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
it must succeed on a DC 20 Strength saving throw or be knocked prone.
Frightful Presence: Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns
with disadvantage if the tarrasque is within line of sight
Legendary Resistance
Wisdom
lair actions
and Intelligence
exiting prone.
Tentacle: Melee Weapon Attack: +7 to hit
and the target is grappled (escape DC 18). Until this grapple ends
reach 30 ft.
one target. Hit: 20 (3d6 + 10) bludgeoning damage
Wisdom
except any class features or legendary actions of that form.
Legendary Actions
Detect
and Charisma scores
as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form
one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.
Claw: Melee Weapon Attack: +15 to hit
reach 20 ft.
reach 10 ft.
one target. Hit: 22 (4d6 + 8) slashing damage.
Tail: Melee Weapon Attack: +15 to hit
Wisdom
except any class features or legendary actions of that form.
Legendary Actions
Detect
and Charisma scores
as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form
ability to speak
lair actions
proficiencies
Legendary Resistance
requiring no material components:
*At will: detect magic
unless the pit fiend is incapacitated. On a failed save
fireball
*3/day each: hold monster
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
thunderwave • 2nd level (3 slots): detect thoughts
mirror image • 3rd level (3 slots): animate dead
invisibility
Melf's acid arrow
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
and Charisma scores
as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form
or one goristro. A summoned demon appears in an unoccupied space within 60 feet of its summoner
until it or its summoner dies
acts as an ally of its summoner
and can't summon other demons. It remains for 1 minute
+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
spare the dying
thaumaturgy • 1st level (4 slots): command
one target. Hit: 17 (2d8 + 8) bludgeoning damage.
it can choose to succeed instead.
Magic Resistance: The dracolich has advantage on saving throws against spells and other magical effects.
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
the weapon deals an extra 5d8 radiant damage (included in the attack).
Divine Awareness: The planetar knows if it hears a lie.
Innate Spellcasting: The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells
requiring no material components:
* At will: detect evil and good
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
and can't summon other demons. It remains for 1 minute
until it or its summoner dies
and immunity to acid
poison
cold
necrotic
one target. Hit: 13 (2d6 + 6) slashing damage.
Tail: Melee Weapon Attack: +11 to hit
reach 15 ft.
one target. Hit: 15 (2d8 + 6) bludgeoning damage.
and can't summon other demons. It remains for 1 minute
until it or its summoner dies
or until its summoner dismisses it as an action.; ; Magic Resistance: The nalfeshnee has advantage on saving throws against spells and other magical effects.
suggestion
• 3rd level (3 slots): dispel magic
greater invisibility
• 5th level (1 slot): legend lore
remove curse
tongues
• 4th level (3 slots): banishment
invisibility
wall of fire
major image
plane shift
+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)
requiring no material components:
* At will: detect evil and good
detect magic
freedom of movement
* 5th level (2 slots): flame strike
geas
* 6th level (1 slot): true seeing
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
and it gains any statistics and capabilities (except class features
legendary actions
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
and can't summon other demons. It remains for 1 minute
until it or its summoner dies
the golem attacks an object
with preference for an object smaller than itself. Once the golem goes berserk
it continues to do so until it is destroyed or regains all its hit points.
Immutable Form: The golem is immune to any spell or effect that would alter its form.
Magic Resistance: The golem has advantage on saving throws against spells and other magical effects.
ray of frost *1st level (4 slots): charm person
hold person
*3rd level (3 slots): lightning bolt
detect magic
sleep
*2nd level (3 slots): detect thoughts
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.
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.
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
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
the night hag will go to great lengths to retrieve it
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.
the golem might go berserk again.; ; Aversion of Fire: If the golem takes fire damage
it has disadvantage on attack rolls and ability checks until the end of its next turn.
Immutable Form: The golem is immune to any spell or effect that would alter its form.
Lightning Absorption: Whenever the golem is subjected to lightning damage
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
and it gains any statistics and capabilities (except class features
legendary actions
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
and the spell attack bonus is 4+the hag's Intelligence modifier.
Hag Eye (Coven Only): A hag coven can craft a magic item called a hag eye
which is made from a real eye coated in varnish and often fitted to a pendant. 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
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
which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10
1 hit point
swim 40 ft.)
or back into its true form . Its statistics are the same in each form
except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Magic Resistance: The quasit has advantage on saving throws against spells and other magical effects.
fly 60 ft.)
or back into its true form. Its statistics are the same in each form
or a spider (20 ft.
climb 20 ft.)