; Huge monstrosity; unaligned; 17; ; 165; 17d12; 30 ft. burrow 20 ft.; 24; 13; 21; 4; 10; 5; ; ; ; cold, fire; ; Darkvision 60 ft. 0 xp

  • Armor class tremorsense 60 ft. (passive perception 10; None; 11; 7)
  • Hit points 200; ; Bite: Melee Weapon Attack: +11 to hit (reach 10 ft.)
  • Speed one target. Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature
  • STR it is grappled (escape DC 17). Until this grapple ends (-5)
  • DEX the target is restrained (-5)
  • CON and the remorhaz can't bite another target.

    Swallow: The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits (-5)
  • INT that creature takes the bite's damage and is swallowed (-5)
  • WIS and the grapple ends. While swallowed (-5)
  • CHA the creature is blinded and restrained (-5)

Save Throws: it has total cover against attacks and other effects outside the remorhaz

Skills: and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns. If the remorhaz takes 30 damage or more on a single turn from a creature inside it

Damage Resistances: the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures

Damage Immunities: which fall prone in a space within 10 feet oft he remorhaz. If the remorhaz dies

Condition Immunities: a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement

Senses: exiting prone.; ; Heated Body: A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

Languages:

Challenge: (0 xp)

Actions

Horned Devil; Large fiend (devil); lawful evil; 18; ; 148; 17d10; 20 ft. fly 60 ft.; 22; 17; 21; 12; 16; 17; ; ; cold, bludgeoning 0 xp

  • Armor class piercing (and slashing from nonmagical weapons that aren't silvered; fire)
  • Hit points poison; poisoned; Darkvision 120 ft. (passive perception 13; Infernal)
  • Speed telepathy 120 ft.; 11; 7
  • STR200; ; Multi-attack: The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.

    Fork: Melee Weapon Attack: +10 to hit (+95)
  • DEX reach 10 ft. (-5)
  • CON one target. Hit: 15 (2d8 + 6) piercing damage.

    Tail: Melee Weapon Attack: +10 to hit (-5)
  • INT reach 10 ft. (-5)
  • WIS one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct (-5)
  • CHA it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack (-5)

Save Throws: the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target
receives magical healing.

Hurl Flame: Ranged Spell Attack: +7 to hit

Skills: range 150 ft.

Damage Resistances: one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried

Damage Immunities: it also catches fire.; ; Devil's Sight: Magical darkness doesn't impede the devil's dark vision.

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

Languages:

Challenge: (0 xp)

Actions

Gynosphinx; Large monstrosity; lawful evil; 17; ; 136; 16d10; 40 ft. fly 60 ft.; 18; 15; 16; 18; 18; 18; ; Arcana: +12, History: +12 shield
• 2nd level (3 slots): darkness 0 xp

  • Armor class Perception: +8 (Religion: +8; bludgeoning)
  • Hit points piercing (and slashing from nonmagical weapons; Psychic; Charmed)
  • Speed frightened; Truesight 120 ft.
  • STR passive perception 18; Common (-5)
  • DEX sphinx; 11; 7 (-5)
  • CON200; ; Magic Weapons: The sphinx's weapon attacks are magical.

    Multi-attack: The sphinx makes two claw attacks.

    Claw: Melee Weapon Attack: +9 to hit (+95)
  • INT reach 5 ft. (-5)
  • WIS one target. Hit: 13 (2d8 + 4) slashing damage.

    ; Cast a Spell (Costs 3 Actions): The sphinx casts a spell from its list of prepared spells (-5)
  • CHA using a spell slot as normal.

    Claw Attack: The sphinx makes one claw attack.

    Teleport (Costs 2 Actions): The sphinx magically teleports (-5)

Save Throws: along with any equipment it is wearing or carrying

Skills: up to 120 feet to an unoccupied space it can see.; Inscrutable: The sphinx is immune to any effect that would sense its emotions or read its thoughts

Damage Resistances: as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.

Spellcasting: The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16

Damage Immunities: +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:
• Cantrips (at will): mage hand

Condition Immunities: minor illusion

Senses: prestidigitation • 1st level (4 slots): detect magic

Languages: identify

Challenge: shield
• 2nd level (3 slots): darkness (0 xp)

suggestion
• 3rd level (3 slots): dispel magic

greater invisibility
• 5th level (1 slot): legend lore

Actions

remove curse

Legendary Actions

tongues
• 4th level (3 slots): banishment

Efreeti; Large elemental; lawful evil; 17; ; 200; 16d10; 40 ft. fly 60 ft.; 22; 12; 24; 16; 15; 16; ; ; ; fire; ; Darkvision 120 ft., passive perception 12; Ignan; 11; 7 tongues
* 1/day each: conjure elemental (fire elemental only) 0 xp

  • Armor class 200; ; Multi-attack: The efreeti makes two scimitar attacks or uses
    its Hurl Flame twice.

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

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

    Variant: Genie Powers: Genies have a variety of magical capabilities
  • STR including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality. Disguises. Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will (-5)
  • DEX often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day (-5)
  • CON possibly with a longer duration than normal. Such genies can change only their own shape (-5)
  • INT but a rare few can use the spell on other creatures and objects as well. Wishes. The genie power to grant wishes is legendary among mortals. Only the most potent genies (-5)
  • WIS such as those among the nobility (-5)
  • CHA can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes (-5)

Save Throws: it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence. To be granted a wish

Skills: a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature

Damage Resistances: the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.; ; Elemental Demise: If the efreeti dies

Damage Immunities: its body disintegrates in a flash of fire and puff of smoke

Condition Immunities: leaving behind only equipment the djinni was wearing or carrying.

Innate Spellcasting: The efreeti's innate spell casting ability is Charisma (spell save DC 15

Senses: +7 to hit with spell attacks). It can innately cast the following spells

Languages: requiring no material components:
* At will: detect magic
* 3/day: enlarge/reduce

Challenge: tongues
* 1/day each: conjure elemental (fire elemental only) (0 xp)

invisibility

wall of fire

Actions

major image

Legendary Actions

plane shift

Djinni; Large elemental ; chaotic good; 17; ; 161; 14d10; 30 ft. fly 90 ft.; 21; 15; 22; 15; 16; 20; ; ; ; lightning, thunder; ; Darkvision 120 ft. its body disintegrates into a warm breeze 0 xp

  • Armor class passive perception 13; Auran; 11; 7 (200; ; Multi-attack: The djinni makes three scimitar attacks.

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

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

    Variant: Genie Powers: Genies have a variety of magical capabilities (-5)
  • WIS including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality. Disguises. Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will (-5)
  • CHA often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day (-5)

Save Throws: possibly with a longer duration than normal. Such genies can change only their own shape

Skills: but a rare few can use the spell on other creatures and objects as well. Wishes. The genie power to grant wishes is legendary among mortals. Only the most potent genies

Damage Resistances: such as those among the nobility

Damage Immunities: can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes

Condition Immunities: it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence. To be granted a wish

Senses: a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature

Languages: the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.; ; Elemental Demise: If the djinni dies

Challenge: its body disintegrates into a warm breeze (0 xp)

+9 to hit with spell attacks). It can innately cast the following spells

thunderwave *3/day each: create food and water (can create wine instead of water)

Actions

requiring no material components:
* At will: detect evil and good

Legendary Actions

detect magic

Chain Devil; Medium fiend (devil); lawful evil; 16; ; 85; 10d8; 30ft.; 18; 15; 18; 11; 12; 14; ; ; cold bludgeoning, piercing 0 xp

  • Armor class and slashing from nonmagical weapons that aren't silvered; fire (poison; poisoned; Darkvision 120 ft.)
  • Hit points passive perception 8; Infernal (telepathy 120 ft.; 11; 7)
  • Speed 200; ; Multi-attack: The devil makes two attacks with its chains.

    Chain: Melee Weapon Attack: +8 to hit
  • STR reach 10 ft. (-5)
  • DEX one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends (-5)
  • CON the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.

    Animate Chains (Recharges after a Short or Long Rest): Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control (-5)
  • INT provided that the chains aren't being worn or carried. Each animated chain is an object with AC 20 (-5)
  • WIS 20 hit points (+5)
  • CHA resistance to piercing damage (-5)

Save Throws: and immunity to psychic and thunder damage. When the devil uses Multi-attack on its turn

Skills: it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.

Reactions
Unnerving Mask: When a creature the devil can see starts its turn within 30 feet of the devil

Damage Resistances: the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil

Damage Immunities: it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.; ; Devil's Sight: Magical darkness doesn't impede the devil's darkvision.

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

Languages:

Challenge: (0 xp)

Actions

Behir; Huge monstrosity ; neutral evil; 17; ; 168; 16d12; 50 ft. climb 40 ft.; 23; 16; 18; 7; 14; 12; ; Perception: +6, Stealth: +7; ; lightning; ; Darkvision 90 ft. 0 xp

  • Armor class passive perception 16; Draconic; 11; 7 (200; ; Multi-attack: The behir makes two attacks: one with its bite and one to constrict.

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

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

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

    Swallow: The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits (-5)
  • WIS the target is also swallowed (-5)
  • CHA and the grapple ends. While swallowed (-5)

Save Throws: the target is blinded and restrained

Skills: it has total cover against attacks and other effects outside the behir

Damage Resistances: and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time. If the behir takes 30 damage or more on a single turn from the swallowed creature

Damage Immunities: the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature

Condition Immunities: which falls prone in a space within 10 ft. of the behir. If the behir dies

Senses: a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement

Languages: exiting prone.; ;

Challenge: (0 xp)

Actions

Young Gold Dragon; Large dragon; lawful good; 18; ; 178; 17d10; 40 ft. fly 80 ft., swim 40 ft.; 23; 14; 21; 16; 13; 20; ; Insight: +5 0 xp

  • Armor class Perception: +9 (Persuasion: +9)
  • Hit points Stealth: +6; ; fire; ; Blindsight 30 ft. (darkvision 120 ft.)
  • Speed passive perception 19; Common
  • STR draconic; 10; 5 (-5)
  • DEX900; ; Multi-attack: The dragon makes three attacks: one with its bite and two with its claws.

    Bite: Melee Weapon Attack: +10 to hit (+445)
  • CON reach 10 ft. (-5)
  • INT one target. Hit: 17 (2d10 + 6) piercing damage.

    Claw: Melee Weapon Attack: +10 to hit (-5)
  • WIS reach 5 ft. (-5)
  • CHA one target. Hit: 13 (2d6 + 6) slashing damage.

    Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.

    *Fire Breath. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw (-5)

Save Throws: taking 55 (10d10) fire damage on a failed save

Skills: or half as much damage on a successful one.

*Weakening Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls

Damage Resistances: Strength checks

Damage Immunities: and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns

Condition Immunities: ending the effect on itself on a success.; ; Amphibious: The dragon can breathe air and water.

Languages:

Challenge: (0 xp)

Actions

Guardian Naga; Large monstrosity; lawful good; 18; ; 127; 15d10; 40ft.; 19; 18; 16; 16; 19; 18; ; ; ; poison; charmed poisoned; Darkvision 60 ft., passive perception 14; Celestial hold person
* 3rd level (3 slots): bestow curse 0 xp

  • Armor class common; 10; 5 (900; ; Bite: Melee Weapon Attack: +8 to hit)
  • Hit points reach 10 ft. (one creature. Hit: 8 (1d8 + 4) piercing damage)
  • Speed and the target must make a DC 15 Constitution saving throw
  • STR taking 45 (10d8) poison damage on a failed save (-5)
  • DEX or half as much damage on a successful one.

    Spit Poison: Ranged Weapon Attack: +8 to hit (-5)
  • CON range 15/30 ft. (-5)
  • INT one creature. Hit: The target must make a DC 15 Constitution saving throw (-5)
  • WIS taking 45 (10d8) poison damage on a failed save (-5)
  • CHA or half as much damage on a successful one.; ; Rejuvenation: If it dies (-5)

Save Throws: the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.

Spellcasting: The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16

Skills: +8 to hit with spell attacks)

Damage Resistances: and it needs only verbal components to cast its spells. It has the following cleric spells prepared:

* Cantrips (at will): mending

Damage Immunities: sacred flame

Condition Immunities: thaumaturgy
* 1st level (4 slots): command

Senses: cure wounds

Languages: shield of faith
* 2nd level (3 slots): calm emotions

Challenge: hold person
* 3rd level (3 slots): bestow curse (0 xp)

freedom of movement
* 5th level (2 slots): flame strike

Actions

geas
* 6th level (1 slot): true seeing

Deva; Medium celestial; Lawful good; 17; ; 136; 16d8; 30 ft. fly 90 ft.; 18; 18; 18; 17; 20; 20; ; Insight: +9, Perception: +9; radiant Strength 0 xp

  • Armor class bludgeoning (piercing)
  • Hit points and slashing from nonmagical weapons; ; charmed (exhaustion)
  • Speed frightened; Darkvision 120 ft.
  • STR passive perception 19; All (-5)
  • DEX telepathy 120 ft.; 10; 5 (-5)
  • CON900; ; Multiattack: The deva makes two melee attacks.

    Mace: Melee Weapon Attack: +8 to hit (+445)
  • INT reach 5 ft. (-5)
  • WIS one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.

    Healing Touch (3/Day): The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse (-5)
  • CHA disease (-5)

Save Throws: poison

Skills: blindness

Damage Resistances: or deafness.

Change Shape: The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own

Damage Immunities: or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice). In a new form

Condition Immunities: the deva retains its game statistics and ability to speak

Senses: but its AC

Languages: movement modes

Challenge: Strength (0 xp)

and special senses are replaced by those of the new form

and lair actions) that the new form has but that it lacks.; ; Angelic Weapons: The deva's weapon attacks are magical. When the deva hits with any weapon

Actions

and it gains any statistics and capabilities (except class features

Legendary Actions

legendary actions

Aboleth; Large aberration ; lawful evil; 17; ; 135; 13d10; 10 ft. swim 40 ft.; 21; 9; 15; 18; 15; 18; ; History: +12, Perception: +10; ; ; ; arkvision 120 ft. 0 xp

  • Armor class passive perception 20; eep speech (telepathy 120 ft.; 10; 5)
  • Hit points 900; ; Multiattack: The aboleth makes three tentacle attacks.

    Tentacle: Melee Weapon Attack: +9 to hit (reach 10 ft.)
  • Speed one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature
  • STR it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute (-5)
  • DEX the diseased creature's skin becomes translucent and slimy (-5)
  • CON the creature can't regain hit points unless it is underwater (-5)
  • INT and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water (-5)
  • WIS it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.; ; Amphibious: The aboleth can breathe air and water.

    Mucous Cloud: While underwater (-5)
  • CHA the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 ft. of it must make a DC 14 Constitution saving throw. On a failure (-5)

Save Throws: the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.

Probing Telepathy: If a creature communicates telepathically with the aboleth

Skills: the aboleth learns the creature's greatest desires if the aboleth can see the creature.

Languages:

Challenge: (0 xp)

Actions

Young Silver Dragon; Large dragon; lawful good; ; ; 168; 10d10; 40 ft. fly 80 ft.; 23; 10; 21; 14; 11; 19; ; Arcana: +6, History: +6 0 xp

  • Armor class Perception: +8 (Stealth: +4; ; cold; ; Blindsight 30 ft.)
  • Hit points darkvision 120 ft. (passive perception 18; Common)
  • Speed draconic; ; ; ; Multi-attack: The dragon makes three attacks: one with its bite and two with its claws.

    Bite: Melee Weapon Attack: +10 to hit
  • STR reach 10 ft. (-5)
  • DEX one target. Hit: 17 (2d10 + 6) piercing damage.

    Claw: Melee Weapon Attack: +10 to hit (-5)
  • CON reach 5 ft. (-5)
  • INT one target. Hit: 13 (2d6 + 6) slashing damage.

    Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.

    *Cold Breath. The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw (-5)
  • WIS taking 54 (12d8) cold damage on a failed save (-5)
  • CHA or half as much damage on a successful one.

    *Paralyzing Breath. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns (-5)

Save Throws: ending the effect on itself on a success.; ;

Languages:

Challenge: (0 xp)

Actions

Young Blue Dragon; Large dragon; Lawful evil; 18; ; 152; 16d10; 40 ft. burrow 40 ft., fly 80 ft.; 21; 10; 19; 14; 13; 17; ; Perception: +9 0 xp

  • Armor class Stealth: +4; ; lightning; ; Blindsight 30 ft. (darkvision 120 ft.)
  • Hit points passive perception 19; Common (draconic; 9; 5)
  • Speed 000; ; Multi-attack: The dragon makes three attacks: one with its bite and two with its claws.

    Bite: Melee Weapon Attack: +9 to hit
  • STR reach 10 ft. (-5)
  • DEX one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.

    Claw: Melee Weapon Attack: +9 to hit (-5)
  • CON reach 5 ft. (-5)
  • INT one target. Hit: 12 (2d6 + 5) slashing damage.

    Lightning Breath (Recharge 5-6): The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw (-5)
  • WIS taking 55 (10d10) lightning damage on a failed save (-5)
  • CHA or half as much damage on a successful one.; ; (-5)

Languages:

Challenge: (0 xp)

Actions

Treant; Huge plant; chaotic good; 16; ; 138; 12d12; 30ft.; 23; 8; 21; 12; 16; 12; ; ; bludgeoning piercing; ; ; Passive perception 13; Common, druidic 0 xp

  • Armor class elvish (sylvan; 9; 5)
  • Hit points 000; ; Multi-attack: The treant makes two slam attacks.

    Slam: Melee Weapon Attack: +10 to hit (reach 5 ft.)
  • Speed one target. Hit: 16 (3d6 + 6) bludgeoning damage.

    Rock: Ranged Weapon Attack: +10 to hit
  • STR range 60/180 ft. (-5)
  • DEX one target. Hit: 28 (4d10 + 6) bludgeoning damage.

    Animate Trees (1/Day): The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant (-5)
  • CON except they have Intelligence and Charisma scores of 1 (-5)
  • INT they can't speak (-5)
  • WIS and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies (-5)
  • CHA until the treant dies or is more than 120 feet from the tree (-5)

Save Throws: or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.; ; Damage Vulnerabilities: fire

False Appearance: While the treant remains motionless

Skills: it is indistinguishable from a normal tree.

Siege Monster: The treant deals double damage to objects and structures.

Languages:

Challenge: (0 xp)

Actions

Glabrezu; Large fiend (demon); Chaotic evil; 17; ; 157; 15d10; 40ft.; 20; 15; 21; 19; 17; 16; ; ; cold fire, lightning 1d2 hezrous 0 xp

  • Armor class bludgeoning (piercing)
  • Hit points and slashing from non-magical weapons; poison; poisoned; Truesight 120 ft. (passive perception 13; Abyssal)
  • Speed telepathy 120 ft.; 9; 5
  • STR000; ; Multi-attack: The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively (-5)
  • DEX it makes two attacks with its pincers and casts one spell.

    Pincer: Melee Weapon Attack: +9 to hit (-5)
  • CON reach 10 ft. (-5)
  • INT one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature (-5)
  • WIS it is grappled (escape DC 15). The glabrezu has two pincers (-5)
  • CHA each of which can grapple only one target.

    Fist: Melee Weapon Attack: +9 to hit (-5)

Save Throws: reach 5 ft.

Skills: one target. Hit: 7 (2d4 + 2) bludgeoning damage.

The glabrezu can innately cast the following spells

Damage Resistances: requiring no material components:
*At will: darkness

Damage Immunities: detect magic

Condition Immunities: dispel magic
*1/day each: confusion

Senses: fly

Languages: power word stun

Variant: Summon Demon (1/Day): The demon chooses what to summon and attempts a magical summoning. A glabrezu has a 30 percent chance of summoning 1d3 vrocks

Challenge: 1d2 hezrous (0 xp)

acts as an ally of its summoner

or until its summoner dismisses it as an action.; ; Innate Spell casting: The glabrezu's spell casting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells

Actions

and can't summon other demons. It remains for 1 minute

Legendary Actions

until it or its summoner dies

Fire Giant; Huge giant; lawful evil; 18; ; 162; 13d12; 30ft.; 25; 9; 23; 10; 14; 13; ; Athletics: +11 Perception: +6; ; fire; ; Passive perception 16; Giant; ; ; ; Multi-attack: The giant makes two great sword attacks.

Great sword: Melee Weapon Attack: +11 to hit, reach 10 ft.
0 xp

  • Armor class one target. Hit: 28 (6d6 + 7) slashing damage.

    Rock: Ranged Weapon Attack: +11 to hit (range 60/240 ft.)
  • Hit points one target. Hit: 29 (4d10 + 7) bludgeoning damage.; ;
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Cloud Giant; Huge giant; neutral good (50%) or neutral evil (50%); 14; ; 200; 16d12; 40ft.; 27; 10; 22; 12; 16; 16; ; Insight: +7 Perception: +7; ; ; ; Passive perception 17; Common, giant; 9; 5 0 xp

  • Armor class 000; ; Multi-attack: The giant makes two morningstar attacks.

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

    Rock: Ranged Weapon Attack: +12 to hit (range 60/240 ft.)
  • Speed one target. Hit: 30 (4d10 + 8) bludgeoning damage.; ; Keen Smell: The giant has advantage on Wisdom (Perception) checks that rely on smell.

    Innate Spellcasting: The giant's innate spellcasting ability is Charisma. It can innately cast the following spells
  • STR requiring no material components:
    * At will: detect magic (-5)
  • DEX fog cloud (-5)
  • CON light
    *3/day each: feather fall (-5)
  • INT fly (-5)
  • WIS misty step (-5)
  • CHA telekinesis 1/day each: control weather (-5)

Save Throws: gaseous form

Languages:

Challenge: (0 xp)

Actions

Clay Golem; Large construct; unaligned; 14; ; 133; 14d10; 20ft.; 20; 9; 18; 3; 8; 1; ; ; ; acid poison, psychic the golem goes berserk. On each of its turns while berserk 0 xp

  • Armor class bludgeoning (piercing)
  • Hit points and slashing from nonmagical weapons that aren't adamantine; charmed (exhaustion)
  • Speed frightened
  • STR paralyzed (-5)
  • DEX petrified (-5)
  • CON poisoned; Darkvision 60 ft. (-5)
  • INT passive perception 9; Understands the languages of its creator but can't speak; 9; 5 (-5)
  • WIS000; ; Magic Weapons: The golem's weapon attacks are magical.

    Multi-attack: The golem makes two slam attacks.

    Slam: Melee Weapon Attack: +8 to hit (-5)
  • CHA reach 5 ft. (-5)

Save Throws: one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature

Skills: it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.

Haste (Recharge 5-6): Until the end of its next turn

Damage Resistances: the golem magically gains a +2 bonus to its AC

Damage Immunities: has advantage on Dexterity saving throws

Condition Immunities: and can use its slam attack as a bonus action.; ; Acid Absorption: Whenever the golem is subjected to acid damage

Senses: it takes no damage and instead regains a number of hit points equal to the acid damage dealt.

Berserk: Whenever the golem starts its turn with 60 hit points or fewer

Languages: roll a d6. On a 6

Challenge: the golem goes berserk. On each of its turns while berserk (0 xp)

the golem attacks an object

Actions

with preference for an object smaller than itself. Once the golem goes berserk

Legendary Actions

it continues to do so until it is destroyed or regains all its hit points.

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

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

Young Bronze Dragon; Large dragon; lawful good; 18; ; 142; 15d10; 40 ft. fly 80 ft., swim 40 ft.; 21; 10; 19; 14; 13; 17; ; Insight: +4 0 xp

  • Armor class Perception: +7 (Stealth: +3; ; lightning; ; Blindsight 30 ft.)
  • Hit points darkvision 120 ft. (passive perception 17; Commond)
  • Speed draconic; 8; 3
  • STR900; ; Multi-attack: The dragon makes three attacks: one with its bite and two with its claws.

    Bite: Melee Weapon Attack: +8 to hit (+445)
  • DEX reach 10 ft. (-5)
  • CON one target. Hit: 16 (2d10 + 5) piercing damage.

    Claw: Melee Weapon Attack: +8 to hit (-5)
  • INT reach 5 ft. (-5)
  • WIS one target. Hit: 12 (2d6 + 5) slashing damage.

    Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.

    * Lightning Breath. The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw (-5)
  • CHA taking 55 (10d10) lightning damage on a failed save (-5)

Save Throws: or half as much damage on a successful one.

*Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save

Skills: the creature is pushed 40 feet away from the dragon.; ; Amphibious: The dragon can breathe air and water.

Languages:

Challenge: (0 xp)

Actions

Tyrannosaurus Rex; Huge beast; unaligned; 13; ; 136; 13d12; 50ft.; 25; 10; 19; 2; 12; 9; ; Perception: +4; ; ; ; Passive perception 14; None; 8; 3 900; ; Multi-attack: The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

Bite: Melee Weapon Attack: +10 to hit, reach 10 ft.
0 xp

  • Armor class one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature (it is grappled (escape DC 17). Until this grapple ends)
  • Hit points the target is restrained (and the tyrannosaurus can't bite another target.

    Tail: Melee Weapon Attack: +10 to hit)
  • Speed reach 10 ft.
  • STR one target. Hit: 20 (3d8 + 7) bludgeoning damage.; ; (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Spirit Naga; Large monstrosity; chaotic evil; 15; ; 75; 10d10; 40ft.; 18; 17; 14; 16; 15; 16; ; ; ; poision; charmed poisoned; Darkvision 60 ft., passive perception 12; Abyssal and it needs only verbal components to cast its spells.

It has the following wizard spells prepared:
*Cantrips (at will): mage hand 0 xp

  • Armor class common; 8; 3 (900; ; Bite: Melee Weapon Attack: +7 to hit)
  • Hit points reach 10 ft. (one creature. Hit: 7 (1d6 + 4) piercing damage)
  • Speed and the target must make a DC 13 Constitution saving throw
  • STR taking 31 (7d8) poison damage on a failed save (-5)
  • DEX or half as much damage on a successful one.

    Spellcasting: The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14 (-5)
  • CON +6 to hit with spell attacks) (-2)
  • INT and it needs only verbal components to cast its spells.

    It has the following wizard spells prepared:

    *Cantrips (at will): mage hand (-5)
  • WIS minor illusion (-5)
  • CHA ray of frost
    *1st level (4 slots): charm person (-5)

Save Throws: detect magic

Skills: sleep
*2nd level (3 slots): detect thoughts

Damage Resistances: hold person
*3rd level (3 slots): lightning bolt

Damage Immunities: water breathing
*4th level (3 slots): blight

Condition Immunities: dimension door
*5th level (2 slots): dominate person; ; Rejuvenation: If it dies

Senses: the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.

Spellcasting: The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14

Languages: +6 to hit with spell attacks)

Challenge: and it needs only verbal components to cast its spells.

It has the following wizard spells prepared:
*Cantrips (at will): mage hand (0 xp)

ray of frost *1st level (4 slots): charm person

hold person
*3rd level (3 slots): lightning bolt

Actions

detect magic

Legendary Actions

sleep
*2nd level (3 slots): detect thoughts

Hydra; Huge monstrosity ; unaligned; 15; ; 172; 15d12; 30 ft. swim 30 ft.; 20; 12; 20; 2; 10; 7; ; Perception +6; ; ; ; Dark vision 60 ft., passive perception 16; None; 8; 3 0 xp

  • Armor class 900; ; Multi-attack: The hydra makes as many bite attacks as it has heads.

    Bite: Melee Weapon Attack: +8 to hit (reach 10 ft.)
  • Hit points one target. Hit: 10 (1d10 + 5) piercing damage.; ; Hold Breath: The hydra can hold its breath for 1 hour.

    Multiple Heads: The hydra has five heads. While it has more than one head (the hydra has advantage on saving throws against being blinded)
  • Speed charmed
  • STR deafened (-5)
  • DEX frightened (-5)
  • CON stunned (-5)
  • INT and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn (-5)
  • WIS one of its heads dies. If all its heads die (-5)
  • CHA the hydra dies. At the end of its turn (-5)

Save Throws: it grows two heads for each of its heads that died since its last turn

Skills: unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

Reactive Heads: For each head the hydra has beyond one

Damage Resistances: it gets an extra reaction that can be used only for opportunity attacks.

Wakeful: At least one of its heads is awake while sleeping.

Languages:

Challenge: (0 xp)

Actions

Hezrou; Large fiend (demon); chaotic evil; 16; ; 136; 13d10; 30ft.; 19; 17; 20; 5; 12; 13; ; ; cold fire, lightning 0 xp

  • Armor class bludgeoning (piercing)
  • Hit points and slashing from nonmagical weapons; poision; poisoned; Darkvision 120 ft. (passive perception 11; Abyssal)
  • Speed telepathy 120 ft.; 8; 3
  • STR900; ; Multi-attack: The hezrou makes three attacks: one with its bite and two with its claws.

    Bite: Melee Weapon Attack: +7 to hit (+445)
  • DEX reach 5 ft. (-5)
  • CON one target. Hit: 15 (2d10 + 4) piercing damage.

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

    Variant: Summon Demon (1/Day): The demon chooses what to summon and attempts a magical summoning. A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou. A summoned demon appears in an unoccupied space within 60 feet of its summoner (-5)
  • CHA acts as an ally of its summoner (-5)

Save Throws: and can't summon other demons. It remains for 1 minute

Skills: until it or its summoner dies

Damage Resistances: or until its summoner dismisses it as an action.; ; Magic Resistance: The hezrou has advantage on saving throws against spells and other magical effects.

Stench: Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw

Damage Immunities: the creature is immune to the hezrou's stench for 24 hours.

Languages:

Challenge: (0 xp)

Actions

Frost Giant; Huge giant; neutral evil; 15; ; 138; 12d12; 40ft.; 23; 9; 21; 9; 10; 12; ; Athletics: +9 Perception: +3; ; cold; ; Passive perception 13; Giant; 8; 3, 900; ; Multi-attack: The giant makes two great axe attacks.

Great axe: Melee Weapon Attack: +9 to hit
0 xp

  • Armor class reach 10 ft. (one target. Hit: 25 (3d12 + 6) slashing damage.

    Rock: Ranged Weapon Attack: +9 to hit)
  • Hit points range 60/240 ft. (one target. Hit: 28 (4d10 + 6) bludgeoning damage.; ;)
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Young Copper Dragon; Large dragon; chaotic good; 17; ; 119; 14d10; 40 ft. climb 40 ft., fly 80 ft.; 19; 12; 17; 16; 13; 15; ; Deception: +5 0 xp

  • Armor class Perception: +7 (Stealth: +4; ; ; acid; Blindsight 30 ft.)
  • Hit points darkvision 120 ft. (passive perception 17; Common)
  • Speed draconic; 7; 2
  • STR900; ; Multi-attack: The dragon makes three attacks: one with its bite and two with its claws.

    Bite: Melee Weapon Attack: +7 to hit (+445)
  • DEX reach 10 ft. (-5)
  • CON one target. Hit: 15 (2d10 + 4) piercing damage.

    Claw: Melee Weapon Attack: +7 to hit (-5)
  • INT reach 5 ft. (-5)
  • WIS one target. Hit: 11 (2d6 + 4) slashing damage.

    Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons:

    * Acid Breath. The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw (-5)
  • CHA taking 40 (9d8) acid damage on a failed save (-5)

Save Throws: or half as much damage on a successful one.

*Slowing Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save

Skills: the creature can't use reactions

Damage Resistances: its speed is halved

Damage Immunities: and it can't make more than one attack on its turn. In addition

Condition Immunities: the creature can use either an action or a bonus action on its turn

Senses: but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns

Languages: ending the effect on itself with a successful save.; ;

Challenge: (0 xp)

Actions

Young Black Dragon; Large dragon; chaotic evil; 18; ; 127; 15d10; 40 ft. fly 80 ft., swim 40 ft.; 19; 14; 17; 12; 11; 15; ; Perception: +6 0 xp

  • Armor class Stealth: +5; ; acid; ; Blindsight 30 ft. (darkvision 120 ft.)
  • Hit points passive perception 16; Common (draconic; 7; 2)
  • Speed 900; ; Multi-attack: The dragon makes three attacks: one with its bite and two with its claws.

    Bite: Melee Weapon Attack: +7 to hit
  • STR reach 10 ft. (-5)
  • DEX one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.

    Claw: Melee Weapon Attack: +7 to hit (-5)
  • CON reach 5 ft. (-5)
  • INT one target. Hit: 11 (2d6 + 4) slashing damage.

    Acid Breath (Recharge 5-6): The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw (-5)
  • WIS taking 49 (11d8) acid damage on a failed save (-5)
  • CHA or half as much damage on a successful one.; ; Amphibious: The dragon can breathe air and water. (-5)

Languages:

Challenge: (0 xp)

Actions

Stone Giant; Huge giant; neutral; 17; ; 126; 11d12; 40ft.; 23; 15; 20; 10; 12; 9; ; Athletics: +12 Perception: +4; ; ; ; Darkvision 60 ft., passive perception 14; Giant; 7; 2 0 xp

  • Armor class 900; ; Multi-attack: The giant makes two greatclub attacks.

    Great club: Melee Weapon Attack: +9 to hit (reach 15 ft.)
  • Hit points one target. Hit: 19 (3d8 + 6) bludgeoning damage.

    Rock: Ranged Weapon Attack: +9 to hit (range 60/240 ft.)
  • Speed one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature
  • STR it must succeed on a DC 17 Strength saving throw or be knocked prone.

    Reactions:

    Rock Catching: If a rock or similar object is hurled at the giant (-5)
  • DEX the giant can (-5)
  • CON with a successful DC 10 Dexterity saving throw (-5)
  • INT catch the missile and take no bludgeoning damage from it.; ; Stone Camouflage: The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Shield Guardian; Large construct; unaligned; 17; ; 142 ; 15d10; 30 ft.; 18; 8; 18; 7; 10; 3; ; ; ; poision; charmed exhaustion, frightened 0 xp

  • Armor class paralyzed (poisoned; Blindsight 10 ft.)
  • Hit points darkvision 60 ft. (passive perception 10; Understands commands given in any language but can't speak; 7; 2)
  • Speed 900; ; Multi-attack: The guardian makes two fist attacks.

    Fist: Melee Weapon Attack: +7 to hit
  • STR reach 5 ft. (-5)
  • DEX one target. Hit: 11 (2d6 + 4) bludgeoning damage.

    Spell Storing: A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so (-5)
  • CON the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster (-5)
  • INT the guardian casts the stored spell with any parameters set by the original caster (-5)
  • WIS requiring no components. When the spell is cast or a new spell is stored (-5)
  • CHA any previously stored spell is lost.

    Reactions:

    Shield: When a creature makes an attack against the wearer of the guardian's amulet (-5)

Save Throws: the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.
; ; Bound: The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence

Skills: the amulet's wearer can telepathically call the guardian to travel to it

Damage Resistances: and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer

Damage Immunities: half of any damage the wearer takes (rounded up) is transferred to the guardian.

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

Languages:

Challenge: (0 xp)

Actions

Oni; Large giant; lawful evil; 16; ; 110; 13d10; 30 ft. fly 30 ft; 19; 11; 16; 14; 12; 15; ; Arcana: +5, Deception: +8 cone of cold 0 xp

  • Armor class Perception: +4; ; ; ; Darkvision 60 ft. (passive perception 14; Common)
  • Hit points giant; 7; 2 (900; ; Magic Weapons: The oni's weapon attacks are magical.

    Multi-attack: The oni makes two attacks)
  • Speed either with its claws or its glaive.

    Claw (Oni Form Only): Melee Weapon Attack: +7 to hit
  • STR reach 5 ft. (-5)
  • DEX one target. Hit: 8 (1d8 + 4) slashing damage.

    Glaive: Melee Weapon Attack: +7 to hit (-5)
  • CON reach 10 ft. (-5)
  • INT one target. Hit: 15 (2d10 + 4) slashing damage (-5)
  • WIS or 9 (1d10 + 4) slashing damage in Small or Medium form.

    Change Shape: The oni magically polymorphs into a Small or Medium humanoid (-5)
  • CHA into a Large giant (-5)

Save Throws: or back into its true form. Other than its size

Skills: its statistics are the same in each form. The only equipment that is transformed is its glaive

Damage Resistances: which shrinks so that it can be wielded in humanoid form. If the oni dies

Damage Immunities: it reverts to its true form

Condition Immunities: and its glaive reverts to its normal size.; ; Innate Spellcasting: The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells

Senses: requiring no material components: At will: darkness

Languages: invisibility 1/day each: charm person

Challenge: cone of cold (0 xp)

sleep

Magic Weapons: The oni's weapon attacks are magical.

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

Actions

Giant Ape; Huge beast; unaligned; 12; ; 157; 15d12; 40 ft. climb 40 ft.; 23; 14; 18; 7; 12; 7; ; Athletics: +9, Perception: +4; ; ; ; Passive perception 14; None; 7; 2 0 xp

  • Armor class 900; ; Multi-attack: The ape makes two fist attacks.

    Fist: Melee Weapon Attack: +9 to hit (reach 10 ft.)
  • Hit points one target. Hit: 22 (3d10 + 6) bludgeoning damage.

    Rock: Ranged Weapon Attack: +9 to hit (range 50/100 ft.)
  • Speed one target. Hit: 30 (7d6 + 6) bludgeoning damage.; ;
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Young White Dragon; Large dragon; chaotic evil; 17; ; 133; 14d10; 40 ft. burrow 20 ft., fly 80 ft. 0 xp

  • Armor class swim 40 ft.; 18; 10; 18; 6; 11; 12; ; Perception: +6 (Stealth: +3; ; cold; ; Blindsight 30 ft.)
  • Hit points darkvision 120 ft. (passive perception 16; Common draconic; 6; 2)
  • Speed 300; ; Multi-attack: The dragon makes three attacks: one with its bite and two with its claws.

    Bite: Melee Weapon Attack: +7 to hit
  • STR reach 10 ft. (-5)
  • DEX one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.

    Claw: Melee Weapon Attack: +7 to hit (-5)
  • CON reach 5 ft. (-5)
  • INT one target. Hit: 11 (2d6 + 4) slashing damage.

    Cold Breath (Recharge 5-6): The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw (-5)
  • WIS taking 45 (10d8) cold damage on a failed save (-5)
  • CHA or half as much damage on a successful one.; ; Ice Walk: The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally (-5)

Save Throws: difficult terrain composed of ice or snow doesn't cost it extra moment.

Languages:

Challenge: (0 xp)

Actions

Young Brass Dragon; Large dragon; chaotic good; 17; ; 110; 13d10; 40 ft. burrow 20 ft., fly 80 ft.; 19; 10; 17; 12; 11; 15; ; Perception: +6 0 xp

  • Armor class Persuasion: +5 (Stealth: +3; ; ; fire; Blindsight 30 ft.)
  • Hit points darkvision 120 ft. (passive perception 16; Common)
  • Speed draconic; 6; 2
  • STR300; ; Multi-attack: The dragon makes three attacks: one with its bite and two with its claws.

    Bite: Melee Weapon Attack: +7 to hit (+145)
  • DEX reach 10 ft. (-5)
  • CON one target. Hit: 15 (2d10 + 4) piercing damage.

    Claw: Melee Weapon Attack: +7 to hit (-5)
  • INT reach 5 ft. (-5)
  • WIS one target. Hit: 11 (2d6 + 4) slashing damage.

    Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.

    *Fire Breath. The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw (-5)
  • CHA taking 42 (12d6) fire damage on a failed save (-5)

Save Throws: or half as much damage on a successful one.

*Sleep Breath. The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.; ;

Languages:

Challenge: (0 xp)

Actions

Invisible Stalker; Medium elemental ; neutral; 14; ; 104; 16d8; 50 ft. fly 50 ft. (hover); 16; 19; 14; 10; 15; 11; ; Perception: +8, Stealth: +10; bludgeoning 0 xp

  • Armor class piercing (and slashing from nonmagical weapons; poison; exhaustion)
  • Hit points grappled (paralyzed)
  • Speed petrified
  • STR poisoned (-5)
  • DEX prone (-5)
  • CON restrained (-5)
  • INT unconscious; Darkvision 60 ft. (-5)
  • WIS passive perception 18; Auran (-5)
  • CHA understands common but doesn't speak it; 6; 2 (-5)

Save Throws:300; ; Multi-attack: The stalker makes two slam attacks.

Slam: Melee Weapon Attack: +6 to hit

Skills: reach 5 ft.

Damage Resistances: one target. Hit: 10 (2d6 + 3) bludgeoning damage.; ; Invisibility: The stalker is invisible.

Faultless Tracker: The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.

Languages:

Challenge: (0 xp)

Actions

Drider; Large monstrosity; chaotic evil; 19; ; 123; 13d10; 30 ft. climb 30 ft.; 16; 16; 18; 13; 14; 12; ; Perception: +5, Stealth: +9; ; ; ; Darkvision 120 ft. 0 xp

  • Armor class passive perception 15; perception 15 Languages; 6; 2 (300; ; Innate Spellcasting: The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells)
  • Hit points requiring no material components: At will: dancing lights 1/day each: darkness (faerie fire.

    Multi-attack: The drider makes three attacks)
  • Speed either with its longsword or its longbow. It can replace one of those attacks with a bite attack.

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

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

    Longbow: Ranged Weapon Attack: +6 to hit (-5)
  • CHA range 150/600 ft. (-5)

Save Throws: one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.; ; Fey Ancestry: The drider has advantage on saving throws against being charmed

Skills: and magic can't put the drider to sleep.

Spider Climb: The drider can climb difficult surfaces

Damage Resistances: including upside down on ceilings

Damage Immunities: without needing to make an ability check.

Sunlight Sensitivity: While in sunlight

Condition Immunities: the drider has disadvantage on attack rolls

Senses: as well as on Wisdom (Perception) checks that rely on sight.

Web Walker
The drider ignores movement restrictions caused by webbing.

Languages:

Challenge: (0 xp)

Actions

Xorn; Medium elemental; neutral; 19; ; 73; 7d8; 20 ft. burrow 20 ft.; 17; 10; 22; 11; 10; 11; ; Perception: +6, Stealth: +3; piercing and slashing from non-magical weapons that aren't adamantine; ; ; Dark vision 60 ft. 0 xp

  • Armor class tremor sense 60 ft. (passive perception 16; Terran; 5; 1)
  • Hit points 800; ; Multi-attack: The xorn makes three claw attacks and one bite attack.

    Bite: Melee Weapon Attack: +6 to hit (reach 5 ft.)
  • Speed one target. Hit: 13 (3d6 + 3) piercing damage.

    Claw: Melee Weapon Attack: +6 to hit
  • STR reach 5 ft. (-5)
  • DEX one target. Hit: 6 (1d6 + 3) slashing damage.; ; Earth Glide: The xorn can burrow through non-magical (-5)
  • CON unworked earth and stone. While doing so (-5)
  • INT the xorn doesn't disturb the material it moves through.

    Stone Camouflage: The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

    Treasure Sense: The xorn can pinpoint (-5)
  • WIS by scent (-5)
  • CHA the location of precious metals and stones (-5)

Save Throws: such as coins and gems

Skills: within 60 ft. of it.

Languages:

Challenge: (0 xp)

Actions

Unicorn; Large celestial; lawful good; 12; ; 67; 9d10; 50ft.; 18; 14; 15; 11; 17; 16; ; ; ; poison; charmed paralyzed, poisoned; Dark vision 60 ft. magical field around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.

Heal Self (Costs 3 Actions): The unicorn magically regains 11 (2d8 + 2) hit points.; Charge: If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn 0 xp

  • Armor class passive perception 13; Celestial (elvish)
  • Hit points sylvan (telepathy 60 ft.; 5; 1)
  • Speed 800; ; Multi-attack: The unicorn makes two attacks: one with its hooves and one with its horn.

    Hooves: Melee Weapon Attack: +7 to hit
  • STR reach 5 ft . (-5)
  • DEX one target. Hit: 11 (2d6 + 4) bludgeoning damage.

    Horn: Melee Weapon Attack: +7 to hit (-5)
  • CON reach 5 ft . (-5)
  • INT one target. Hit: 8 (1d8 + 4) piercing damage.

    Healing Touch (3/Day): The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition (-5)
  • WIS the touch removes all diseases and neutralizes all poisons afflicting the target.

    Teleport (1/Day): The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it (-5)
  • CHA along with any equipment they are wearing or carrying (-5)

Save Throws: to a location the unicorn is familiar with

Skills: up to 1 mile away.
Innate Spellcasting The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells

Damage Resistances: requiring no components: At will: detect evil and good

Damage Immunities: druidcraft

Condition Immunities: pass without trace 1/day each: calm emotions

Senses: dispel evil and good

Languages: entangle
; Hooves: The unicorn makes one attack with its hooves.

Shimmering Shield (Costs 2 Actions): The unicorn creates a shimmering

Challenge: magical field around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.

Heal Self (Costs 3 Actions): The unicorn magically regains 11 (2d8 + 2) hit points.; Charge: If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn (0 xp)

it must succeed on a DC 15 Strength saving throw or be knocked prone.

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

Magic Weapons: The unicorn's weapon attacks are magical.

Actions

Triceratops; Huge beast; unaligned; 13; ; 95; 10d12; 50ft.; 22; 9; 17; 2; 11; 5; ; ; ; ; ; Passive perception 10; None; 5; 1 800; ; Gore: Melee Weapon Attack: +9 to hit, reach 5 ft. 0 xp

  • Armor class one target. Hit: 24 (4d8 + 6) piercing damage.

    Stomp: Melee Weapon Attack: +9 to hit (reach 5 ft.)
  • Hit points one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage; ; Trampling Charge: If the triceratops moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn (that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone)
  • Speed the triceratops can make one stomp attack against it as a bonus action.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Salamander; Large elemental; neutral evil; 15; ; 90; 12d10; 30ft.; 18; 14; 15; 11; 10; 12; ; ; bludgeoning piercing, and slashing from non-magical weapons ; fire; ; Dark vision 60 ft. 0 xp

  • Armor class passive perception 10; Ignan; 5; 1 (800; ; Multi-attack: The salamander makes two attacks: one with its spear and one with its tail.

    Spear: Melee or Ranged Weapon Attack: +7 to hit)
  • Hit points reach 5 ft. or range 20 ft./60 ft. (one target. Hit: 11 (2d6 + 4) piercing damage)
  • Speed or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack
  • STR plus 3 (1d6) fire damage.

    Tail: Melee Weapon Attack: +7 to hit (-5)
  • DEX reach 10 ft. (-5)
  • CON one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage (-5)
  • INT and the target is grappled (escape DC 14). Until this grapple ends (-5)
  • WIS the target is restrained (-5)
  • CHA the salamander can automatically hit the target with its tail (-5)

Save Throws: and the salamander can't make tail attacks against other targets.; ; Heated Body: A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage.

Heated Weapons: Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).

Languages:

Challenge: (0 xp)

Actions

Night Hag; Medium fiend; neutral evil; 17; ; 112; 15d8; 30ft; 18; 15; 16; 16; 14; 16; ; Deception: +7 Insight: +6, Perception: +6 and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0 0 xp

  • Armor class Stealth: +6; cold (fire)
  • Hit points bludgeoning (piercing)
  • Speed and slashing from non-magical weapons that aren't silvered; ; charmed; ; Abyssal
  • STR common (-5)
  • DEX infernal (-5)
  • CON primordial; 5; 1 (-5)
  • INT800; ; Claws (Hag Form Only): Melee Weapon Attack: +7 to hit (+395)
  • WIS reach 5 ft. (-5)
  • CHA one target. Hit: 13 (2d8 + 4) slashing damage.

    Change Shape: The hag magically polymorphs into a Small or Medium female humanoid (-5)

Save Throws: or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

Etherealness: The hag magically enters the Ethereal Plane from the Material Plane

Skills: or vice versa. To do so

Damage Resistances: the hag must have a heartstone in her possession.

Nightmare Haunting (1/Day): While on the Ethereal Plane

Damage Immunities: the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact

Condition Immunities: as does a magic circle. As long as the contact persists

Senses: the target has dreadful visions. If these visions last for at least 1 hour

Languages: the target gains no benefit from its rest

Challenge: and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0 (0 xp)

and if the target was evil

as creating a new tool takes time and effort. Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days. Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting

Actions

its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.

Night Hag Items: A night hag carries two very rare magic items that she must craft for herself If either object is lost

Legendary Actions

the night hag will go to great lengths to retrieve it

Hill Giant; Huge giant; chaotic evil; 13; ; 105; 10d12; 40ft.; 21; 8; 19; 5; 9; 6; ; Perception +2; ; ; ; Passive perception 12; Giant; 5; 1 800; ; Multi-attack: The giant makes two great club attacks.

Great club: Melee Weapon Attack: +8 to hit, reach 10 ft.
0 xp

  • Armor class one target. Hit: 18 (3d8 + 5) bludgeoning damage.

    Rock: Ranged Weapon Attack: +8 to hit (range 60/240 ft.)
  • Hit points one target. Hit: 21 (3d10 + 5) bludgeoning damage.; ;
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Giant Shark; Huge beast; unaligned; 13; ; 126; 11d12; swim 50 ft.; 23; 11; 21; 1; 10; 5; ; Perception +3; ; ; ; Blind sight 60 ft. passive perception 13; None; 5; 1, 800; ; Bite: Weapon Attack: +9 to hit 0 xp

  • Armor class reach 5 ft. (one target. Hit: 22 (3d10 + 6) piercing damage.; ; Blood Frenzy: The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

    Water Breathing: The shark can breathe only underwater.)
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Giant Crocodile; Huge beast; unaligned; 14; ; 85; 9d12; 30 ft. swim 50 ft.; 21; 9; 17; 2; 10; 7; ; Stealth +5; ; ; ; Passive perception 10; None; 5; 1, 800; ; Multi-attack: The crocodile makes two attacks: one with its bite and one with its tail.

Bite: Melee Weapon Attack: +8 to hit
0 xp

  • Armor class reach 5 ft. (one target. Hit: 21 (3d10 + 5) piercing damage)
  • Hit points and the target is grappled (escape DC 16). Until this grapple ends (the target is restrained)
  • Speed and the crocodile can't bite another target.

    Tail: Melee Weapon Attack: +8 to hit
  • STR reach 10 ft. (-5)
  • DEX one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature (-5)
  • CON it must succeed on a DC 16 Strength saving throw or be knocked prone.; ; Hold Breath: The crocodile can hold its breath for 30 minutes. (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Flesh Golem; Medium construct; neutral; 9; ; 93; 11d8; 30ft.; 19; 9; 18; 6; 10; 5; ; ; ; Lightning poison, bludgeoning can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator 0 xp

  • Armor class piercing (and slashing from non-magical weapons that aren't adamantine; charmed)
  • Hit points exhaustion (frightened)
  • Speed paralyzed
  • STR petrified (-5)
  • DEX poisoned; Dark vision 60 ft. (-5)
  • CON passive perception 10; Understands the languages of its creator but can't speak; 5; 1 (-5)
  • INT800; ; Magic Weapons: The golem's weapon attacks are magical.

    Multi-attack: The golem makes two slam attacks.

    Slam: Melee Weapon Attack: +7 to hit (+395)
  • WIS reach 5 ft. (-5)
  • CHA one target. Hit: 13 (2d8 + 4) bludgeoning damage.

    Berserk: Whenever the golem starts its turn with 40 hit points or fewer (-5)

Save Throws: roll a d6. On a 6

Skills: the golem goes berserk. On each of its turns while berserk

Damage Resistances: the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack

Damage Immunities: the golem attacks an object

Condition Immunities: with preference for an object smaller than itself. Once the golem goes berserk

Senses: it continues to do so until it is destroyed or regains all its hit points. The golem's creator

Languages: if within 60 feet of the berserk golem

Challenge: can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator (0 xp)

the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer

it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

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

Actions

the golem might go berserk again.; ; Aversion of Fire: If the golem takes fire damage

Legendary Actions

it has disadvantage on attack rolls and ability checks until the end of its next turn.

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

Lightning Absorption: Whenever the golem is subjected to lightning damage

Bulette; Large monstrosity; unaligned; 17; ; 94; 9d10; 40 ft. burrow 40 ft.; 19; 11; 21; 2; 10; 5; ; Perception: +6; ; ; ; Dark vision 60 ft., tremor sense 60 ft. 0 xp

  • Armor class passive perception 16; None; 5; 1 (800; ; Bite: Melee Weapon Attack: +7 to hit)
  • Hit points reach 5 ft. (one target. Hit: 30 (4d12 + 4) piercing damage.

    Deadly Leap: If the bulette jumps at least 15 ft. as part of its movement)
  • Speed it can then use this action to land on its ft. in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save
  • STR the creature takes only half the damage (-5)
  • DEX isn't knocked prone (-5)
  • CON and is pushed 5 ft. out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range (-5)
  • INT the creature instead falls prone in the bulette's space.; ; Standing Leap: The bulette's long jump is up to 30 ft. and its high jump is up to 15 ft. (-5)
  • WIS with or without a running start. (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Weretiger; Medium humanoid (human); neutral; 12; ; 120; 16d8; 0 ft. (40 ft. in tiger form); 17; 15; 16; 10; 13; 11; ; Perception: +5 Stealth: +4; ; bludgeoning, piercing reach 5 ft. 0 xp

  • Armor class and slashing damage from non-magical weapons that aren't silvered; ; Dark vision 60 ft. (passive perception 15; Common (can't speak in tiger form); 4; 1)
  • Hit points 100; ; Shapechanger: The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger (or back into its true form)
  • Speed which is humanoid. Its statistics
  • STR other than its size (-5)
  • DEX are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

    Pounce (Tiger or Hybrid Form Only): If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn (-5)
  • CON that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone (-5)
  • INT the weretiger can make one bite attack against it as a bonus action.

    Multi-attack (Humanoid or Hybrid Form Only): In humanoid form (-5)
  • WIS the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form (-5)
  • CHA it can attack like a humanoid or make two claw attacks.

    Scimitar (Humanoid or Hybrid Form Only): Melee Weapon Attack: +5 to hit (-5)

Save Throws: reach 5 ft.

Skills: one target. Hit: 6 (1d6 + 3) slashing damage.

Longbow (Humanoid or Hybrid Form Only): Ranged Weapon Attack: +4 to hit

Damage Resistances: range 150/600 ft.

Damage Immunities: one target. Hit: 6 (1d8 + 2) piercing damage.

Bite (Tiger or Hybrid Form Only): Melee Weapon Attack: +5 to hit

Condition Immunities: reach 5 ft.

Senses: one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a humanoid

Languages: it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy.

Claw (Tiger or Hybrid Form Only): Melee Weapon Attack: +5 to hit

Challenge: reach 5 ft. (0 xp)

Actions

Wereboar; Medium humanoid (human); neutral evil; 10; ; 78; 12d8; 30 ft. (40 ft. in boar form); 17; 10; 15; 10; 11; 8; ; Perception +2; ; bludgeoning piercing, and slashing damage from non-magical weapons that aren't silvered; ; Passive perception 12; Common (can't speak in boar form); 4; 1 0 xp

  • Armor class 100; ; Shapechanger: The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar (or back into its true form)
  • Hit points which is humanoid. Its statistics (other than its AC)
  • Speed are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

    Multi-attack (Humanoid or Hybrid Form Only): The wereboar makes two attacks
  • STR only one of which can be with its tusks.

    Maul (Humanoid or Hybrid Form Only): Melee Weapon Attack: +5 to hit (-5)
  • DEX reach 5 ft. (-5)
  • CON one target. Hit: 10 (2d6 + 3) bludgeoning damage.

    Tusks (Boar or Hybrid Form Only): Melee Weapon Attack: +5 to hit (-5)
  • INT reach 5 ft. (-5)
  • WIS one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid (-5)
  • CHA it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.; ; Charge (Boar or Hybrid Form Only): If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn (-5)

Save Throws: the target takes an extra 7 (2d6) slashing damage. If the target is a creature

Skills: it must succeed on a DC 13 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest): If the wereboar takes 14 damage or less that would reduce it to 0 hit points

Damage Resistances: it is reduced to 1 hit point instead.

Languages:

Challenge: (0 xp)

Actions

Red Dragon Wyrmling; Medium dragon; chaotic evil; 17; ; 75; 10d7; 30 ft. climb 30 ft., fly 60 ft.; 19; 10; 17; 12; 11; 15; ; Perception: +4 0 xp

  • Armor class Stealth: +2; ; fire; ; Blind sight 10 ft. (dark vision 60 ft.)
  • Hit points passive perception 14; Draconic; 4; 1 (100; ; Bite: Melee Weapon Attack: +6 to hit)
  • Speed reach 5 ft.
  • STR one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.

    Fire Breath (Recharge 5-6): The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC l3 Dexterity saving throw (-5)
  • DEX taking 24 (7d6) fire damage on a failed save (-5)
  • CON or half as much damage on a successful one.; ; (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Lamia; Large monstrosity; chaotic evil; 13; ; 97; 13d10; 30ft.; 16; 13; 15; 14; 15; 16; ; Deception: +7 Insight: +4, Stealth: +3; ; ; ; Dark vision 60 ft. 0 xp

  • Armor class passive perception 12; Abyssal (common; 4; 1)
  • Hit points 100; ; Multi-attack: The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.

    Claws: Melee Weapon Attack: +5 to hit (reach 5 ft.)
  • Speed one target. Hit: 14 (2d10 + 3) slashing damage.

    Dagger: Melee Weapon Attack: +5 to hit
  • STR reach 5 ft. (-5)
  • DEX one target. Hit: 5 (1d4 + 3) piercing damage.

    Intoxicating Touch: Melee Spell Attack: +5 to hit (-5)
  • CON reach 5 ft. (-5)
  • INT one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends (-5)
  • WIS the target has disadvantage on Wisdom saving throws and all ability checks.; ; Innate Spellcasting: The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells (-5)
  • CHA requiring no material components. At will: disguise self (any humanoid form) (-5)

Save Throws: major image 3/day each: charm person

Skills: mirror image

Damage Resistances: scrying

Damage Immunities: suggestion 1/day: geas

Languages:

Challenge: (0 xp)

Actions

Elephant; Huge beast; unaligned; 12; ; 76; 8d12; 40ft.; 22; 9; 17; 3; 11; 6; ; ; ; ; ; Passive perception 10; None; 4; 1 100; ; Gore: Melee Weapon Attack: +8 to hit, reach 5 ft. 0 xp

  • Armor class one target. Hit: 19 (3d8 + 6) piercing damage.

    Stomp: Melee Weapon Attack: +8 to hit (reach 5 ft.)
  • Hit points one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.; ; Trampling Charge: If the elephant moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn (that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone)
  • Speed the elephant can make one stomp attack against it as a bonus action.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Couatl; Medium celestial; ; 19; ; 97; 13d8; 30 ft. fly 90 ft.; ; ; ; ; ; ; ; ; radiant; psychic, bludgeoning Strength 0 xp

  • Armor class piercing (and slashing from non-magical weapons; ; Truesight 120 ft.)
  • Hit points passive perception 15; All (telepathy 120 ft.; 4; 1)
  • Speed 100; ; Magic Weapons: The couatl's weapon attacks are magical.

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

    Constrict: Melee Weapon Attack: +6 to hit (-5)
  • WIS reach 10 ft. (-5)
  • CHA one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage (-5)

Save Throws: and the target is grappled (escape DC 15). Until this grapple ends

Skills: the target is restrained

Damage Resistances: and the couatl can't constrict another target.

Change Shape: The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own

Damage Immunities: or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice). In a new form

Condition Immunities: the couatl retains its game statistics and ability to speak

Senses: but its AC

Languages: movement modes

Challenge: Strength (0 xp)

and other actions are replaced by those of the new form

and lair actions) that the new form has but that it lacks. If the new form has a bite attack

Actions

and it gains any statistics and capabilities (except class features

Legendary Actions

legendary actions

Winter Wolf; Large monstrosity; neutral evil; 13; ; 75; 10d10; 50ft.; 18; 13; 14; 7; 12; 8; ; Perception: +5 Stealth: +3; ; cold; ; Passive perception 15; Common, giant 0 xp

  • Armor class winter wolf; 3; 700; ; Bite: Melee Weapon Attack: +6 to hit (reach 5 ft.)
  • Hit points one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature (it must succeed on a DC 14 Strength saving throw or be knocked prone.

    Cold Breath (Recharge 5-6): The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw)
  • Speed taking 18 (4d8) cold damage on a failed save
  • STR or half as much damage on a successful one.; ; Keen Hearing and Smell: The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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

    Snow Camouflage: The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Phase Spider; Large monstrosity ; unaligned; 13; ; 32; 5d10; 30 ft. climb 30 ft.; 15; 15; 12; 6; 10; 6; ; Stealth: +6; ; ; ; Dark-vision 60 ft., passive perception 10; None; 3; 700; ; Bite: Melee Weapon Attack: +4 to hit 0 xp

  • Armor class reach 5 ft. (one creature. Hit: 7 (1d10 + 2) piercing damage)
  • Hit points and the target must make a DC 11 Constitution saving throw (taking 18 (4d8) poison damage on a failed save)
  • Speed or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points
  • STR the target is stable but poisoned for 1 hour (-5)
  • DEX even after regaining hit points (-5)
  • CON and is paralyzed while poisoned in this way.; ; Ethereal Jaunt: As a bonus action (-5)
  • INT the spider can magically shift from the Material Plane to the Ethereal Plane (-5)
  • WIS or vice versa.

    Spider Climb: The spider can climb difficult surfaces (-5)
  • CHA including upside down on ceilings (-5)

Save Throws: without needing to make an ability check.

Web Walker: The spider ignores movement restrictions caused by webbing.

Languages:

Challenge: (0 xp)

Actions

Mummy; Medium undead ; Lawful evil; 11; ; 58; 9d8; 20ft.; 16; 8; 15; 6; 10; 12; ; ; ; bludgeoning piercing, and slashing from nonmagical weapons; necrotic 0 xp

  • Armor class poisoned; Darkvision 60 ft. (passive perception 10; The languages it knew in life; 3; 700; ; Multi-attack: The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

    Rotting Fist: Melee Weapon Attack: +5 to hit)
  • Hit points reach 5 ft. (one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature)
  • Speed it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points
  • STR and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0 (-5)
  • DEX the target dies (-5)
  • CON and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

    Dreadful Glare: The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy (-5)
  • INT it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more (-5)
  • WIS it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.; ; Damage Vulnerabilities: fire (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Minotaur; Large monstrosity; Chaotic evil; 14; ; 76; 9d10; 40ft.; 18; 11; 16; 6; 16; 9; ; Perception +7; ; ; ; Darkvision 60 ft. passive perception 17; Abyssal; 3; 700; ; Great-axe: Melee Weapon Attack: +6 to hit, reach 5 ft. 0 xp

  • Armor class one target. Hit: 17 (2d12 + 4) slashing damage.

    Gore: Melee Weapon Attack: +6 to hit (reach 5 ft.)
  • Hit points one target. Hit: 13 (2d8 + 4) piercing damage.; ; Charge: If the minotaur moves at least 10 ft. straight toward a target and then hits it with a gore attack on the same turn (the target takes an extra 9 (2d8) piercing damage. If the target is a creature)
  • Speed it must succeed on a DC 14 Strength saving throw or be pushed up to 10 ft. away and knocked prone.

    Labyrinthine Recall: The minotaur can perfectly recall any path it has traveled.

    Reckless: At the start of its turn
  • STR the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn (-5)
  • DEX but attack rolls against it have advantage until the start of its next turn. (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Manticore; Large monstrosity; lawful evil; 14; ; 68; 8d10; 30 ft. fly 50 ft.; 17; 16; 17; 7; 12; 8; ; ; ; ; ; Darkvision 60 ft., passive perception 11; None; 3; 700; ; Multi-attack: The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.

Bite: Melee Weapon Attack: +5 to hit
0 xp

  • Armor class reach 5 ft. (one target. Hit: 7 (1d8 + 3) piercing damage.

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

    Tail Spike: Ranged Weapon Attack: +5 to hit)
  • Speed range 100/200 ft.
  • STR one target. Hit: 7 (1d8 + 3) piercing damage; ; Tail Spike Regrowth: The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Killer Whale; Huge beast; unaligned; 12; ; 90; 12d12; swim 60ft.; 19; 10; 13; 3; 12; 7; ; Perception: +3; ; ; ; Blindsight 120 ft. passive perception 13; None; 3; 700; ; Bite: Melee Weapon Attack: +6 to hit, reach 5 ft. 0 xp

  • Armor class one target. Hit: 21 (5d6 + 4) piercing damage.; ; Echolocation: The whale can't use its blindsight while deafened.

    Hold Breath: The whale can hold its breath for 30 minutes

    Keen Hearing: The whale has advantage on Wisdom (Perception) checks that rely on hearing.
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Green Hag; Medium fey; neutral evil; 17; ; 82; 11d8; 30ft.; 18; 12; 16; 13; 14; 14; ; Arcana: +3 Deception: +4, Perception: +4 polymorph • 5th level (2 slots): contact other plane 0 xp

  • Armor class Stealth: +3; ; ; ; Darkvision 60 ft. (passive perception 14; Common)
  • Hit points draconic (sylvan; 3; 700; ; Claws: Melee Weapon Attack: +6 to hit)
  • Speed reach 5 ft.
  • STR one target. Hit: 13 (2d8 + 4) slashing damage.

    Illusory Appearance: The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example (-5)
  • DEX the hag could appear to have smooth skin (-5)
  • CON but someone touching her would feel her rough flesh. Otherwise (-5)
  • INT a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.

    Hag Coven: When hags must work together (-5)
  • WIS they form covens (-5)
  • CHA in spite of their selfish natures. A coven is made up of hags of any type (-5)

Save Throws: all of whom are equals within the group. However

Skills: each of the hags continues to desire more personal power. A coven consists of three hags so that any arguments between two hags can be settled by the third.

Shared Spellcasting (Coven Only): While all three members of a hag coven are within 30 feet of one another

Damage Resistances: they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: • 1st level (4 slots): identify

Damage Immunities: ray of sickness • 2nd level (3 slots): hold person

Condition Immunities: locate object • 3rd level (3 slots): bestow curse

Senses: counterspell

Languages: lightning bolt • 4th level (3 slots): phantasmal killer

Challenge: polymorph • 5th level (2 slots): contact other plane (0 xp)

each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier

1 hit point

Actions

and the spell attack bonus is 4+the hag's Intelligence modifier.

Hag Eye (Coven Only): A hag coven can craft a magic item called a hag eye

Legendary Actions

which is made from a real eye coated in varnish and often fitted to a pendant. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10

Gold Dragon Wyrmling; Medium dragon; lawful good; 17; ; 60; 8d8; 30 ft. fly 60 ft., swim 30 ft.; 19; 14; 17; 14; 11; 16; ; Perception: +4 0 xp

  • Armor class Stealth: +4; ; fire; ; Blindsight 10 ft. (darkvision 60 ft.)
  • Hit points passive perception 14; Draconic; 3; 700; ; Bite: Melee Weapon Attack: +6 to hit (reach 5 ft.)
  • Speed one target. Hit: 9 (1d10 + 4) piercing damage.

    Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons:

    Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw
  • STR taking 22 (4d10) fire damage on a failed save (-5)
  • DEX or half as much damage on a successful one.

    Weakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls (-5)
  • CON Strength checks (-5)
  • INT and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns (-5)
  • WIS ending the effect on itself on a success.; ; Amphibious: The dragon can breathe air and water. (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Giant Scorpion; Large beast; unaligned; 15; ; 52; 7d10; 40ft.; 15; 13; 15; 1; 9; 3; ; ; ; ; ; Blindsight 60 ft. passive perception 9; None; 3; 700; ; Multi-attack: The scorpion makes three attacks: two with its claws and one with its sting.

Claw: Melee Weapon Attack: +4 to hit, reach 5 ft.
0 xp

  • Armor class one target. Hit: 6 (1d8 + 2) bludgeoning damage (and the target is grappled (escape DC 12). The scorpion has two claws)
  • Hit points each of which can grapple only one target.

    Sting: Melee Weapon Attack: +4 to hit (reach 5 ft.)
  • Speed one creature. Hit: 7 (1d10 + 2) piercing damage
  • STR and the target must make a DC 12 Constitution saving throw (-5)
  • DEX taking 22 (4d10) poison damage on a failed save (-5)
  • CON or half as much damage on a successful one.; ; (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Blue Dragon Wyrmling; Medium dragon; lawful evil; 17; ; 52; 8d8; 30 ft. burrow 15 ft., fly 60 ft.; 17; 10; 15; 12; 11; 15; ; Perception: +4 0 xp

  • Armor class Stealth: +2; ; lightning; ; Blindsight 10 ft. (darkvision 60 ft.)
  • Hit points passive perception 14; Draconic; 3; 700; ; Bite: Melee Weapon Attack: +5 to hit (reach 5 ft.)
  • Speed one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.

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

Languages:

Challenge: (0 xp)

Actions

Basilisk; Medium monstrosity ; unaligned; 12; ; 52; 8d8; 20ft.; 16; 8; 15; 2; 8; 7; ; ; ; ; ; Darkvision 60 ft. passive perception 9; None; 3; 700; ; Petrifying Gaze: If a creature starts its turn within 30 ft. of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save 0 xp

  • Armor class the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success (the effect ends. On a failure)
  • Hit points the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so (it can't see the basilisk until the start of its next turn)
  • Speed when it can avert its eyes again. If it looks at the basilisk in the meantime
  • STR it must immediately make the save. If the basilisk sees its reflection within 30 ft. of it in bright light (-5)
  • DEX it mistakes itself for a rival and targets itself with its gaze.

    Bite: Melee Weapon Attack: +5 to hit (-5)
  • CON reach 5 ft. (-5)
  • INT one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.; ; (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

White Dragon Wyrmling; Medium dragon; chaotic evil; 16; ; 32; 5d8; 30 ft. burrow 15 ft., fly 60 ft. 0 xp

  • Armor class swim 30 ft.; 14; 10; 14; 5; 10; 10; ; Perception: +4 (Stealth: +2; ; cold; ; Blindsight 10 ft.)
  • Hit points darkvision 60 ft. (passive perception 14; Draconic; 2; 450; ; Bite: Melee Weapon Attack: +4 to hit)
  • Speed reach 5 ft.
  • STR one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.

    Cold Breath (Recharge 5-6): The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw (-5)
  • DEX taking 22 (5d8) cold damage on a failed save (-5)
  • CON or half as much damage on a successful one.; ; (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Silver Dragon Wyrmling; Medium dragon; lawful good; 17; ; 45; 6d8; 30ft. fly 60ft.; 19; 10; 17; 12; 11; 15; ; Perception: +4, Stealth: +2; ; Cold; ; Blindsight 10 ft. 0 xp

  • Armor class darkvision 60 ft. (passive perception 14; Draconic; 2; 450; ; Bite: Melee Weapon Attack: +6 to hit)
  • Hit points reach 5 ft. (one target. Hit: 9 (1d10 + 4) piercing damage.

    Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons:

    Cold Breath. The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw)
  • Speed taking 18 (4d8) cold damage on a failed save
  • STR or half as much damage on a successful one.

    Paralyzing Breath. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns (-5)
  • DEX ending the effect on itself on a success.; ; (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Sea Hag; Medium fey; chaotic evil; 14; ; 52; 7d8; 30ft swim 40ft.; 16; 13; 16; 12; 12; 13; ; ; ; ; ; Darkvision 60 ft., passive perception 11; Aquan scrying • 6th level (1 slot): eye bite For casting these spells 0 xp

  • Armor class common (giant; 2; 450; ; Claws: Melee Weapon Attack: +5 to hit)
  • Hit points reach 5 ft. (one target. Hit: 10 (2d6 + 3) slashing damage.

    Death Glare: The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag)
  • Speed it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.

    Illusory Appearance: The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example
  • STR the hag could appear to have no claws (-5)
  • DEX but someone touching her hand might feel the claws. Otherwise (-5)
  • CON a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence check to discern the illusion.

    Hag Coven: When hags must work together (-5)
  • INT they form covens (-5)
  • WIS in spite of their selfish natures. A coven is made up of hags of any type (-5)
  • CHA all of whom are equals within the group. However (-5)

Save Throws: each of the hags continues to desire more personal power. A coven consists of three hags so that any arguments between two hags can be settled by the third.

Shared Spellcasting (Coven Only): While all three members of a hag coven are within 30 feet of one another

Skills: they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: • 1st level (4 slots): identify

Damage Resistances: ray of sickness • 2nd level (3 slots): hold person

Damage Immunities: locate object • 3rd level (3 slots): bestow curse

Condition Immunities: counterspell

Senses: lightning bolt • 4th level (3 slots): phantasmal killer

Languages: polymorph • 5th level (2 slots): contact other plane

Challenge: scrying • 6th level (1 slot): eye bite For casting these spells (0 xp)

and the spell attack bonus is 4+the hag's Intelligence modifier.

Hag Eye (Coven Only): A hag coven can craft a magic item called a hag eye

and darkvision with a radius of 60 feet. If it is destroyed

Actions

which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10

Legendary Actions

1 hit point

Saber-Toothed Tiger; Large beast; unaligned; 12; ; 52; 7d10; 40ft.; 18; 14; 15; 3; 12; 8; ; Perception: +3 Stealth: +6; ; ; ; Passive perception 13; None; 2; 450; ; Bite: Melee Weapon Attack: +6 to hit, reach 5 ft. 0 xp

  • Armor class one target. Hit: 10 (1d10 + 5) piercing damage.

    Claw: Melee Weapon Attack: +6 to hit (reach 5 ft.)
  • Hit points one target. Hit: 12 (2d6 + 5) slashing damage.; ; Keen Smell: The tiger has advantage on Wisdom (Perception) checks that rely on smell.

    Pounce: If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn (that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone)
  • Speed the tiger can make one bite attack against it as a bonus action.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Rug of Smothering; Large construct; unaligned; 12; ; 33; 6d10; 10ft.; 17; 14; 10; 1; 3; 1; ; ; ; poison psychic; blinded, charmed 0 xp

  • Armor class deafened (frightened)
  • Hit points paralyzed (petrified)
  • Speed poisoned; Blindsight 60 ft. (blind beyond this radius)
  • STR passive perception 6; None; 2; 450; ; Smother: Melee Weapon Attack: +5 to hit (-5)
  • DEX reach 5 ft. (-5)
  • CON one Medium or smaller creature. Hit: The creature is grappled (escape DC 13). Until this grapple ends (-5)
  • INT the target is restrained (-5)
  • WIS blinded (-5)
  • CHA and at risk of suffocating (-5)

Save Throws: and the rug can't smother another target. In addition

Skills: at the start of each of the target's turns

Damage Resistances: the target takes 10 (2d6 + 3) bludgeoning damage.; ; Antimagic Susceptibility: The rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic

Damage Immunities: the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Damage Transfer: While it is grappling a creature

Condition Immunities: the rug takes only half the damage dealt to it

Senses: and the creature grappled by the rug takes the other half.

False Appearance:While the rug remains motionless

Languages: it is indistinguishable from a normal rug.

Challenge: (0 xp)

Actions

Rhinoceros; Large Beast; unaligned; 11; ; 45; 6d10; 40ft.; 21; 8; 15; 2; 12; 6; ; ; ; ; ; Passive perception 11; None; 2; 450; ; Charge: If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Gore: Melee Weapon Attack: +7 to hit
0 xp

  • Armor class reach 5 ft. (one target. Hit: 14 (2d8 + 5) bludgeoning damage.; ;)
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Polar Bear; Large beast; unaligned; 12; ; 42; 5d10; 40 ft. swim 30 ft.; 20; 10; 16; 2; 13; 7; ; Perception +3; ; ; ; Passive perception 13; None; 2; 450; ; Multi-attack: The bear makes two attacks: one with its bite and one with its claws.

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft.
0 xp

  • Armor class one target. Hit: 9 (1d8 + 5) piercing damage.

    Claws: Melee Weapon Attack: +7 to hit (reach 5 ft.)
  • Hit points one target. Hit: 12 (2d6 + 5) slashing damage.; ; Keen Smell: The bear has advantage on Wisdom (Perception) checks that rely on smell.
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Plesiosaurus; Large beast; unaligned; 13; ; 68; 8d10; 20 ft. swim 40 ft.; 18; 15; 16; 2; 12; 5; ; Perception +3, Stealth +4; ; ; ; Passive perception 13; None; 2; 450; ; Bite 0 xp

  • Armor class Melee Weapon Attack: +6 to hit (reach 10 ft.)
  • Hit points one target. Hit: 14 (3d6 + 4) piercing damage.
    ; ; Hold Breath (The plesiosaurus can hold its breath for 1 hour.)
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Pegasus; Large celestial; chaotic good; 12; ; 59; 7d10; 60 ft. fly 90 ft.; 18; 15; 16; 10; 15; 13; ; Perception +6; ; ; ; Passive perception 16; Understands celestial, common 0 xp

  • Armor class elvish (and sylvan but can't speak; 2; 450; ; Hooves: Melee Weapon Attack: +6 to hit)
  • Hit points reach 5 ft. (one target. Hit: 11 (2d6 + 4) bludgeoning damage.; ;)
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Minotaur Skeleton; Large undead; lawful evil; 12; ; 67; 9d10; 40ft.; 18; 11; 15; 6; 8; 5; ; ; ; poison; exhaustion poisoned; Dark-vision 60 ft., passive perception 9; Understands abyssal but can't speak; 2; 450; ; Great Axe: Melee Weapon Attack: +6 to hit 0 xp

  • Armor class reach 5 ft. (one target. Hit: 17 (2d12 + 4) slashing damage.

    Gore: Melee Weapon Attack: +6 to hit)
  • Hit points reach 5 ft. (one target. Hit: 13 (2d8 + 4) piercing damage.

    Charge: If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn)
  • Speed the target takes an extra 9 (2d8) piercing damage. If the target is a creature
  • STR it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.; ; Damage Vulnerabilities: bludgeoning

    (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Mimic; Medium monstrosity (shape changer) ; neutral; 12; ; 58; 9d8; 15ft.; 17; 12; 15; 5; 13; 8; ; Stealth +5; ; acid; prone; Dark-vision 60 ft. passive perception 11; None; 2; 450; ; Shape changer
The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn 't transformed. It reverts to its true form if it dies.

Pseudopod: Melee Weapon Attack: +5 to hit
0 xp

  • Armor class reach 5 ft. (one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form)
  • Hit points the target is subjected to its Adhesive trait.

    Bite: Melee Weapon Attack: +5 to hit (reach 5 ft.)
  • Speed one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.; ; Adhesive (Object Form Only): The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

    False Appearance (Object Form Only): While the mimic remains motionless
  • STR it is indistinguishable from an ordinary object.

    Grappler: The mimic has advantage on attack rolls against any creature grappled by it. (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Hunter Shark; Large beast; unaligned; 12; ; 45; 6d10; swim 40ft.; 18; 13; 15; 1; 10; 4; ; Perception +2; ; ; ; Dark-vision 30 ft. passive perception 12; None; 2; 450; ; Bite: Melee Weapon Attack: +6 to hit, reach 5 ft. 0 xp

  • Armor class one target. Hit: 13 (2d8 + 4) piercing damage.; ; Blood Frenzy: The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

    Water Breathing: The shark can breathe only underwater.
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Green Dragon Wyrmling; Medium dragon; Lawful evil; 17; ; 38; 7d8; 30 ft. fly 60 ft., swim 30 ft.; 15; 12; 13; 14; 11; 13; ; Perception: +4 0 xp

  • Armor class Stealth: +3; ; poison; poisoned; Blind-sight 10 ft. (dark-vision 60 ft.)
  • Hit points passive perception 14; Draconic; 2; 450; ; Bite: Melee Weapon Attack: +4 to hit (reach 5 ft.)
  • Speed one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage.

    Poison Breath (Recharge 5-6): The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw
  • STR taking 21 (6d6) poison damage on a failed save (-5)
  • DEX or half as much damage on a successful one.; ; Amphibious: The dragon can breathe air and water. (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Gibbering Mouther; Medium aberration; neutral; 9; ; 67; 9d8; 10 ft. swim 10 ft.; 10; 8; 16; 3; 10; 6; ; ; ; ; prone; Dark-vision 60 ft., passive perception 10; None; 2; 450; ; Gibbering: The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure 0 xp

  • Armor class the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4 (the creature does nothing. On a 5 or 6)
  • Hit points the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8 (the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

    Multi-attack: The gibbering mouther makes one bite attack and)
  • Speed if it can
  • STR uses its Blinding Spittle.

    Bites: Melee Weapon Attack: +2 to hit (-5)
  • DEX reach 5 ft. (-5)
  • CON one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller (-5)
  • INT it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage (-5)
  • WIS it is absorbed into the mouther.

    Blinding Spittle (Recharge 5-6): The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn; ; Aberrant Ground: The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

    (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Giant Elk; Huge beast; unaligned; 15; ; 42; 5d12; 60ft.; 19; 16; 14; 7; 14; 10; ; Perception +4; ; ; ; Passive perception 14; Giant elk understands common, elvish 0 xp

  • Armor class and sylvan but can't speak; 2; 450; ; Ram: Melee Weapon Attack: +6 to hit (reach 10 ft.)
  • Hit points one target. Hit: 11 (2d6 + 4) bludgeoning damage.

    Hooves: Melee Weapon Attack: +6 to hit (reach 5 ft.)
  • Speed one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.; ; Charge: If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn
  • STR the target takes an extra 7 (2d6) damage. If the target is a creature (-5)
  • DEX it must succeed on a DC 14 Strength saving throw or be knocked prone. (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Giant Constrictor Snake; Huge beast; unaligned; 12; ; 60; 8d12; 30 ft. swim 30 ft.; 19; 14; 12; 1; 10; 3; ; Perception +2; ; ; ; Blind-sight 10 ft., passive perception 12; None; 2; 450; ; Bite: Melee Weapon Attack: +6 to hit 0 xp

  • Armor class reach 10 ft. (one creature. Hit: 11 (2d6 + 4) piercing damage.

    Constrict: Melee Weapon Attack: +6 to hit)
  • Hit points reach 5 ft. (one creature. Hit: 13 (2d8 + 4) bludgeoning damage)
  • Speed and the target is grappled (escape DC 16). Until this grapple ends
  • STR the creature is restrained (-5)
  • DEX and the snake can't constrict another target.; ; (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Giant Boar; Large beast; unaligned; 12; ; 42; 5d10; 40ft.; 17; 10; 16; 2; 7; 5; ; ; ; ; ; Passive perception 8; none; 2; 450; ; Tusk: Melee Weapon Attack: +5 to hit reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.; ; Charge: If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn 0 xp

  • Armor class the target takes an extra 7 (2d6) slashing damage. If the target is a creature (it must succeed on a DC 13 Strength saving throw or be knocked prone.

    Relentless (Recharges after a Short or Long Rest): If the boar takes 10 damage or less that would reduce it to 0 hit points)
  • Hit points it is reduced to 1 hit point instead.
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Ghast; Medium undead; chaotic evil; 13; ; 26; 8d8; 30ft.; 16; 17; 10; 11; 10; 8; ; ; ; Necrotic; poisoned; Darkvision 60 ft. passive perception 10; Common; 2; 450; ; Bite: Melee Weapon Attack: +3 to hit, reach 5 ft. 0 xp

  • Armor class one creature. Hit: 12 (2d8 + 3) piercing damage.

    Claws: Melee Weapon Attack: +5 to hit (reach 5 ft.)
  • Hit points one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead (it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns)
  • Speed ending the effect on itself on a success.; ; Stench: Any creature that starts its turn within 5 ft. of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw
  • STR the creature is immune to the ghast's Stench for 24 hours.

    Turn Defiance: The ghast and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead. (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Druid; Medium humanoid (any race); any alignment; 11; ; 27; 5d8; 30ft.; 10; 12; 13; 12; 15; 11; ; Medicine: +4 Nature: +3, Perception: +4; ; ; ; Passive perception 14; Druidic plus any two languages; 2; 450; ; Quarterstaff: Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh) 0 xp

  • Armor class reach 5 ft. (one target. Hit: 3 (1d6) bludgeoning damage)
  • Hit points or 6 (1d8 + 2) bludgeoning damage with shillelagh or if wielded with two hands.; ; Spellcasting: The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12 (+4 to hit with spell attacks). It has the following druid spells prepared: • Cantrips (at will): druidcraft)
  • Speed produce flame
  • STR shillelagh • 1st level (4 slots): entangle (-5)
  • DEX longstrider (-5)
  • CON speak with animals (-5)
  • INT thunderwave • 2nd level (3 slots): animal messenger (-5)
  • WIS barkskin (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Centaur; Large monstrosity; neutral good; 12; ; 45; 6d10; 50ft.; 18; 14; 14; 9; 13; 11; ; Athletics: +6 Perception: +3, Survival: +3; ; ; ; Passive perception 13; Elvish 0 xp

  • Armor class sylvan; 2; 450; ; Multi-attack: The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.

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

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

    Longbow: Ranged Weapon Attack: +4 to hit
  • STR range 150/600 ft. (-5)
  • DEX one target. Hit: 6 (1d8 + 2) piercing damage.; ; Charge: If the centaur moves at least 30 ft. straight toward a target and then hits it with a pike attack on the same turn (-5)
  • CON the target takes an extra 10 (3d6) piercing damage. (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Cave Bear; Large beast; unaligned; 12; ; 42; 5d10; 40 ft. swim 30 ft.; 20; 10; 16; 2; 13; 7; ; Perception +3; ; ; ; Dark-vision 60 ft., passive perception 13; None; 2; 450; ; Multi-attack: The bear makes two attacks: one with its bite and one with its claws.

Bite: Melee Weapon Attack: +7 to hit
0 xp

  • Armor class reach 5 ft. (one target. Hit: 9 (1d8 + 5) piercing damage.

    Claws: Melee Weapon Attack: +7 to hit)
  • Hit points reach 5 ft. (one target. Hit: 12 (2d6 + 5) slashing damage.; ; Keen Smell: The bear has advantage on Wisdom (Perception) checks that rely on smell.
    )
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Bronze Dragon Wyrmling; Medium dragon; lawful good; 17; ; 32; 5d8; 30 ft. fly 60 ft., swim 30 ft.; 17; 10; 15; 12; 11; 15; ; Perception +4 0 xp

  • Armor class Stealth +2; ; Lightning; ; Blind-sight 10 ft. (dark-vision 60 ft.)
  • Hit points passive perception 14; None; 2; 450; ; Bite: Melee Weapon Attack: +5 to hit (reach 5 ft.)
  • Speed one target. Hit: 8 (1d10 + 3) piercing damage.

    Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.

    Lightning Breath. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw
  • STR taking 16 (3d10) lightning damage on a failed save (-5)
  • DEX or half as much damage on a successful one.

    Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save (-5)
  • CON the creature is pushed 30 feet away from the dragon.; ; Amphibious: The dragon can breathe air and water. (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Black Dragon Wyrmling; Medium dragon; chaotic evil; 17; ; 33; 6d8; 30 ft. fly 60 ft., swim 30 ft.; 15; 14; 13; 10; 11; 13; ; Perception: +4 0 xp

  • Armor class Stealth: +4; ; Acid; ; Blind-sight 10 ft. (dark-vision 60 ft.)
  • Hit points passive perception 14; Draconic; 2; 450; ; Bite: Melee Weapon Attack: +4 to hit (reach 5 ft.)
  • Speed one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.

    Acid Breath (Recharge 5-6): The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw
  • STR taking 22 (Sd8) acid damage on a failed save (-5)
  • DEX or half as much damage on a successful one.; ; Amphibious: The dragon can breathe air and water. (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Azer; Medium elemental; lawful neutral; 17; ; 39; 6d8; 30ft.; 17; 12; 15; 12; 13; 10; ; ; ; fire poison; poisoned; Passive perception 11; Ignan; 2; 450; ; Warhammer: Melee Weapon Attack: +5 to hit, reach 5 ft. 0 xp

  • Armor class one target. Hit: 7 (1d8 + 3) bludgeoning damage (or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack)
  • Hit points plus 3 (1d6) fire damage.; ; Heated Body: A creature that touches the azer or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage.

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

    Illumination: The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft..)
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Tiger; Large beast; unaligned; 12; ; 37; 5d10; 40ft.; 17; 15; 14; 3; 12; 8; ; Perception +3 Stealth +6; ; ; ; Dark-vision 60 ft., passive perception 13; None; 1; 200; ; Bite: Melee Weapon Attack: +5 to hit 0 xp

  • Armor class reach 5 ft. (one target. Hit: 8 (1d10 + 3) piercing damage.

    Claw: Melee Weapon Attack: +5 to hit)
  • Hit points reach 5 ft. (one target. Hit: 7 (1d8 + 3) slashing damage.
    ; ; Keen Smell: The tiger has advantage on Wisdom (Perception) checks that rely on smell.

    Pounce: If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn)
  • Speed that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone
  • STR the tiger can make one bite attack against it as a bonus action. (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Quasit; Tiny fiend (demon); chaotic evil; 13; ; 7; 3d4; 40ft.; 5; 17; 10; 7; 10; 10; ; Stealth +5; cold fire, lightning climb 40 ft.) 0 xp

  • Armor class bludgeoning (piercing)
  • Hit points and slashing from non-magical weapons; poison; poisoned; Dark-vision 120 ft. (passive perception 10; Abyssal)
  • Speed common; 1; 200; ; Variant: Familiar: The quasit can serve another creature as a familiar
  • STR forming a telepathic bond with its willing master. While the two are bonded (-5)
  • DEX the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master (-5)
  • CON the master shares the quasit's Magic Resistance trait. At any time and for any reason (-5)
  • INT the quasit can end its service as a familiar (-5)
  • WIS ending the telepathic bond.

    Claw (Bite in Beast Form): Melee Weapon Attack: +4 to hit (-5)
  • CHA reach 5 ft . (-5)

Save Throws: one target. Hit: 5 (1d4 + 3) piercing damage

Skills: and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns

Damage Resistances: ending the effect on itself on a success.

Scare (1/day): One creature of the quasit's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns

Damage Immunities: with disadvantage if the quasit is within line of sight

Condition Immunities: ending the effect on itself on a success.

Invisibility: The quasit magically turns invisible until it attacks or uses Scare

Senses: or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.; ; Shape-changer: The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.)

Languages: a centipede (40 ft.

Challenge: climb 40 ft.) (0 xp)

swim 40 ft.)

Actions

or back into its true form . Its statistics are the same in each form

Legendary Actions

except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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

Lion; Large beast; unaligned; 12; ; 26; 4d10; 50ft.; 17; 15; 13; 3; 12; 8; ; Perception +3 Stealth +6; ; ; ; Passive perception 13; None; 1; 200; ; Bite: Melee Weapon Attack: +5 to hit, reach 5 ft. 0 xp

  • Armor class one target. Hit: 7 (1d8 + 3) piercing damage.

    Claw: Melee Weapon Attack: +5 to hit (reach 5 ft.)
  • Hit points one target. Hit: 6 (1d6 + 3) slashing damage.; ; Pack Tactics: The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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

    Pounce: If the lion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn (that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone)
  • Speed the lion can make one bite attack against it as a bonus action.

    Running Leap: With a 10-foot running start
  • STR the lion can long jump up to 25 ft.. (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Imp; Tiny fiend (devil); lawful evil; 13; ; 10; 3d4; 20 ft. fly 40 ft.; 6; 17; 13; 11; 12; 14; ; Deception: +4, Insight: +3 or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.; ; Shape-changer: The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.) 0 xp

  • Armor class Persuasion: +4 (Stealth: +5; cold)
  • Hit points bludgeoning (piercing)
  • Speed and slashing from non-magical/non-silver weapons; fire
  • STR poison; poisoned; Dark-vision 120 ft. (-5)
  • DEX passive perception 11; Infernal (-5)
  • CON common; 1; 200; ; Variant: Familiar: The imp can serve another creature as a familiar (-5)
  • INT forming a telepathic bond with its willing master. While the two are bonded (-5)
  • WIS the master can sense what the quasit senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master (-5)
  • CHA the master shares the quasit's Magic Resistance trait. At any time and for any reason (-5)

Save Throws: the imp can end its service as a familiar

Skills: ending the telepathic bond.

Sting (Bite in Beast Form): Melee Weapon Attack: +5 to hit

Damage Resistances: reach 5 ft .

Damage Immunities: one target. Hit: 5 (1d4 + 3) piercing damage

Condition Immunities: and the target must make on a DC 11 Constitution saving throw

Senses: taking 10 (3d6) poison damage on a failed save

Languages: or half as much damage on a successful one.

Invisibility: The imp magically turns invisible until it attacks

Challenge: or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.; ; Shape-changer: The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.) (0 xp)

fly 60 ft.)

or back into its true form. Its statistics are the same in each form

Actions

or a spider (20 ft.

Legendary Actions

climb 20 ft.)

Giant Toad; Large beast; unaligned; 11; ; 29; 6d10; 20 ft. swim 40 ft.; 15; 13; 13; 2; 10; 3; ; ; ; ; ; Dark-vision 30 ft., passive perception 10; None; 1; 200; ; Bite: Melee Weapon Attack: +4 to hit 0 xp

  • Armor class reach 5 ft. (one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage)
  • Hit points and the target is grappled (escape DC 13). Until this grapple ends (the target is restrained)
  • Speed and the toad can't bite another target.

    Swallow: The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits
  • STR the target is swallowed (-5)
  • DEX and the grapple ends. The swallowed target is blinded and restrained (-5)
  • CON it has total cover against attacks and other effects outside the toad (-5)
  • INT and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies (-5)
  • WIS a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement (-5)
  • CHA exiting prone.; ; Amphibious: The toad can breathe air and water

    Standing Leap: The toad's long jump is up to 20 ft. and its high jump is up to 10 ft. (-5)

Save Throws: with or without a running start.

Languages:

Challenge: (0 xp)

Actions

Giant Octopus; Large beast; unaligned; 11; ; 52; 8d10; 10 ft. swim 60 ft.; 17; 13; 13; 4; 10; 4; ; Perception +4, Stealth +5; ; ; ; Dark-vision 60 ft. 0 xp

  • Armor class passive perception 14; None; 1; 200; ; Tentacles: Melee Weapon Attack: +5 to hit (reach 15 ft.)
  • Hit points one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature (it is grappled (escape DC 16). Until this grapple ends)
  • Speed the target is restrained
  • STR and the octopus can't use its tentacles on another target.

    Ink Cloud (Recharges after a Short or Long Rest): A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute (-5)
  • DEX although a significant current can disperse the ink. After releasing the ink (-5)
  • CON the octopus can use the Dash action as a bonus action.; ; Hold Breath: While out of water (-5)
  • INT the octopus can hold its breath for 1 hour.

    Underwater Camouflage: The octopus has advantage on Dexterity (Stealth) checks made while underwater.

    Water Breathing: The octopus can breathe only underwater. (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Giant Hyena; Large beast; unaligned; 12; ; 45; 6d10; 50ft.; 16; 14; 14; 2; 12; 7; ; Perception +3; ; ; ; Passive perception 13; None; 1; 200; ; Bite: Melee Weapon Attack: +5 to hit reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.; ; Rampage: When the hyena reduces a creature to 0 hit points with a melee attack on its turn 0 xp

  • Armor class the hyena can take a bonus action to move up to half its speed and make a bite attack.
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Giant Eagle; Large beast; neutral good; 13; ; 26; 4d10; 10 ft. fly 80 ft.; 16; 17; 13; 8; 14; 10; ; Perception +4; ; ; ; Passive perception 14; Giant eagle, understands common and auran but can't speak; 1; 200; ; Multi-attack: The eagle makes two attacks: one with its
beak and one with its talons.

Beak: Melee Weapon Attack: +5 to hit
0 xp

  • Armor class reach 5 ft. (one target. Hit: 6 (1d6 + 3) piercing damage.

    Talons: Melee Weapon Attack: +5 to hit)
  • Hit points reach 5 ft. (one target. Hit: 10 (2d6 + 3) slashing damage.; ; Keen Sight: The eagle has advantage on Wisdom (Perception) checks that rely on sight.)
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Dire Wolf; Large beast; unaligned; 14; ; 37; 5d10; 50ft.; 17; 15; 15; 3; 12; 7; ; Perception: +3 Stealth: +4; ; ; ; Passive perception 13; None; 1; 200; ; Bite: Melee Weapon Attack: +5 to hit, reach 5 ft. 0 xp

  • Armor class 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.; ; Keen Hearing and Smell)
  • Hit points The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

    Pack Tactics: The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Death Dog; Medium monstrosity; neutral evil; 12; ; 39; 6d8; 40ft.; 15; 14; 14; 3; 13; 6; ; Perception: +5 Stealth: +4; ; ; ; Dark-vision 120 ft., passive perception 15; None; 1; 200; ; Multi-attack: The dog makes two bite attacks.

Bite: Melee Weapon Attack: +4 to hit
0 xp

  • Armor class reach 5 ft. (one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature)
  • Hit points it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse (the creature must repeat the saving throw)
  • Speed reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.; ; Two-Headed: The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded
  • STR charmed (-5)
  • DEX deafened (-5)
  • CON frightened (-5)
  • INT stunned (-5)
  • WIS or knocked unconscious. (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Copper Dragon Wyrmling; Medium dragon; chaotic good; 16; ; 22; 4d8; 30 ft. climb 30 ft., fly 60 ft.; 15; 12; 13; 15; 11; 13; ; Perception: +4 0 xp

  • Armor class Stealth: +3; ; Acid; ; Blind-sight 10 ft. (dark-vision 60 ft.)
  • Hit points passive perception 14; Draconic; 1; 200; ; Bite: Melee Weapon Attack: +4 to hit (reach 5 ft.)
  • Speed one target. Hit: 7 (1d10 + 2) piercing damage.

    Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.

    Acid Breath. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw
  • STR taking 18 (4d8) acid damage on a failed save (-5)
  • DEX or half as much damage on a successful one.

    Slowing Breath. The dragon exhales gas in a 1 5-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save (-5)
  • CON the creature can't use reactions (-5)
  • INT its speed is halved (-5)
  • WIS and it can't make more than one attack on its turn. In addition (-5)
  • CHA the creature can use either an action or a bonus action on its turn (-5)

Save Throws: but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns

Skills: ending the effect on itself with a successful save.; ;

Languages:

Challenge: (0 xp)

Actions

Brass Dragon Wyrmling; Medium dragon; chaotic good; 16; ; 16; 3d8; 30 ft. burrow 15 ft., fly 60 ft.; 15; 10; 13; 10; 11; 13; ; Perception: +4 0 xp

  • Armor class Stealth: +2; ; fire; ; Blind-sight 10 ft. (dark-vision 60 ft.)
  • Hit points passive perception 14; Draconic; 1; 200; ; Bite (Melee Weapon Attack: +4 to hit)
  • Speed reach 5 ft.
  • STR one target. Hit: 7 (1d10 + 2) piercing damage.

    Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.

    Fire Breath. The dragon exhales fire in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw (-5)
  • DEX taking 14 (4d6) fire damage on a failed save (-5)
  • CON or half as much damage on a successful one.

    Sleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.; ; (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Worg; Large monstrosity; neutral evil; 13; ; 26; 4d10; 50ft.; 16; 13; 13; 7; 11; 8; ; Perception +4; ; ; ; Dark-vision 60 ft. passive perception 14; Goblin, worg; 1/2; 100; ; Bite: Melee Weapon Attack: +5 to hit 0 xp

  • Armor class reach 5 ft. (one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature)
  • Hit points it must succeed on a DC 13 Strength saving throw or be knocked prone.; ; Keen Hearing and Smell: The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Warhorse Skeleton; Large; lawful evil; 13; ; 22; 3d10; 60ft.; 18; 12; 15; 2; 8; 5; ; ; poison; ; exhaustion poisoned; Dark-vision 60 ft., passive perception 9; None; 1/2; 100; ; Hooves: Melee Weapon Attack: +6 to hit 0 xp

  • Armor class reach 5 ft. (one target. Hit: 11 (2d6 + 4) bludgeoning damage.; ; Damage Vulnerabilities: bludgeoning

    )
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Swarm of Wasps; Medium swarm of Tiny beasts; unaligned; 12; ; 22; 5d8; 5 ft. fly 30 ft.; 3; 13; 10; 1; 7; 1; ; ; bludgeoning, piercing 0 xp

  • Armor class slashing; ; charmed (frightened)
  • Hit points grappled (paralyzed)
  • Speed petrified
  • STR prone (-5)
  • DEX restrained (-5)
  • CON stunned; Blind-sight 10 ft. (-5)
  • INT passive perception 8; None;1/2 ;100 ; ; Bites: Melee Weapon Attack: +3 to hit (-5)
  • WIS reach 0 ft. (-5)
  • CHA one target in the swarm's space. Hit: 10 (4d4) piercing damage (-5)

Save Throws: or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.; ; Swarm: The swarm can occupy another creature's space and vice versa

Skills: and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Languages:

Challenge: (0 xp)

Actions

Swarm of Spiders; Medium swarm of Tiny beasts; unaligned; 12; ; 22; 5d8; 20 ft. climb 20 ft.; 3; 13; 10; 1; 7; 1; ; ; bludgeoning, piercing 0 xp

  • Armor class slashing; ; charmed (frightened)
  • Hit points paralyzed (petrified)
  • Speed prone
  • STR restrained (-5)
  • DEX stunned; Blind-sight 10 ft. (-5)
  • CON passive perception 8; None; 1/2; 100; ; Bites: Melee Weapon Attack: +3 to hit (-5)
  • INT reach 0 ft. (-5)
  • WIS one target in the swarm's space. Hit: 10 (4d4) piercing damage (-5)
  • CHA or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.; ; Swarm: The swarm can occupy another creature's space and vice versa (-5)

Save Throws: and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Spider Climb: The swarm can climb difficult surfaces

Skills: including upside down on ceilings

Damage Resistances: without needing to make an ability check.

Web Sense: While in contact with a web

Damage Immunities: the swarm knows the exact location of any other creature in contact with the same web.

Web Walker: The swarm ignores movement restrictions caused by webbing.

Languages:

Challenge: (0 xp)

Actions

Swarm of Centipedes; Medium swarm of Tiny beasts ; unaligned; 12; ; 22; 5d8; 20 ft. climb 20 ft.; 3; 13; 10; 1; 7; 1; ; ; bludgeoning, piercing 0 xp

  • Armor class slashing; ; charmed (frightened)
  • Hit points grappled (paralyzed)
  • Speed petrified
  • STR prone (-5)
  • DEX restrained (-5)
  • CON stunned; Blind-sight 10 ft. (-5)
  • INT passive perception 8; None; 1/2; 100; ; Bites: Melee Weapon Attack: +3 to hit (-5)
  • WIS reach 0 ft. (-5)
  • CHA one target in the swarm's space. Hit: 10 (4d4) piercing damage (-5)

Save Throws: or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour

Skills: even after regaining hit points

Damage Resistances: and paralyzed while poisoned in this way.; ; Swarm: The swarm can occupy another creature's space and vice versa

Damage Immunities: and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Languages:

Challenge: (0 xp)

Actions

Swarm of Beetles; Medium swarm of Tiny beasts; unaligned; 12; ; 22; 5d8; 20 ft. burrow 5 ft., climb 20 ft.; 3; 13; 10; 1; 7; 1; ; ; bludgeoning 0 xp

  • Armor class piercing (slashing; ; charmed)
  • Hit points frightened (grappled)
  • Speed paralyzed
  • STR petrified (-5)
  • DEX prone (-5)
  • CON restrained (-5)
  • INT stunned; Blind-sight 10 ft. (-5)
  • WIS passive perception 8; None; 1/2; 100; ; Bites: Melee Weapon Attack: +3 to hit (-5)
  • CHA reach 0 ft. (-5)

Save Throws: one target in the swarm's space. Hit: 10 (4d4) piercing damage

Skills: or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.; ; Swarm

Damage Resistances: The swarm can occupy another creature's space and vice versa

Damage Immunities: and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Languages:

Challenge: (0 xp)

Actions

Satyr; Medium fey; Chaotic neutral; 14; ; 31; 7d8; 40ft.; 12; 16; 11; 12; 10; 14; ; Perception: +2 Performance: +6, Stealth: +5; ; ; ; Passive perception 12; Common 0 xp

  • Armor class elvish (sylvan; 1/2; 100; ; Ram: Melee Weapon Attack: +3 to hit)
  • Hit points reach 5 ft. (one target. Hit: 6 (2d4 + 1) bludgeoning damage.

    Short-sword: Melee Weapon Attack: +5 to hit)
  • Speed reach 5 ft.
  • STR one target. Hit: 6 (1 d6 + 3) piercing damage.

    Short-bow: Ranged Weapon Attack: +5 to hit (-5)
  • DEX range 80/320 ft. (-5)
  • CON one target. Hit: 6 (1d6 + 3) piercing damage.

    Variant: Panpipes: Gentle Lullaby. The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake.; ; Magic Resistance: The satyr has advantage on saving throws against spells and other magical effects.

    (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Sahuagin; Medium humanoid (sahuagin); Lawful evil; 12; ; 22; 4d8; 30 ft. swim 40 ft.; ; ; ; ; ; ; ; Perception +5; ; ; ; Dark-vision 120 ft., passive perception 15; Sahuagin; 1/2; 100; ; Multi-attack: The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.

Bite: Melee Weapon Attack: +3 to hit
0 xp

  • Armor class reach 5 ft. (one target. Hit: 3 (1d4 + 1) piercing damage.

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

    Spear: Melee or Ranged Weapon Attack: +3 to hit)
  • Speed reach 5 ft. or range 20/60 ft.
  • STR one target. Hit: 4 (1d6 + 1) piercing damage (-5)
  • DEX or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.; ; Blood Frenzy: The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.

    Limited Amphibiousness: The sahuagin can breathe air and water (-5)
  • CON but it needs to be submerged at least once every 4 hours to avoid suffocating.

    Shark Telepathy: The sahuagin can magically command any shark within 120 feet of it (-5)
  • INT using a limited telepathy. (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Rust Monster; Medium monstrosity; unaligned; 14; ; 27; 5d8; 40ft.; 13; 12; 13; 2; 13; 6; ; ; ; ; ; Dark-vision 60 ft. passive perception 11; None; 1/2; 100; ; Bite: Melee Weapon Attack: +3 to hit, reach 5 ft. 0 xp

  • Armor class one target. Hit: 5 (1d8 + 1) piercing damage.

    Antennae: The rust monster corrodes a non-magical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried (the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature)
  • Hit points the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch. If the object touched is either metal armor or a metal shield being worn or carried (its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon)
  • Speed it rusts as described in the Rust Metal trait.; ; Iron Scent: The rust monster can pinpoint
  • STR by scent (-5)
  • DEX the location of ferrous metal within 30 feet of it.

    Rust Metal: Any non-magical weapon made of metal that hits the rust monster corrodes. After dealing damage (-5)
  • CON the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5 (-5)
  • INT the weapon is destroyed. Non magical ammunition made of metal that hits the rust monster is destroyed after dealing damage. (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Reef Shark; Medium beast; unaligned; 12; ; 22; 4d8; swim 40ft.; 14; 13; 13; 1; 10; 4; ; Perception +2; ; ; ; Blind-sight 30 ft. passive perception 12; None; 1/2; 100; ; Bite: Melee Weapon Attack: +4 to hit, reach 5 ft. 0 xp

  • Armor class one target. Hit: 6 (1d8 + 2) piercing damage.; ; Pack Tactics: The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 ft. of the creature and the ally isn't incapacitated.


    Water Breathing: The shark can breathe only underwater.
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Magmin; Small elemental; chaotic neutral; 14; ; 9; 2d6; 30ft.; 7; 15; 12; 8; 11; 10; ; ; bludgeoning piercing, and slashing from non-magical weapons; ; ; Darkvision 60 ft. 0 xp

  • Armor class passive perception 10; Ignan; 1/2; 100; ; Touch: Melee Weapon Attack: +4 to hit (reach 5 ft.)
  • Hit points one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object (it ignites. Until a target takes an action to douse the fire)
  • Speed the target takes 3 (1d6) fire damage at the end of each of its turns.; ; Damage Immunities: fire

    Death Burst: When the magmin dies
  • STR it explodes in a burst of fire and magma. Each creature within 10 ft. of it must make a DC 11 Dexterity saving throw (-5)
  • DEX taking 7 (2d6) fire damage on a failed save (-5)
  • CON or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.

    Ignited Illumination: As a bonus action (-5)
  • INT the magmin can set itself ablaze or extinguish its flames. While ablaze (-5)
  • WIS the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 ft. (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Magma Mephit; Small elemental; neutral evil; 11; ; 22; 5d6; 30 ft. fly 30 ft.; 8; 12; 12; 7; 10; 10; ; Stealth +3; fire, poison; fire 0 xp

  • Armor class poison; poisoned; Darkvision 60 ft. (passive perception 10; Ignan)
  • Hit points terran; 1/2; 100; ; Claws: Melee Weapon Attack: +3 to hit (reach 5 ft .)
  • Speed one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.

    Fire Breath (Recharge 6): The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw
  • STR taking 7 (2d6) fire damage on a failed save (-5)
  • DEX or half as much damage on a successful one.

    Variant: Summon Mephits (1/Day):The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner (-5)
  • CON acts as an ally of its summoner (-5)
  • INT and can't summon other mephits. It remains for 1 minute (-5)
  • WIS until it or its summoner dies (-5)
  • CHA or until its summoner dismisses it as an action.; ; Damage Vulnerabilities: cold

    Death Burst: When the mephit dies (-5)

Save Throws: it explodes in a burst of lava. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw

Skills: taking 7 (2d6) fire damage on a failed save

Damage Resistances: or half as much damage on a successful one.

False Appearance: While the mephit remains motionless

Damage Immunities: it is indistinguishable from an ordinary mound of magma.

Innate Spellcasting (1/Day):The mephit can innately cast heat metal (spell save DC 10)

Condition Immunities: requiring no material components. Its innate spellcasting ability is Charisma.

Languages:

Challenge: (0 xp)

Actions

Ice Mephit; Small elemental; neutral evil; 11; ; 21; 6d6; 30 ft. fly 30 ft.; 7; 13; 10; 9; 11; 12; ; Perception: +2, Stealth: +3; ; cold 0 xp

  • Armor class poison; Poisoned.; Darkvision 60 ft. (passive perception 12; Aquan)
  • Hit points auran; 1/2; 100; ; Claws: Melee Weapon Attack: +3 to hit (reach 5 ft.)
  • Speed one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.

    Frost Breath (Recharge 6): The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw
  • STR taking 5 (2d4) cold damage on a failed save (-5)
  • DEX or half as much damage on a successful one.

    Variant: Summon Mephits (1/Day):The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner (-5)
  • CON acts as an ally of its summoner (-5)
  • INT and can't summon other mephits. It remains for 1 minute (-5)
  • WIS until it or its summoner dies (-5)
  • CHA or until its summoner dismisses it as an action.; ; Damage Vulnerabilities: bludgeoning (-5)

Save Throws: fire

Death Burst: When the mephit dies

Skills: it explodes in a burst of jagged ice. Each creature within 5 ft. of it must make a DC 10 Dexterity saving throw

Damage Resistances: taking 4 (1d8) slashing damage on a failed save

Damage Immunities: or half as much damage on a successful one.

False Appearance: While the mephit remains motionless

Condition Immunities: it is indistinguishable from an ordinary shard of ice.

Innate Spellcasting (1/Day): The mephit can innately cast fog cloud

Senses: requiring no material components. Its innate spellcasting ability is Charisma.

Languages:

Challenge: (0 xp)

Actions

Giant Wasp; Medium beast; unaligned; 12; ; 13; 3d8; 10 ft. fly 50 ft., swim 50 ft.; 10; 14; 10; 1; 10; 3; ; ; ; ; ; Passive perception 10; None; 1/2; 100; ; Sting: Melee Weapon Attack: +4 to hit 0 xp

  • Armor class reach 5 ft. (one creature. Hit: 5 (1d6 + 2) piercing damage)
  • Hit points and the target must make a DC 11 Constitution saving throw (taking 10 (3d6) poison damage on a failed save)
  • Speed or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points
  • STR the target is stable but poisoned for 1 hour (-5)
  • DEX even after regaining hit points (-5)
  • CON and is paralyzed while poisoned in this way.; ; (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Giant Goat; Large beast; unaligned; 11; ; 19; 3d10; 40ft.; 17; 11; 12; 3; 12; 6; ; ; ; ; ; Passive perception 11; None; 1/2; 100; ; Ram: Melee Weapon Attack: +5 to hit reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Charge: If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn
0 xp

  • Armor class the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature (it must succeed on a DC 13 Strength saving throw or be knocked prone.
    ; ; Sure-Footed: The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.)
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Dust Mephit; Small elemental; neutral evil; 12; ; 17; 5d6; 30 ft. fly 30 ft.; 5; 14; 10; 9; 11; 10; ; Perception: +2, Stealth: +4; ; Poision; poisioned; Darkvision 60 ft. 0 xp

  • Armor class passive perception 12; Auran (terran; 1/2; 100; ; Claws: Melee Weapon Attack: +4 to hit)
  • Hit points reach 5 ft. (one creature. Hit: 4 (1d4 + 2) slashing damage.

    Blinding Breath (Recharge 6):The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns)
  • Speed ending the effect on itself on a success.

    Variant: Summon Mephits (1/Day): The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner
  • STR acts as an ally of its summoner (-5)
  • DEX and can't summon other mephits. It remains for 1 minute (-5)
  • CON until it or its summoner dies (-5)
  • INT or until its summoner dismisses it as an action.; ; Damage Vulnerabilities: fire

    Death Burst (-5)
  • WIS When the mephit dies (-5)
  • CHA it explodes in a burst of dust. Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns (-5)

Save Throws: ending the effect on itself on a success.

Innate Spellcasting (1/Day): The mephit can innately cast sleep

Skills: requiring no material components. Its innate spellcasting ability is Charisma.

Languages:

Challenge: (0 xp)

Actions

Ape; Medium beast; unaligned; 12; ; 19; 3d8; 30ft. climb 30 ft.; 16; 14; 14; 6; 12; 7; ; Athletics: +5, Perception: +3; ; ; ; Passive perception 13; None; 1/2; 100; ; Multi-attack: The ape makes two fist attacks.

Fist: Melee Weapon Attack: +5 to hit
0 xp

  • Armor class reach 5 ft. (one target. Hit: 6 (1d6 + 3) bludgeoning damage.

    Rock: Ranged Weapon Attack: +5 to hit)
  • Hit points range 25/50 ft. (one target. Hit: 6 (1d6 + 3) bludgeoning damage.; ;)
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Violet Fungus; Medium plant; unaligned; 5; ; 18; 4d8; 5ft.; 3; 1; 10; 1; 3; 1; ; ; ; ; blinded deafened, frightened; Blind-sight 30 ft. (blind beyond this radius) 0 xp

  • Armor class passive perception 6; None; 1/4; 50; ; Multi-attack (The fungus makes 1d4 Rotting Touch attacks.

    Rotting Touch: Melee Weapon Attack: +2 to hit)
  • Hit points reach 10 ft. (one creature. Hit: 4 (1d8) necrotic damage.; ; False Appearance: While the violet fungus remains motionless)
  • Speed it is indistinguishable from an ordinary fungus.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Swarm of Bats; Medium swarm of tiny beasts; unaligned; 12; ; 22; 5d8; 0ft. fly 30ft.; 5; 15; 10; 2; 12; 4; ; ; bludgeoning, piercing 0 xp

  • Armor class slashing; ; charmed (frightened)
  • Hit points grappled (paralyzed)
  • Speed petrified
  • STR prone (-5)
  • DEX restrained (-5)
  • CON stunned; Blind-sight 60 ft. (-5)
  • INT passive perception 11; None; 1/4; 50; ; Bites: Melee Weapon Attack: +4 to hit (-5)
  • WIS reach 0 ft. (-5)
  • CHA one creature in the swarm's space. Hit: 5 (2d4) piercing damage (-5)

Save Throws: or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.; ; Echolocation: The swarm can't use its blind-sight while deafened.

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

Swarm: The swarm can occupy another creature's space and vice versa

Skills: and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.

Languages:

Challenge: (0 xp)

Actions

Steam Mephit; Small elemental; neutral evil; 10; ; 21; 6d6; 30ft. fly 30ft.; 5; 11; 10; 11; 10; 12; ; ; ; fire, poison; poisoned; Darkvision 60 ft. 0 xp

  • Armor class passive perception 10; Aquan (ignan; 1/4; 50; ; Claws: Melee Weapon Attack: +2 to hit)
  • Hit points reach 5 ft. (one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.
    S
    team Breath (Recharge 6): The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw)
  • Speed taking 4 (1d8) fire damage on a failed save
  • STR or half as much damage on
    a successful one.

    Variant: Summon Mephits (1/Day): The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner (-5)
  • DEX acts as an ally of its summoner (-5)
  • CON and can't summon other mephits. It remains for 1 minute (-5)
  • INT until it or its summoner dies (-5)
  • WIS or until its summoner dismisses it as an action.; ; Death Burst: When the mephit dies (-5)
  • CHA it explodes in a cloud of steam. Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.

    Innate Spellcasting (1/Day): The mephit can innately cast blur (-5)

Save Throws: requiring no material components. Its innate spellcasting ability is Charisma.

Languages:

Challenge: (0 xp)

Actions

Sprite; Tiny fey; neutral; 15; ; 2; 1d4; 10ft. fly 40ft.; 3; 18; 10; 14; 13; 11; ; Perception: +3 Stealth: +8; ; ; ; Passive perception 13; Common, elvish 0 xp

  • Armor class sylvan; 1/4; 50; ; Heart Sight: The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw (the sprite also knows the creature's alignment. Celestials)
  • Hit points fiends (and undead automatically fail the saving throw.

    Invisibility: The sprite magically turns invisible until it attacks or casts a spell)
  • Speed or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.

    Longsword: Melee Weapon Attack: +2 to hit
  • STR reach 5 ft. (-5)
  • DEX one target. Hit: 1 slashing damage.

    Short-bow: Ranged Weapon Attack: +6 to hit (-5)
  • CON range 40/160 ft. (-5)
  • INT one target. Hit: 1 piercing damage (-5)
  • WIS and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower (-5)
  • CHA the poisoned target falls unconscious for the same duration (-5)

Save Throws: or until it takes damage or another creature takes an action to shake it awake.; ;

Languages:

Challenge: (0 xp)

Actions

Riding Horse; Large beast; unaligned; 10; ; 13; 2d10; 60ft.; 16; 10; 12; 2; 11; 7; ; ; ; ; ; Passive perception 10; None; 1/4; 50; ; Hooves: Melee Weapon Attack: +5 to hit reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.; ; 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Panther; medium beast; unaligned; 12; ; 13; 3d8; 50ft. climb 40ft.; ; ; ; ; ; ; ; Perception: +4, Stealth: +6; ; ; ; Passive perception 14; None; 1/4; 50; ; Bite: Melee Weapon Attack: +4 to hit 0 xp

  • Armor class reach 5 ft. (one target. Hit: 5 (1d6 + 2) piercing damage.

    Claw: Melee Weapon Attack: +4 to hit)
  • Hit points reach 5 ft. (one target. Hit: 4 (1d4 + 2) slashing damage.; ; Keen Smell: The panther has advantage on Wisdom (Perception) checks that rely on smell.

    Pounce: If the panther moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn)
  • Speed that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone
  • STR the panther can make one bite attack against it as a bonus action. (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Giant Wolf Spider; Medium beast; unaligned; 13; ; 11; 2d8; 40ft. climb 40ft.; 12; 16; 13; 3; 12; 4; ; Perception: +3, Stealth: +7; ; ; ; Blind-sight 10 ft. 0 xp

  • Armor class dark-vision 60 ft. (passive perception 13; None; 1/4; 50; ; Bite: Weapon Attack: +3 to hit)
  • Hit points reach 5 ft. (one creature. Hit: 4 (1d6 + 1) piercing damage)
  • Speed and the target must make a DC 11 Constitution saving throw
  • STR taking 7 (2d6) poison damage on a failed save (-5)
  • DEX or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points (-5)
  • CON the target is stable but poisoned for 1 hour (-5)
  • INT even after regaining hit points (-5)
  • WIS and is paralyzed while poisoned in this way.; ; Spider Climb (-5)
  • CHA The spider can climb difficult surfaces (-5)

Save Throws: including upside down on ceilings

Skills: without needing to make an ability check.

Web Sense: While in contact with a web

Damage Resistances: the spider knows the exact location of any other creature in contact with the same web.

Web Walker: The spider ignores movement restrictions caused by webbing.

Languages:

Challenge: (0 xp)

Actions

Giant Poisonous Snake; Medium beast; unaligned; 14; ; 11; 2d8; 30ft. swim 30 ft.; 10; 18; 13; 2; 10; 3; ; Perception +2;1/4 ; 50; ; Blind-sight 10 ft. passive perception 12; None; 1/4; 50; ; Bite: Melee Weapon Attack: +6 to hit, reach 10 ft. 0 xp

  • Armor class one target. Hit: 6 (1d4 + 4) piercing damage (and the target must make a DC 11 Constitution saving throw)
  • Hit points taking 10 (3d6) poison damage on a failed save (or half as much damage on a successful one.; ;)
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Giant Badger; Medium beast; unaligned; 10; ; 13; 2d8; 30ft. burrow 10ft.; 13; 10; 15; 2; 12; 5; ; ; ; ; ; Dark-vision 30 ft. passive perception 11; None; 1/4; 50; ; Multi-attack: The badger makes two attacks: one with its bite and one with its claws.

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft.
0 xp

  • Armor class one target. Hit: 4 (1d6 + 1) piercing damage.

    Claws: Melee Weapon Attack: +3 to hit (reach 5 ft.)
  • Hit points one target. Hit: 6 (2d4 + 1) slashing damage.; ; Keen Smell (The badger has advantage on Wisdom (Perception) checks that rely on smell.)
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Flying Sword; small construct; unaligned; 17; ; 17; 5d6; 0f. fly 50ft., (can hover); 12; 15; 11; 1; 5; 1; ; ; ; poison 0 xp

  • Armor class psychic; blinded (charmed)
  • Hit points deafened (frightened)
  • Speed paralyzed
  • STR petrified (-5)
  • DEX poisoned; Blind-sight 60 ft. (blind beyond this radius) (-5)
  • CON passive perception 7; None; 1/4; 50; ; Longsword: Melee Weapon Attack: +3 to hit (-5)
  • INT reach 5 ft. (-5)
  • WIS one target. Hit: 5 (1d8 + 1) slashing damage.; ; Anti-magic Susceptibility: The sword is incapacitated while in the area of an anti-magic field. If targeted by dispel magic (-5)
  • CHA the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

    False Appearance: While the sword remains motionless and isn't flying (-5)

Save Throws: it is indistinguishable from a normal sword.

Languages:

Challenge: (0 xp)

Actions

Dretch; Small fiend (demon); chaotic evil; 11; ; 18; 4d6; 20ft.; 11; 11; 12; 5; 8; 3; ; ; cold fire, lightning; Poison; Poisoned; Dark-vision 60 ft. 0 xp

  • Armor class passive perception 9; Abyssal (telepathy 60 ft. (works only with creatures that understand abyssal); 1/4; 50; ; Multi-attack: The dretch makes two attacks: one with its bite and one with its claws.

    Bite: Melee Weapon Attack: +2 to hit)
  • Hit points reach 5 ft. (one target. Hit: 3 (1d6) piercing damage.

    Claws: Melee Weapon Attack: +2 to hit)
  • Speed reach 5 ft.
  • STR one target. Hit: 5 (2d4) slashing damage.

    Fetid Cloud (1/Day) (-5)
  • DEX A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners (-5)
  • CON and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way (-5)
  • INT the target can take either an action or a bonus action on its turn (-5)
  • WIS not both (-5)
  • CHA and can't take reactions.; ; (-5)

Languages:

Challenge: (0 xp)

Actions

Draft Horse; Large beast; unaligned; 10; ; 19; 3d10; 40ft.; 18; 10; 12; 2; 11; 7; ; ; ; ; ; Passive perception 10; None; 1/4; 50; ; Hooves: Melee Weapon Attack: +6 to hit reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.; ; 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Constrictor Snake; Large beast; unaligned; 12; ; 13; 2d10; 30ft. swim 30ft.; 15; 14; 12; 1; 10; 3; ; ; ; ; ; Blind-sight 10 ft., passive perception 10; None; 1/4; 50; ; Bite 0 xp

  • Armor class Melee Weapon Attack: +4 to hit (reach 5 ft.)
  • Hit points one creature. Hit: 5 (1d6 + 2) piercing damage.

    Constrict: Melee Weapon Attack: +4 to hit (reach 5 ft.)
  • Speed one creature. Hit: 6 (1d8 + 2) bludgeoning damage
  • STR and the target is grappled (escape DC 14). Until this grapple ends (-5)
  • DEX the creature is restrained (-5)
  • CON and the snake can't constrict another target.; ; (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Boar; Medium beast; unaligned; 11; ; 11; 2d8; 40ft.; 13; 11; 12; 2; 9; 5; ; ; ; ; ; Passive perception 9; None; 1/4; 50; ; Tusk: Weapon Attack: +3 to hit reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.; ; Charge: If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn 0 xp

  • Armor class the target takes an extra 3 (1d6) slashing damage. If the target is a creature (it must succeed on a DC 11 Strength saving throw or be knocked prone.

    Relentless (Recharges after a Short or Long Rest): If the boar takes 7 damage or less that would reduce it to 0 hit points)
  • Hit points it is reduced to 1 hit point instead.
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Blink Dog; Medium fey; lawful good; 13; ; 22; 4d8; 40ft.; 12; 17; 12; 10; 13; 11; ; Perception: +3 Stealth: +5; ; ; ; Passive perception 10; Blink dog, understands sylvan but can't speak it; 1/4; 50; ; Bite: Melee Weapon Attack: +3 to hit 0 xp

  • Armor class reach 5 ft. (one target. Hit: 4 (1d6 + 1) piercing damage.

    Teleport (Recharge 4-6): The dog magically teleports)
  • Hit points along with any equipment it is wearing or carrying (up to 40 ft. to an unoccupied space it can see. Before or after teleporting)
  • Speed the dog can make one bite attack.; ; Keen Hearing and Smell: The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Axe Beak; Large beast; unaligned; 11; ; 19; 3d10; 50ft.; 14; 12; 12; 2; 10; 5; ; ; ; ; ; Passive perception 10; none; 1/4; 50; ; Beak: Melee Weapon Attack: +4 to hit reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.; ; 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Tribal Warrior; Medium humanoid (any race); Any alignment; 12; ; 11; 2d8; 30ft.; 13; 11; 12; 8; 11; 8; ; ; ; ; ; Passive perception 10; Any one language; 1/8; 25; ; Spear: Melee or Ranged Weapon Attack: +3 to hit reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage 0 xp

  • Armor class or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.; ; Pack Tactics: The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 ft. of the creature and the ally isn't incapacitated.
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Poisonous Snake; Tiny beast; unaligned; 13; ; 2; 1d4; 30ft. swim 30ft.; 2; 16; 11; 1; 10; 3; ; ; ; ; ; Blind-sight 10 ft., passive perception 10; None; 1/8; 25; ; Bite: Melee Weapon Attack: +5 to hit 0 xp

  • Armor class reach 5 ft. (one target. Hit: 1 piercing damage)
  • Hit points and the target must make a DC 10 Constitution saving throw (taking 5 (2d4) poison damage on a failed save)
  • Speed or half as much damage on a successful one.; ;
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Noble; Medium humanoid (any race); any alignment; 15; ; 9; 2d8; 30ft.; 11; 12; 11; 12; 14; 16; ; Deception: +5 Insight: +4, Persuasion: +5; ; ; ; Passive perception 12; Any two languages; 1/8; 25; ; Rapier: Melee Weapon Attack: +3 to hit 0 xp

  • Armor class reach 5 ft. (one target. Hit: 5 (1d8 + 1) piercing damage.

    Reactions:

    Parry: The noble adds 2 to its AC against one melee attack that would hit it. To do so)
  • Hit points the noble must see the attacker and be wielding a melee weapon.; ;
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Mule; Medium beast; unaligned; 10; ; 11; 2d8; 40ft.; 14; 10; 13; 2; 10; 5; ; ; ; ; ; Passive perception 10; None; 1/8; 25; ; Hooves: Melee Weapon Attack: +2 to hit reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.; ; Beast of Burden: The mule is considered to be a Large animal for the purpose of determining its carrying capacity.

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

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Merfolk; Medium humanoid (merfolk); neutral; 11; ; 11; 2d8; 10ft. swim 40ft.; 10; 13; 12; 11; 11; 12; ; Perception +2; 1/8; 25; ; Passive perception 12; Aquan, common; 1/8; 25; ; Spear: Melee or Ranged Weapon Attack: +2 to hit 0 xp

  • Armor class reach 5 ft. or range 20/60 ft. (one target. Hit: 3 (1d6) piercing damage)
  • Hit points or 4 (1d8) piercing damage if used with two hands to make a melee attack.; ; Amphibious: The merfolk can breathe air and water.
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Mastiff; Medium Beast; unaligned; 12; ; 5; 1d8; 40ft.; 13; 14; 12; 3; 12; 7; ; Perception +3; ; ; ; Passive perception 13; None ; 1/8; 25; ; Bite: Melee Weapon Attack: +3 to hit reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature 0 xp

  • Armor class it must succeed on a DC 11 Strength saving throw or be knocked prone.; ; Keen Hearing and Smell (The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.)
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Giant Weasel; Medium beast; unaligned; 13; ; 9; 2d8; 40ft.; 11; 16; 10; 4; 12; 5; ; Perception: +3 Stealth: +5; ; ; ; Dark-vision 60 ft., passive perception 13; None; 1/8; 25; ; Bite 0 xp

  • Armor class Weapon Attack: +5 to hit (reach 5 ft.)
  • Hit points one target. Hit: 5 (1d4 + 3) piercing damage.; ; Keen Hearing and Smell (The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.)
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Giant Rat (Diseased); Small beast; unaligned; 12; ; 7; 2d6; 30ft.; 7; 15; 11; 2; 10; 4; ; ; ; ; ; Dark-vision 60 ft. passive perception 10; None; 1/8; 25; ; Bite: Melee Weapon Attack: +4 to hit, reach 5 ft. 0 xp

  • Armor class one target. Hit: 4 (1d4 + 2) piercing damage.

    (If diseased replace this the above action with:)

    Bite: Melee Weapon Attack: +4 to hit (reach 5 ft.)
  • Hit points one target. Hit: 3 (1d4 + 2) piercing damage. If the target is a creature (it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured)
  • Speed the target can't regain hit points except by magical means
  • STR and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease (-5)
  • DEX the target dies.
    ; ; Keen Smell: The rat has advantage on Wisdom (Perception) checks that rely on smell.

    Pack Tactics: The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 ft. of the creature and the ally isn't incapacitated. (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Giant Crab; Medium beast; unaligned; 15; ; 13; 3d8; 30ft. swim 30ft.; 13; 15; 11; 1; 9; 3; ; Stealth +4; ; ; ; ; None; 1/8; 25; ; Claw, Melee Weapon Attack: +3 to hit 0 xp

  • Armor class reach 5 ft. (one target. Hit: 4 (1d6 + 1) bludgeoning damage)
  • Hit points and the target is grappled (escape DC 11). The crab has two claws (each of which can grapple only one target.; ; Amphibious: The crab can breathe air and water.)
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Flying Snake; Tiny beast; unaligned; 14; ; 5; 2d4; 30ft. fly 60 ft., swim 30ft.; 4; 18; 11; 2; 12; 5; ; ; ; ; ; Blind-sight 10 ft. 0 xp

  • Armor class passive perception 11; None; 1/8; 25; ; Bite (Melee Weapon Attack: +6 to hit)
  • Hit points reach 5 ft. (one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.; ; Flyby)
  • Speed The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Blood Hawk; Small beast; unaligned; 12; ; 7; 2d6; 10ft. fly 60ft.; 6; 14; 10; 3; 14; 5; ; Perception +4; ; ; ; Passive perception 14; None ; 1/8; 25; ; Beak: Melee Weapon Attack: +4 to hit, reach 5 ft. 0 xp

  • Armor class one target. Hit: 4 (1d4 + 2) piercing damage.; ; Keen Sight: The hawk has advantage on Wisdom (Perception) checks that rely on sight.

    Pack Tactics (The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 ft. of the creature and the ally isn't incapacitated.)
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Scorpion; Tiny beast; unaligned; 11; ; 1; 1d4; 10ft.; 2; 11; 8; 1; 8; 2; ; ; ; ; ; Blind-sight 10 ft. passive perception 9; None; 0; 10; ; Sting: Melee Weapon Attack: +2 to hit, reach 5 ft. 0 xp

  • Armor class one creature. Hit: 1 piercing damage (and the target must make a DC 9 Constitution saving throw)
  • Hit points taking 4 (1d8) poison damage on a failed save (or half as much damage on a successful one.; ;)
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Shrieker; Medium plant; unaligned; 5; ; 13; 3d8; 0 ft. ; 1; 1; 10; 1; 3; 1; ; ; ; ; blinded deafened, frightened; Blind-sight 30 ft. (blind beyond this radius) 0 xp

  • Armor class passive perception 6; None; 0; 10; ; Shriek: When bright light or a creature is within 30 feet of the shrieker (it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward; ; False Appearance: While the shrieker remains motionless)
  • Hit points it is indistinguishable from an ordinary fungus.
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Giant Fire Beetle; Small beast; unaligned; 13; ; 4; 1d6; 30ft.; 8; 10; 12; 1; 7; 3; ; ; ; ; ; Blind-sight 30 ft. passive perception 8; None; 0; 10; ; Bite: Melee Weapon Attack: +1 to hit, reach 5 ft. 0 xp

  • Armor class one target. Hit: 2 (1d6 - 1) slashing damage.; ; Illumination (The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 ft..)
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Frog; Tiny beast; unaligned; 11; ; 1; 1d4; 20ft. swim 20ft.; 1; 13; 8; 1; 8; 3; ; Perception: +1, Stealth: +3; ; ; ; Dark-vision 30 ft. 0 xp

  • Armor class passive perception 11; None; 0 ; 10; ; ; ; Amphibious: The frog can breathe air and water

    Standing Leap: The frog's long jump is up to 10 ft. and its high jump is up to 5 ft. (with or without a running start.)
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Eagle; small beast; unaligned; 12; ; 3; 1d6; 10ft. fly 60ft.; 6; 15; 10; 2; 14; 7; ; Perception: +4; ; ; ; Passive perception 14; None; 0; 10; ; Talons: Melee Weapon Attack: +4 to hit, reach 5 ft. 0 xp

  • Armor class one target. Hit: 4 (1d4 + 2) slashing damage.; ; Keen Sight: The eagle has advantage on Wisdom (Perception) checks that rely on sight.
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Crab; Tiny Beast; unaligned; 11; ; 2; 1d4; 20ft. swim 20ft.; 2; 11; 10; 1; 8; 2; ; Stealth: +2; ; ; ; Blind-sight 30 ft., passive perception 9; None; 0; 10; ; Claw: Melee Weapon Attack: +0 to hit 0 xp

  • Armor class reach 5 ft. (one target. Hit: 1 bludgeoning damage.; ; Amphibious: The crab can breathe air and water.)
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Cat; tiny beast; unaligned; 12; ; 2; 1d4; 40ft climb 30ft; 3; 15; 10; 2; 12; 7; ; Perception: +3, Stealth: +4; ; ; ; Passive perception 13; None; 0; 10; ; Claws: Melee Weapon Attack: +0 to hit 0 xp

  • Armor class reach 5 ft. (one target. Hit: 1 slashing damage.; ; Keen Smell: The cat has advantage on Wisdom (Perception) checks that rely on smell.)
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Bat; tiny beast; unaligned; 12; ; 1; 1d4; 5ft. fly 30ft; 2; 15; 8; 2; 12; 4; ; ; ; ; ; Blind-sight 60 ft., passive perception 11; None; 0; 10; ; Bite: Melee Weapon Attack: +0 to hit 0 xp

  • Armor class reach 5 ft. (one creature. Hit: 1 piercing damage.; ; Echolocation: The bat can't use its blind-sight while deafened.
    Keen Hearing: The bat has advantage on Wisdom (Perception) checks that rely on hearing.)
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Badger; Tiny beast; unaligned; 10; ; 3; 1d4; 20ft. burrow 5ft; 4; 11; 12; 2; 12; 5; ; ; ; ; ; Dark-vision 30ft, passive perception 11; none; 0; 10; ; Bite: Melee Weapon Attack: +2 to hit 0 xp

  • Armor class reach 5 ft. (one target. Hit: 1 piercing damage.; ; Keen Smell: The badger has advantage on Wisdom (Perception) checks that rely on smell.)
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Baboon; small beast; unaligned; 12; ; 3 ; 1d6; 30 ft. climb 30ft; 8; 14; 11; 4; 12; 6; ; ; ; ; ; passive perception 11; none; 0; 10; ; Bite: Melee Weapon Attack: +1 to hit, reach 5 ft. 0 xp

  • Armor class one target. Hit: 1 (1d4 - 1) piercing damage.; ; Pack Tactics: The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 ft. of the creature and the ally isn't incapacitated.
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Awakened Shrub; Small plant; unaligned; 9; ; 10; 3d6; 20ft; 3; 8; 11; 10; 10; 6; ; ; piercing; ; ; passive perception 10; one language known by its creator; 0; 10; ; Rake: Melee Weapon Attack: +1 to hit, reach 5 ft. 0 xp

  • Armor class one target. Hit: 1 (1d4 -1) slashing damage.; ; Damage Vulnerabilities: fire

    False Appearance: While the shrub remains motionless (it is indistinguishable from a normal shrub.)
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions