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Githyanki Warrior

Githyanki Warrior Medium humanoid (gith), lawful evil 3 700 xp

  • Armor class 17 (half plate)
  • Hit points 49 (9d8+9)
  • Speed 30ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 13 (+1)
  • WIS 13 (+1)
  • CHA 10 (0)

Skills: Con +3, Int +3, Wis +3

Languages: Gith

Challenge: 3 (700 xp)

,,

Actions

Innate Spellcasting (Psionics). The githyanki’s innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no components:

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

*3/day each: jump, misty step, nondetection (self only)

Actions

Multiattack. The githyanki makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 7 (2d6) psychic damage.

Githyanki Knight

Githyanki Knight Medium humanoid (gith), lawful evil 8 3 xp

  • Armor class 18 (plate)
  • Hit points 91 (14d8+28)
  • Speed 30ft.
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 14 (+2)
  • WIS 14 (+2)
  • CHA 15 (+2)

Skills: Con +5, Int +5, Wis +5

Languages: Gith

Challenge: 8 (3 xp)

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

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

*3/day each: jump, misty step, nondetection (self only), tongues

*1/day each: plane shift, telekinesis,,

Actions

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

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

*3/day each: jump, misty step, nondetection (self only), tongues

*1/day each: plane shift, telekinesis

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

Silver Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 10 (3d6) psychic damage. This is a magic weapon attack. On a critical hit against a target in an astral body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage.

Tarrasque

Tarrasque Gargantuan monstrosity (titan), unaligned 30 155 xp

  • Armor class 25
  • Hit points 676 (33d20)
  • Speed 40ft.
  • STR 30 (+10)
  • DEX 11 (0)
  • CON 30 (+10)
  • INT 3 (-4)
  • WIS 11 (0)
  • CHA 11 (0)

Damage Immunities: fire, poison, bludgeoning, piercing, and slashing from non-magical weapons

Condition Immunities: charmed, frightened, paralyzed, poisoned

Senses: Blind sight 120 ft., passive perception 10

Languages: None

Challenge: 30 (155 xp)

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

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

Reflective Carapace: Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.

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

Actions

Multi-attack: The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tai l. It can use its Swallow instead of its bite.

Bite: Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target.

Claw: Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) slashing damage.
Horns
Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) piercing damage.

Tail: Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

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

Swallow: The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque's turns. If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Legendary Actions

Attack: The tarrasque makes one claw attack or tail attack.

Move: The tarrasque moves up to half its speed.

Chomp (Costs 2 Actions): The tarrasque makes one bite attack or uses its Swallow.

Ancient Red Dragon

Ancient Red Dragon Gargantuan dragon , chaotic evil 0 xp

  • Armor class 22
  • Hit points 546 (28d20)
  • Speed 40 ft., climb 40 ft., fly 80 ft.
  • STR 30 (+10)
  • DEX 10 (0)
  • CON 29 (+9)
  • INT 18 (+4)
  • WIS 15 (+2)
  • CHA 23 (+6)

Skills: Perception: +16, Stealth: +7

Damage Immunities: fire

Senses: Blindsight 60 ft., darkvision 120 ft., passive perception 26

Languages: Common, draconic

Challenge: (0 xp)

Legendary Resistance (3/Day): If the dragon fails a saving throw, 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, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.

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

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

Actions

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

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

Legendary Actions

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

Tail Attack, The dragon makes a tail attack.

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

Ancient Gold Dragon

Ancient Gold Dragon Gargantuan dragon, lawful good 24 62 xp

  • Armor class 22
  • Hit points 546 (28d20)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 30 (+10)
  • DEX 14 (+2)
  • CON 29 (+9)
  • INT 18 (+4)
  • WIS 17 (+3)
  • CHA 28 (+9)

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

Damage Immunities: fire

Senses: Blindsight 60 ft., darkvision 120 ft., passive perception 27

Languages: Common, draconic

Challenge: 24 (62 xp)

Amphibious: The dragon can breathe air and water.

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

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, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.

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

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

Actions

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

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

Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

Detect, 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.

Kraken

Kraken argantuan monstrosity (titan), chaotic evil 23 50 xp

  • Armor class 18
  • Hit points 472 (27d20)
  • Speed 20 ft., swim 60 ft.
  • STR 30 (+10)
  • DEX 11 (0)
  • CON 25 (+7)
  • INT 22 (+6)
  • WIS 18 (+4)
  • CHA 20 (+5)

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

Condition Immunities: frightened, paralyzed

Senses: Truesight 120 ft., passive perception 14

Languages: Understands abyssal, celestial, infernal, and primordial but can't speak, telepathy 120 ft.

Challenge: 23 (50 xp)

Amphibious: The kraken can breathe air and water.

Freedom of Movement: The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

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

Legendary actions
Tenticle attack/ fling,
Lightning storm (costs 2 actions)
Ink cloud (costs 3 actions)

Actions

Multi-attack: The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Tentacle: Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.

Fling: One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

Lightning Storm, The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Ancient Silver Dragon

Ancient Silver Dragon Gargantuan dragon, lawful good 0 xp

  • Armor class 22
  • Hit points 487 (25d20)
  • Speed 40 ft., fly 80 ft.
  • STR 30 (+10)
  • DEX 10 (0)
  • CON 29 (+9)
  • INT 18 (+4)
  • WIS 15 (+2)
  • CHA 23 (+6)

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

Damage Immunities: cold

Senses: Blindsight 60 ft., darkvision 120 ft., passive perception 26

Languages: Common, draconic

Challenge: (0 xp)

Legendary Resistance (3/Day): If the dragon fails a saving throw, 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, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.

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

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

Actions

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

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

Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions
Detect, 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.

Ancient Blue Dragon

Ancient Blue Dragon Gargantuan dragon , lawful evil 23 50 xp

  • Armor class 22
  • Hit points 481 (26d20)
  • Speed 40 ft., burrow 40 ft., fly 80 ft.
  • STR 29 (+9)
  • DEX 10 (0)
  • CON 27 (+8)
  • INT 18 (+4)
  • WIS 17 (+3)
  • CHA 21 (+5)

Skills: Perception: +17, Stealth: +7

Damage Immunities: lightning

Senses: Blindsight 60 ft., darkvision 120 ft., passive perception 27

Languages: Common, draconic

Challenge: 23 (50 xp)

,

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

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

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

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

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

Legendary Actions

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.

Ancient Green Dragon

Ancient Green Dragon Gargantuan dragon, lawful evil 22 41 xp

  • Armor class 21
  • Hit points 385 (22d20)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 27 (+8)
  • DEX 12 (+1)
  • CON 25 (+7)
  • INT 20 (+5)
  • WIS 17 (+3)
  • CHA 19 (+4)

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

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Blindsight 60 ft., darkvision 120 ft., passive perception 27

Languages: Common, draconic

Challenge: 22 (41 xp)

Amphibious: The dragon can breathe air and water.

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

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, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.

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

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

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

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

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

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

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

Legendary Actions

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.

Ancient Bronze Dragon

Ancient Bronze Dragon Gargantuan dragon, lawful good 22 41 xp

  • Armor class 22
  • Hit points 444 (24d20)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 29 (+9)
  • DEX 10 (0)
  • CON 27 (+8)
  • INT 18 (+4)
  • WIS 17 (+3)
  • CHA 21 (+5)

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

Damage Immunities: lightning

Senses: Blindsight 60 ft., darkvision 120 ft., passive perception 27

Languages: Common, draconic

Challenge: 22 (41 xp)

Amphibious: The dragon can breathe air and water.

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

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, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage.

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

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

Actions

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

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

Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions
Detect, 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.

Ancient Copper Dragon

Ancient Copper Dragon Gargantuan dragon, chotic good 21 33 xp

  • Armor class 21
  • Hit points 350 (20d20)
  • Speed 40 ft., climb 40 ft., fly 80 ft.
  • STR 27 (+8)
  • DEX 12 (+1)
  • CON 25 (+7)
  • INT 20 (+5)
  • WIS 17 (+3)
  • CHA 19 (+4)

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

Damage Immunities: acid

Senses: Blindsight 60 ft., darkvision 120 ft., passive perception 27

Languages: Common, draconic

Challenge: 21 (33 xp)

Legendary Resistance (3/Day): If the dragon fails a saving throw, 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, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

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

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

Actions

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

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

Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions
Detect, Tail attack, Wing attack (costs 2 actions)

Ancient Black Dragon

Ancient Black Dragon Gargantuan dragon, chaotic evil 21 33 xp

  • Armor class 22
  • Hit points 367 (21d20)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 27 (+8)
  • DEX 14 (+2)
  • CON 25 (+7)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 19 (+4)

Skills: Perception: +16, Stealth: +9

Damage Immunities: acid

Senses: Blindsight 60 ft., darkvision 120 ft., passive perception 26

Languages: Common, draconic

Challenge: 21 (33 xp)

Amphibious: The dragon can breathe air and water.

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

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

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

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

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

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

Legendary Actions

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.

Pit Fiend

Pit Fiend Large fiend (devil), lawful evil 20 25 xp

  • Armor class 19
  • Hit points 300 (24d10)
  • Speed 30 ft., fly 60 ft.
  • STR 26 (+8)
  • DEX 14 (+2)
  • CON 24 (+7)
  • INT 22 (+6)
  • WIS 18 (+4)
  • CHA 24 (+7)

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

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: Truesight 120 ft., passive perception 14

Languages: Infernal, telepathy 120 ft.

Challenge: 20 (25 xp)

Fear Aura: Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.

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

Magic Weapons: The pit fiend's weapon attacks are magical.

Multiattack: The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.

Bite: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claw: Melee Weapon Attack: +14 to hit, reach 10 ft. , one target. Hit: 17 (2d8 + 8) slashing damage.

Mace: Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.

Tail: Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 24 (3d1O + 8) bludgeoning damage.

Innate Spellcasting: The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:

*At will: detect magic, fireball

*3/day each: hold monster, wall of fire

Lich

Lich Medium undead, any evil alignment 21 33 xp

  • Armor class 17
  • Hit points 135 (18d8)
  • Speed 30ft.
  • STR 11 (0)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 20 (+5)
  • WIS 14 (+2)
  • CHA 16 (+3)

Skills: Arcana: +18, History: +12, Insight: +9, Perception: +9

Damage Resistances: cold, lightning, necrotic

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

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

Senses: Truesight 120 ft., passive perception 19

Languages: Common plus up to five other languages

Challenge: 21 (33 xp)

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

Rejuvenation: If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Turn Resistance: The lich has advantage on saving throws against any effect that turns undead.,

Actions

Paralyzing Touch: Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spellcasting: The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: • Cantrips (at will): mage hand, prestidigitation, ray of frost • 1st level (4 slots): detect magic, magic missile, shield, thunderwave • 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image • 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball • 4th level (3 slots): blight, dimension door • 5th level (3 slots): cloudkill, scrying • 6th level (1 slot): disintegrate, globe of invulnerability • 7th level (1 slot): finger of death, plane shift • 8th level (1 slot): dominate monster, power word stun • 9th level (1 slot): power word kill

Legendary Actions

Cantrip: The lich casts a cantrip.
Paralyzing Touch (Costs 2 Actions):
Frightening Gaze (Costs 2 Actions): The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions): Each living creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Ancient White Dragon

Ancient White Dragon Gargantuan dragon, chaotic evil 20 25 xp

  • Armor class 20
  • Hit points 333 (18d20)
  • Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.
  • STR 26 (+8)
  • DEX 10 (0)
  • CON 26 (+8)
  • INT 10 (0)
  • WIS 13 (+1)
  • CHA 14 (+2)

Skills: Perception: +13, Stealth: +6

Damage Immunities: cold

Senses: Blindsight 60 ft., darkvision 120 ft., passive perception 23

Languages: Common, draconic

Challenge: 20 (25 xp)

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

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

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

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

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

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

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

Ancient Brass Dragon

Ancient Brass Dragon Gargantuan dragon , chaotic good 20 25 xp

  • Armor class 20
  • Hit points 297 (17d20)
  • Speed 40 ft., burrow 40 ft., fly 80 ft.
  • STR 27 (+8)
  • DEX 10 (0)
  • CON 25 (+7)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 19 (+4)

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

Damage Immunities: fire

Senses: Blindsight 60 ft., darkvision 120 ft., passive perception 24

Languages: Common, draconic

Challenge: 20 (25 xp)

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

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

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

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

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

Actions

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

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

Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

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.

Balor

Balor Huge fiend (demon), chaotic evil 19 22 xp

  • Armor class 19
  • Hit points 262 (21d12)
  • Speed 40 ft., fly 80 ft.
  • STR 26 (+8)
  • DEX 15 (+2)
  • CON 22 (+6)
  • INT 20 (+5)
  • WIS 16 (+3)
  • CHA 22 (+6)

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

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: Truesight 120 ft., passive perception 13

Languages: Abyssal, telepathy 120 ft.

Challenge: 19 (22 xp)

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

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

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

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

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

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

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

Dragon Turtle

Dragon Turtle Gargantuan dragon , neutral 17 18 xp

  • Armor class 20
  • Hit points 341 (22d20)
  • Speed 20 ft., swim 40 ft.
  • STR 25 (+7)
  • DEX 10 (0)
  • CON 20 (+5)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 12 (+1)

Damage Resistances: fire

Senses: Darkvision 120 ft., passive perception 11

Languages: Aquan, draconic

Challenge: 17 (18 xp)

Amphibious: The dragon turtle can breathe air and water.,,

Actions

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, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.

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

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

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

Androsphinx

Androsphinx Large monstrosity, lawful evil 17 18 xp

  • Armor class 17
  • Hit points 199 (19d10)
  • Speed 40 ft., fly 60 ft.
  • STR 22 (+6)
  • DEX 10 (0)
  • CON 20 (+5)
  • INT 16 (+3)
  • WIS 18 (+4)
  • CHA 23 (+6)

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

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

Condition Immunities: charmed, frightened

Senses: Truesight 120 ft., passive perception 20

Languages: Truesight 120 ft., passive perception 20

Challenge: 17 (18 xp)

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

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

Actions

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

Multiattack: The sphinx makes two claw attacks.

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

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

Legendary Actions

Claw Attack: The sphinx makes one claw attack.

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

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

Adult Gold Dragon

Adult Gold Dragon Huge dragon, lawful good 17 18 xp

  • Armor class 19
  • Hit points 256 (19d12)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 27 (+8)
  • DEX 14 (+2)
  • CON 25 (+7)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 24 (+7)

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

Damage Immunities: fire

Senses: Blindsight 60 ft., darkvision 120 ft., passive perception 24

Languages: Common, draconic

Challenge: 17 (18 xp)

Amphibious: The dragon can breathe air and water.

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

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, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

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

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

Actions

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

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

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

*Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

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.

Adult Blue Dracolich

Adult Blue Dracolich Huge undead, lawful evil 17 18 xp

  • Armor class 19
  • Hit points 225 (18d12)
  • Speed 40 ft., burrow 30 ft., fly 80 ft.
  • STR 25 (+7)
  • DEX 10 (0)
  • CON 23 (+6)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 19 (+4)

Skills: Perception: +12

Damage Resistances: necrotic

Damage Immunities: lightning, poison

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

Senses: Blindsight 60 ft., darkvision 120 ft., passive perception 22

Languages: Common, draconic

Challenge: 17 (18 xp)

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

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

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Actions

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, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.

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

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

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

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

Legendary Actions

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

Tail Attack: The dracolich makes a tail attack.

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

Planetar

Planetar Large celestial, lawful good 16 15 xp

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

Skills: Perception: +11

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

Condition Immunities: charmed, exhaustion, frightened

Senses: Truesight 120 ft., passive perception 21

Languages: All, telepathy 120 ft.

Challenge: 16 (15 xp)

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

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

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

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

Actions

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

Multi-attack: The planetar makes two melee attacks.

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

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

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

Marilith

Marilith Large fiend (demon), chaotic evil 16 15 xp

  • Armor class 18
  • Hit points 189 (18d10)
  • Speed 40ft.
  • STR 18 (+4)
  • DEX 20 (+5)
  • CON 20 (+5)
  • INT 18 (+4)
  • WIS 16 (+3)
  • CHA 20 (+5)

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

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Truesight 120 ft., passive perception 13

Languages: Abyssal, telepathy 120 ft.

Challenge: 16 (15 xp)

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

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

Reactive: The marilith can take one reaction on every turn in combat.

Actions

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, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Tail: Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.

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

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

Reactions

Parry: The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.

Iron Golem

Iron Golem Large construct, unaligned 16 15 xp

  • Armor class 20
  • Hit points 210 (20d10)
  • Speed 30ft.
  • STR 24 (+7)
  • DEX 9 (-1)
  • CON 20 (+5)
  • INT 3 (-4)
  • WIS 11 (0)
  • CHA 1 (-5)

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

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

Senses: Darkvision 120 ft., passive perception 10

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

Challenge: 16 (15 xp)

Fire Absorption: Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

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

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

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

Actions

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

Multi-attack: The golem makes two melee attacks.

Slam: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Sword: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.

Poison Breath (Recharge 5-6): The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (l0d8) poison damage on a failed save, or half as much damage on a successful one.

Adult Silver Dragon

Adult Silver Dragon Huge dragon, lawful good 16 15 xp

  • Armor class 19
  • Hit points 243 (18d12)
  • Speed 40 ft., fly 80 ft.
  • STR 27 (+8)
  • DEX 10 (0)
  • CON 25 (+7)
  • INT 16 (+3)
  • WIS 13 (+1)
  • CHA 21 (+5)

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

Damage Immunities: cold

Senses: Blindsight 60 ft., darkvision 120 ft., passive perception 21

Languages: Common, draconic

Challenge: 16 (15 xp)

Legendary Resistance (3/Day): If the dragon fails a saving throw, 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, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

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

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

Actions

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

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

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

*Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

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.

Purple Worm

Purple Worm Gargantuan monstrosity, unaligned 15 13 xp

  • Armor class 18
  • Hit points 247 (15d20)
  • Speed 50 ft., burrow 30 ft.
  • STR 28 (+9)
  • DEX 7 (-2)
  • CON 22 (+6)
  • INT 1 (-5)
  • WIS 8 (-1)
  • CHA 4 (-3)

Senses: Blindsight 30 ft., tremorsense 60 ft., passive perception 9

Languages: None

Challenge: 15 (13 xp)

Tunneler: The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

Actions

Multi-attack: The worm makes two attacks: one with its bite and one with its stinger.

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

Tail Stinger: Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Adult Green Dragon

Adult Green Dragon Huge dragon, lawful evil 15 13 xp

  • Armor class 19
  • Hit points 207 (18d12)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 23 (+6)
  • DEX 12 (+1)
  • CON 21 (+5)
  • INT 18 (+4)
  • WIS 15 (+2)
  • CHA 17 (+3)

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

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Blindsight 60 ft., darkvision 120 ft., passive perception 22

Languages: Common, draconic

Challenge: 15 (13 xp)

Amphibious: The dragon can breathe air and water.

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

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, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.

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

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

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

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

Legendary Actions

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.

Adult Bronze Dragon

Adult Bronze Dragon Huge dragon, lawful good 15 13 xp

  • Armor class 19
  • Hit points 212 (17d12)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 25 (+7)
  • DEX 10 (0)
  • CON 23 (+6)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 19 (+4)

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

Damage Immunities: lightning

Senses: Blindsight 60 ft., darkvision 120 ft., passive perception 22

Languages: Common, draconic

Challenge: 15 (13 xp)

Amphibious: The dragon can breathe air and water.:

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

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, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.

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

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

Actions

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

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

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

*Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

Legendary Actions

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.

Ice Devil

Ice Devil Large fiend (devil), lawful evil 0 xp

  • Armor class 18
  • Hit points 180 (19d10)
  • Speed 40ft.
  • STR 21 (+5)
  • DEX 14 (+2)
  • CON 18 (+4)
  • INT 18 (+4)
  • WIS 15 (+2)
  • CHA 18 (+4)

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

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: Blindsight 60 ft., darkvision 120 ft., passive perception 12

Languages: Infernal, telepathy 120 ft.

Challenge: (0 xp)

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.,

Actions

Multi-attack The devil makes three attacks: one with its bite, one with its claws, and one with its tail.

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

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

Tail: Melee Weapon Attack:+10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.

Wall of Ice: The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached, each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.

Adult Copper Dragon

Adult Copper Dragon Huge dragon, chaotic good 14 11 xp

  • Armor class 18
  • Hit points 184 (16d12)
  • Speed 40 ft., climb 40 ft., fly 80 ft.
  • STR 23 (+6)
  • DEX 12 (+1)
  • CON 21 (+5)
  • INT 18 (+4)
  • WIS 15 (+2)
  • CHA 17 (+3)

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

Damage Immunities: acid

Senses: Blindsight 60 ft., darkvision 120 ft., passive perception 22

Languages: Common, draconic

Challenge: 14 (11 xp)

Legendary Resistance (3/Day): If the dragon fails a saving throw, 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, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

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

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

Actions

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

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

Legendary Actions

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.

Adult Black Dragon

Adult Black Dragon Huge dragon, chaotic evil 14 11 xp

  • Armor class 19
  • Hit points 195 (17d12)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 23 (+6)
  • DEX 14 (+2)
  • CON 21 (+5)
  • INT 14 (+2)
  • WIS 13 (+1)
  • CHA 17 (+3)

Skills: Perception: +11, Stealth: +7

Condition Immunities: acid

Senses: Blindsight 60 ft., darkvision 120 ft., passive perception 21

Languages: Common, draconic

Challenge: 14 (11 xp)

Amphibious: The dragon can breathe air and water.

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

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, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.

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

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

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

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

Legendary Actions

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.

Storm Giant

Storm Giant Huge giant, chaotic good 0 xp

  • Armor class 16
  • Hit points 230 (20d12)
  • Speed 50 ft., swim 50 ft.
  • STR 29 (+9)
  • DEX 14 (+2)
  • CON 20 (+5)
  • INT 16 (+3)
  • WIS 18 (+4)
  • CHA 18 (+4)

Skills: Arcana: +8, Athletics: +14, History: +8, Perception: +9

Damage Resistances: cold

Damage Immunities: lightning, thunder

Senses: Passive perception 19

Languages: Common, giant

Challenge: (0 xp)

Amphibious: The giant can breathe air and water.

Innate Spellcasting: The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
* At will: detect magic, feather fall, levitate, light
* 3/day each: control weather, water breathing,

Actions

Multi-attack: The giant makes two greatsword attacks.

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

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

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

Rakshasa

Rakshasa Medium fiend, lawful evil 13 10 xp

  • Armor class 16
  • Hit points 110 (13d10)
  • Speed 40ft.
  • STR 14 (+2)
  • DEX 17 (+3)
  • CON 18 (+4)
  • INT 13 (+1)
  • WIS 16 (+3)
  • CHA 20 (+5)

Skills: Deception: +10, Insight: +8

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

Senses: Darkvision 60 ft., passive perception 13

Languages: Common, infernal

Challenge: 13 (10 xp)

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, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:
* At will: detect thoughts, disguise self, mage hand, minor illusion
* 3/day each: charm person, detect magic, invisibility, major image, suggestion
* 1/day each: dominate person, fly, plane shift, true seeing,,

Actions

Multi-attack: The rakshasa makes two claw attacks

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

Nalfeshnee

Nalfeshnee Large fiend (demon), Chaotic evil 13 10 xp

  • Armor class 18
  • Hit points 184 (16d10)
  • Speed 20 ft., fly 30 ft.
  • STR 21 (+5)
  • DEX 10 (0)
  • CON 22 (+6)
  • INT 19 (+4)
  • WIS 12 (+1)
  • CHA 15 (+2)

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

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Truesight 120 ft., passive perception 11

Languages: Abyssal, telepathy 120 ft.

Challenge: 13 (10 xp)

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

Actions

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

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, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.

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

Horror Nimbus (Recharge 5-6): The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.

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

Adult Brass Dragon

Adult Brass Dragon Huge dragon, chaotic good 13 10 xp

  • Armor class 18
  • Hit points 172 (15d12)
  • Speed 40 ft., burrow 40 ft., fly 80 ft.
  • STR 23 (+6)
  • DEX 10 (0)
  • CON 21 (+5)
  • INT 14 (+2)
  • WIS 13 (+1)
  • CHA 17 (+3)

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

Condition Immunities: fire

Senses: Blindsight 60 ft., darkvision 120 ft., passive perception 21

Languages: Common, draconic

Challenge: 13 (10 xp)

Legendary Resistance (3/Day): If the dragon fails a saving throw, 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, reach,.0 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

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

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

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

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

* Fire Breath. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.

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

Erinyes

Erinyes Medium fiend (devil) , lawful evil 12 8 xp

  • Armor class 18
  • Hit points 153 (18d8)
  • Speed 30 ft., fly 60 ft.
  • STR 18 (+4)
  • DEX 16 (+3)
  • CON 18 (+4)
  • INT 14 (+2)
  • WIS 14 (+2)
  • CHA 18 (+4)

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

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: Truesight 120 ft., passive perception 12

Languages: Infernal, telepathy 120 ft.

Challenge: 12 (8 xp)

Hellish Weapons: The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).

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

Actions

Multi-attack: The erinyes makes three attacks

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

Longbow: Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.

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

Reactions

Parry: The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.

Roc

Roc Gargantuan monstrosity , unaligned 11 7 xp

  • Armor class 15
  • Hit points 248 (16d20)
  • Speed 20 ft., fly 120 ft.
  • STR 28 (+9)
  • DEX 10 (0)
  • CON 20 (+5)
  • INT 3 (-4)
  • WIS 10 (0)
  • CHA 9 (-1)

Skills: Perception: +4

Senses: Passive perception 14

Languages: None

Challenge: 11 (7 xp)

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

Actions

Multi-attack: The roc makes two attacks: one with its beak and one with its talons.

Beak: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.

Talons: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.

Remorhaz

Remorhaz Huge monstrosity, unaligned 11 7 xp

  • Armor class 17
  • Hit points 165 (17d12)
  • Speed 30 ft., burrow 20 ft.
  • STR 24 (+7)
  • DEX 13 (+1)
  • CON 21 (+5)
  • INT 4 (-3)
  • WIS 10 (0)
  • CHA 5 (-3)

Damage Immunities: cold, fire

Senses: Darkvision 60 ft., tremorsense 60 ft., passive perception 10

Languages: None

Challenge: 11 (7 xp)

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

Actions

Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target.

Swallow: The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns. If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet oft he remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Horned Devil

Horned Devil Large fiend (devil), lawful evil 11 7 xp

  • Armor class 18
  • Hit points 148 (17d10)
  • Speed 20 ft., fly 60 ft.
  • STR 22 (+6)
  • DEX 17 (+3)
  • CON 21 (+5)
  • INT 12 (+1)
  • WIS 16 (+3)
  • CHA 17 (+3)

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

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: Darkvision 120 ft., passive perception 13

Languages: Infernal, telepathy 120 ft.

Challenge: 11 (7 xp)

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.
,

Actions

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, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Tail: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target
receives magical healing.

Hurl Flame: Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Gynosphinx

Gynosphinx Large monstrosity, lawful evil 11 7 xp

  • Armor class 17
  • Hit points 136 (16d10)
  • Speed 40 ft., fly 60 ft.
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 18 (+4)
  • WIS 18 (+4)
  • CHA 18 (+4)

Skills: Arcana: +12, History: +12, Perception: +8, Religion: +8

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

Damage Immunities: Psychic

Condition Immunities: Charmed, frightened

Senses: Truesight 120 ft., passive perception 18

Languages: Common, sphinx

Challenge: 11 (7 xp)

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

Spellcasting: The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:
• Cantrips (at will): mage hand, minor illusion, prestidigitation • 1st level (4 slots): detect magic, identify, shield
• 2nd level (3 slots): darkness, locate object, suggestion
• 3rd level (3 slots): dispel magic, remove curse, tongues
• 4th level (3 slots): banishment, greater invisibility
• 5th level (1 slot): legend lore,

Actions

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

Multi-attack: The sphinx makes two claw attacks.

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

Legendary Actions

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

Claw Attack: The sphinx makes one claw attack.

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

Efreeti

Efreeti Large elemental, lawful evil 11 7 xp

  • Armor class 17
  • Hit points 200 (16d10)
  • Speed 40 ft., fly 60 ft.
  • STR 22 (+6)
  • DEX 12 (+1)
  • CON 24 (+7)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 16 (+3)

Damage Immunities: fire

Senses: Darkvision 120 ft., passive perception 12

Languages: Ignan

Challenge: 11 (7 xp)

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

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

Actions

Multi-attack: The efreeti makes two scimitar attacks or uses
its Hurl Flame twice.

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

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

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

Djinni

Djinni Large elemental , chaotic good 11 7 xp

  • Armor class 17
  • Hit points 161 (14d10)
  • Speed 30 ft., fly 90 ft.
  • STR 21 (+5)
  • DEX 15 (+2)
  • CON 22 (+6)
  • INT 15 (+2)
  • WIS 16 (+3)
  • CHA 20 (+5)

Damage Immunities: lightning, thunder

Senses: Darkvision 120 ft., passive perception 13

Languages: Auran

Challenge: 11 (7 xp)

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

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

Actions

Multi-attack: The djinni makes three scimitar attacks.

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

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

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

Chain Devil

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

  • Armor class 16
  • Hit points 85 (10d8)
  • Speed 30ft.
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 18 (+4)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 14 (+2)

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

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: Darkvision 120 ft., passive perception 8

Languages: Infernal, telepathy 120 ft.

Challenge: 11 (7 xp)

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

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

Actions

Multi-attack: The devil makes two attacks with its chains.

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

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

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

Behir

Behir Huge monstrosity , neutral evil 11 7 xp

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

Skills: Perception: +6, Stealth: +7

Damage Immunities: lightning

Senses: Darkvision 90 ft., passive perception 16

Languages: Draconic

Challenge: 11 (7 xp)

,

Actions

Multi-attack: The behir makes two attacks: one with its bite and one to constrict.

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

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

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

Swallow: The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone.

Young Gold Dragon

Young Gold Dragon Large dragon, lawful good 10 5 xp

  • Armor class 18
  • Hit points 178 (17d10)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 23 (+6)
  • DEX 14 (+2)
  • CON 21 (+5)
  • INT 16 (+3)
  • WIS 13 (+1)
  • CHA 20 (+5)

Skills: Insight: +5, Perception: +9, Persuasion: +9, Stealth: +6

Damage Immunities: fire

Senses: Blindsight 30 ft., darkvision 120 ft., passive perception 19

Languages: Common, draconic

Challenge: 10 (5 xp)

Amphibious: The dragon can breathe air and water.

Actions

Multi-attack: The dragon makes three attacks: one with its bite and two with its claws.

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

Claw: Melee Weapon Attack: +10 to hit, reach 5 ft., 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, taking 55 (10d10) fire damage on a failed save, 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, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Guardian Naga

Guardian Naga Large monstrosity, lawful good 10 5 xp

  • Armor class 18
  • Hit points 127 (15d10)
  • Speed 40ft.
  • STR 19 (+4)
  • DEX 18 (+4)
  • CON 16 (+3)
  • INT 16 (+3)
  • WIS 19 (+4)
  • CHA 18 (+4)

Damage Immunities: poison

Condition Immunities: charmed, poisoned

Senses: Darkvision 60 ft., passive perception 14

Languages: Celestial, common

Challenge: 10 (5 xp)

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

Spellcasting: The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:

* Cantrips (at will): mending, sacred flame, thaumaturgy
* 1st level (4 slots): command, cure wounds, shield of faith
* 2nd level (3 slots): calm emotions, hold person
* 3rd level (3 slots): bestow curse, clairvoyance
* 4th level (3 slots): banishment, freedom of movement
* 5th level (2 slots): flame strike, geas
* 6th level (1 slot): true seeing

Actions

Bite: Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

Spit Poison: Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

Deva

Deva Medium celestial, Lawful good 10 5 xp

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

Skills: Insight: +9, Perception: +9

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

Condition Immunities: charmed, exhaustion, frightened

Senses: Darkvision 120 ft., passive perception 19

Languages: All, telepathy 120 ft.

Challenge: 10 (5 xp)

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

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

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

Actions

Multiattack: The deva makes two melee attacks.

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

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

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

Aboleth

Aboleth Large aberration , lawful evil 10 5 xp

  • Armor class 17
  • Hit points 135 (13d10)
  • Speed 10 ft., swim 40 ft.
  • STR 21 (+5)
  • DEX 9 (-1)
  • CON 15 (+2)
  • INT 18 (+4)
  • WIS 15 (+2)
  • CHA 18 (+4)

Skills: History: +12, Perception: +10

Senses: arkvision 120 ft., passive perception 20

Languages: eep speech, telepathy 120 ft.

Challenge: 10 (5 xp)

Amphibious: The aboleth can breathe air and water.

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

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

Actions

Multiattack: The aboleth makes three tentacle attacks.

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

Young Silver Dragon

Young Silver Dragon Large dragon, lawful good 0 xp

  • Armor class
  • Hit points 168 (10d10)
  • Speed 40 ft., fly 80 ft.
  • STR 23 (+6)
  • DEX 10 (0)
  • CON 21 (+5)
  • INT 14 (+2)
  • WIS 11 (0)
  • CHA 19 (+4)

Skills: Arcana: +6, History: +6, Perception: +8, Stealth: +4

Damage Immunities: cold

Senses: Blindsight 30 ft., darkvision 120 ft., passive perception 18

Languages: Common, draconic

Challenge: (0 xp)

,

Actions

Multi-attack: The dragon makes three attacks: one with its bite and two with its claws.

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

Claw: Melee Weapon Attack: +10 to hit, reach 5 ft., 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, taking 54 (12d8) cold damage on a failed save, 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, ending the effect on itself on a success.

Young Blue Dragon

Young Blue Dragon Large dragon, Lawful evil 9 5 xp

  • Armor class 18
  • Hit points 152 (16d10)
  • Speed 40 ft., burrow 40 ft., fly 80 ft.
  • STR 21 (+5)
  • DEX 10 (0)
  • CON 19 (+4)
  • INT 14 (+2)
  • WIS 13 (+1)
  • CHA 17 (+3)

Skills: Perception: +9, Stealth: +4

Damage Immunities: lightning

Senses: Blindsight 30 ft., darkvision 120 ft., passive perception 19

Languages: Common, draconic

Challenge: 9 (5 xp)

,,

Actions

Multi-attack: The dragon makes three attacks: one with its bite and two with its claws.

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

Claw: Melee Weapon Attack: +9 to hit, reach 5 ft., 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, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

Treant

Treant Huge plant, chaotic good 9 5 xp

  • Armor class 16
  • Hit points 138 (12d12)
  • Speed 30ft.
  • STR 23 (+6)
  • DEX 8 (-1)
  • CON 21 (+5)
  • INT 12 (+1)
  • WIS 16 (+3)
  • CHA 12 (+1)

Damage Resistances: bludgeoning, piercing

Senses: Passive perception 13

Languages: Common, druidic, elvish, sylvan

Challenge: 9 (5 xp)

Damage Vulnerabilities: fire

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

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

Actions

Multi-attack: The treant makes two slam attacks.

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

Rock: Ranged Weapon Attack: +10 to hit, range 60/180 ft., 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, except they have Intelligence and Charisma scores of 1, they can't speak, 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, until the treant dies or is more than 120 feet from the tree, or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

Glabrezu

Glabrezu Large fiend (demon), Chaotic evil 9 5 xp

  • Armor class 17
  • Hit points 157 (15d10)
  • Speed 40ft.
  • STR 20 (+5)
  • DEX 15 (+2)
  • CON 21 (+5)
  • INT 19 (+4)
  • WIS 17 (+3)
  • CHA 16 (+3)

Damage Resistances: cold, fire, lightning, bludgeoning, piercing, and slashing from non-magical weapons

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Truesight 120 ft., passive perception 13

Languages: Abyssal, telepathy 120 ft.

Challenge: 9 (5 xp)

Innate Spell casting: The glabrezu's spell casting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components: *At will: darkness, detect magic, dispel magic
*1/day each: confusion, fly, power word stun

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

Actions

Multi-attack: The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.

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

Fist: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.

The glabrezu can innately cast the following spells, requiring no material components:
*At will: darkness, detect magic, dispel magic
*1/day each: confusion, fly, 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, 1d2 hezrous, or one glabrezu. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Fire Giant

Fire Giant Huge giant, lawful evil 0 xp

  • Armor class 18
  • Hit points 162 (13d12)
  • Speed 30ft.
  • STR 25 (+7)
  • DEX 9 (-1)
  • CON 23 (+6)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 13 (+1)

Skills: Athletics: +11, Perception: +6

Damage Immunities: fire

Senses: Passive perception 16

Languages: Giant

Challenge: (0 xp)

,

Actions

Multi-attack: The giant makes two great sword attacks.

Great sword: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.

Rock: Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.

Cloud Giant

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

  • Armor class 14
  • Hit points 200 (16d12)
  • Speed 40ft.
  • STR 27 (+8)
  • DEX 10 (0)
  • CON 22 (+6)
  • INT 12 (+1)
  • WIS 16 (+3)
  • CHA 16 (+3)

Skills: Insight: +7, Perception: +7

Senses: Passive perception 17

Languages: Common, giant

Challenge: 9 (5 xp)

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

Innate Spellcasting: The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:
* At will: detect magic, fog cloud, light
*3/day each: feather fall, fly, misty step, telekinesis 1/day each: control weather, gaseous form,

Actions

Multi-attack: The giant makes two morningstar attacks.

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

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

Clay Golem

Clay Golem Large construct, unaligned 9 5 xp

  • Armor class 14
  • Hit points 133 (14d10)
  • Speed 20ft.
  • STR 20 (+5)
  • DEX 9 (-1)
  • CON 18 (+4)
  • INT 3 (-4)
  • WIS 8 (-1)
  • CHA 1 (-5)

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

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

Senses: Darkvision 60 ft., passive perception 9

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

Challenge: 9 (5 xp)

Acid Absorption: Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.

Berserk: Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

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

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

Actions

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

Multi-attack: The golem makes two slam attacks.

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

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

Young Bronze Dragon

Young Bronze Dragon Large dragon, lawful good 8 3 xp

  • Armor class 18
  • Hit points 142 (15d10)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 21 (+5)
  • DEX 10 (0)
  • CON 19 (+4)
  • INT 14 (+2)
  • WIS 13 (+1)
  • CHA 17 (+3)

Skills: Insight: +4, Perception: +7, Stealth: +3

Damage Immunities: lightning

Senses: Blindsight 30 ft., darkvision 120 ft., passive perception 17

Languages: Commond, draconic

Challenge: 8 (3 xp)

Amphibious: The dragon can breathe air and water.

Actions

Multi-attack: The dragon makes three attacks: one with its bite and two with its claws.

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

Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., 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, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

*Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.

Tyrannosaurus Rex

Tyrannosaurus Rex Huge beast, unaligned 8 3 xp

  • Armor class 13
  • Hit points 136 (13d12)
  • Speed 50ft.
  • STR 25 (+7)
  • DEX 10 (0)
  • CON 19 (+4)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 9 (-1)

Skills: Perception: +4

Senses: Passive perception 14

Languages: None

Challenge: 8 (3 xp)

,

Actions

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., 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, the target is restrained, and the tyrannosaurus can't bite another target.

Tail: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Spirit Naga

Spirit Naga Large monstrosity, chaotic evil 8 3 xp

  • Armor class 15
  • Hit points 75 (10d10)
  • Speed 40ft.
  • STR 18 (+4)
  • DEX 17 (+3)
  • CON 14 (+2)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 16 (+3)

Damage Immunities: poision

Condition Immunities: charmed, poisoned

Senses: Darkvision 60 ft., passive perception 12

Languages: Abyssal, common

Challenge: 8 (3 xp)

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

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

It has the following wizard spells prepared:
*Cantrips (at will): mage hand, minor illusion, ray of frost *1st level (4 slots): charm person, detect magic, sleep
*2nd level (3 slots): detect thoughts, hold person
*3rd level (3 slots): lightning bolt, water breathing
*4th level (3 slots): blight, dimension door
*5th level (2 slots): dominate person,,

Actions

Bite: Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.

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

It has the following wizard spells prepared:

*Cantrips (at will): mage hand, minor illusion, ray of frost
*1st level (4 slots): charm person, detect magic, sleep
*2nd level (3 slots): detect thoughts, hold person
*3rd level (3 slots): lightning bolt, water breathing
*4th level (3 slots): blight, dimension door
*5th level (2 slots): dominate person

Hydra

Hydra Huge monstrosity , unaligned 8 3 xp

  • Armor class 15
  • Hit points 172 (15d12)
  • Speed 30 ft., swim 30 ft.
  • STR 20 (+5)
  • DEX 12 (+1)
  • CON 20 (+5)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 7 (-2)

Skills: Perception +6

Senses: Dark vision 60 ft., passive perception 16

Languages: None

Challenge: 8 (3 xp)

Hold Breath: The hydra can hold its breath for 1 hour.

Multiple Heads: The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

Reactive Heads: For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

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

Actions

Multi-attack: The hydra makes as many bite attacks as it has heads.

Bite: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Hezrou

Hezrou Large fiend (demon), chaotic evil 8 3 xp

  • Armor class 16
  • Hit points 136 (13d10)
  • Speed 30ft.
  • STR 19 (+4)
  • DEX 17 (+3)
  • CON 20 (+5)
  • INT 5 (-3)
  • WIS 12 (+1)
  • CHA 13 (+1)

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

Damage Immunities: poision

Condition Immunities: poisoned

Senses: Darkvision 120 ft., passive perception 11

Languages: Abyssal, telepathy 120 ft.

Challenge: 8 (3 xp)

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

Stench: Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.,

Actions

Multi-attack: The hezrou makes three attacks: one with its bite and two with its claws.

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

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

Variant: Summon Demon (1/Day): The demon chooses what to summon and attempts a magical summoning. A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Frost Giant

Frost Giant Huge giant, neutral evil 8 3 xp

  • Armor class 15
  • Hit points 138 (12d12)
  • Speed 40ft.
  • STR 23 (+6)
  • DEX 9 (-1)
  • CON 21 (+5)
  • INT 9 (-1)
  • WIS 10 (0)
  • CHA 12 (+1)

Skills: Athletics: +9, Perception: +3

Damage Immunities: cold

Senses: Passive perception 13

Languages: Giant

Challenge: 8 (3 xp)

Actions

Multi-attack: The giant makes two great axe attacks.

Great axe: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.

Rock: Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Young Copper Dragon

Young Copper Dragon Large dragon, chaotic good 7 2 xp

  • Armor class 17
  • Hit points 119 (14d10)
  • Speed 40 ft., climb 40 ft., fly 80 ft.
  • STR 19 (+4)
  • DEX 12 (+1)
  • CON 17 (+3)
  • INT 16 (+3)
  • WIS 13 (+1)
  • CHA 15 (+2)

Skills: Deception: +5, Perception: +7, Stealth: +4

Condition Immunities: acid

Senses: Blindsight 30 ft., darkvision 120 ft., passive perception 17

Languages: Common, draconic

Challenge: 7 (2 xp)

,

Actions

Multi-attack: The dragon makes three attacks: one with its bite and two with its claws.

Bite: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., 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, taking 40 (9d8) acid damage on a failed save, 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, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Young Black Dragon

Young Black Dragon Large dragon, chaotic evil 7 2 xp

  • Armor class 18
  • Hit points 127 (15d10)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 19 (+4)
  • DEX 14 (+2)
  • CON 17 (+3)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 15 (+2)

Skills: Perception: +6, Stealth: +5

Damage Immunities: acid

Senses: Blindsight 30 ft., darkvision 120 ft., passive perception 16

Languages: Common, draconic

Challenge: 7 (2 xp)

Amphibious: The dragon can breathe air and water.,,

Actions

Multi-attack: The dragon makes three attacks: one with its bite and two with its claws.

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

Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., 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, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.

Stone Giant

Stone Giant Huge giant, neutral 7 2 xp

  • Armor class 17
  • Hit points 126 (11d12)
  • Speed 40ft.
  • STR 23 (+6)
  • DEX 15 (+2)
  • CON 20 (+5)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 9 (-1)

Skills: Athletics: +12, Perception: +4

Senses: Darkvision 60 ft., passive perception 14

Languages: Giant

Challenge: 7 (2 xp)

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

Actions

Multi-attack: The giant makes two greatclub attacks.

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

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

Reactions:

Rock Catching: If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

Shield Guardian

Shield Guardian Large construct, unaligned 7 2 xp

  • Armor class 17
  • Hit points 142 (15d10)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 8 (-1)
  • CON 18 (+4)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 3 (-4)

Damage Immunities: poision

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

Senses: Blindsight 10 ft., darkvision 60 ft., passive perception 10

Languages: Understands commands given in any language but can't speak

Challenge: 7 (2 xp)

Bound: The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.

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

,

Actions

Multi-attack: The guardian makes two fist attacks.

Fist: Melee Weapon Attack: +7 to hit, reach 5 ft., 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, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.

Reactions:

Shield: When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.

Oni

Oni Large giant, lawful evil 7 2 xp

  • Armor class 16
  • Hit points 110 (13d10)
  • Speed 30 ft., fly 30 ft
  • STR 19 (+4)
  • DEX 11 (0)
  • CON 16 (+3)
  • INT 14 (+2)
  • WIS 12 (+1)
  • CHA 15 (+2)

Skills: Arcana: +5, Deception: +8, Perception: +4

Senses: Darkvision 60 ft., passive perception 14

Languages: Common, giant

Challenge: 7 (2 xp)

Innate Spellcasting: The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components: At will: darkness, invisibility 1/day each: charm person, cone of cold, gaseous form, sleep

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

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

Actions

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

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

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

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

Change Shape: The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.

Giant Ape

Giant Ape Huge beast, unaligned 7 2 xp

  • Armor class 12
  • Hit points 157 (15d12)
  • Speed 40 ft., climb 40 ft.
  • STR 23 (+6)
  • DEX 14 (+2)
  • CON 18 (+4)
  • INT 7 (-2)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Athletics: +9, Perception: +4

Senses: Passive perception 14

Languages: None

Challenge: 7 (2 xp)

,,

Actions

Multi-attack: The ape makes two fist attacks.

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

Rock: Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.

Young White Dragon

Young White Dragon Large dragon, chaotic evil 6 2 xp

  • Armor class 17
  • Hit points 133 (14d10)
  • Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 18 (+4)
  • INT 6 (-2)
  • WIS 11 (0)
  • CHA 12 (+1)

Skills: Perception: +6, Stealth: +3

Damage Immunities: cold

Senses: Blindsight 30 ft., darkvision 120 ft., passive perception 16

Languages: Common draconic

Challenge: 6 (2 xp)

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

Actions

Multi-attack: The dragon makes three attacks: one with its bite and two with its claws.

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

Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., 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, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.

Young Brass Dragon

Young Brass Dragon Large dragon, chaotic good 6 2 xp

  • Armor class 17
  • Hit points 110 (13d10)
  • Speed 40 ft., burrow 20 ft., fly 80 ft.
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 17 (+3)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 15 (+2)

Skills: Perception: +6, Persuasion: +5, Stealth: +3

Condition Immunities: fire

Senses: Blindsight 30 ft., darkvision 120 ft., passive perception 16

Languages: Common, draconic

Challenge: 6 (2 xp)

,

Actions

Multi-attack: The dragon makes three attacks: one with its bite and two with its claws.

Bite: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., 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, taking 42 (12d6) fire damage on a failed save, 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.

Invisible Stalker

Invisible Stalker Medium elemental , neutral 6 2 xp

  • Armor class 14
  • Hit points 104 (16d8)
  • Speed 50 ft., fly 50 ft. (hover)
  • STR 16 (+3)
  • DEX 19 (+4)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 15 (+2)
  • CHA 11 (0)

Skills: Perception: +8, Stealth: +10

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

Damage Immunities: poison

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

Senses: Darkvision 60 ft., passive perception 18

Languages: Auran, understands common but doesn't speak it

Challenge: 6 (2 xp)

Invisibility: The stalker is invisible.

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

Actions

Multi-attack: The stalker makes two slam attacks.

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

Drider

Drider Large monstrosity, chaotic evil 6 2 xp

  • Armor class 19
  • Hit points 123 (13d10)
  • Speed 30 ft., climb 30 ft.
  • STR 16 (+3)
  • DEX 16 (+3)
  • CON 18 (+4)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 12 (+1)

Skills: Perception: +5, Stealth: +9

Senses: Darkvision 120 ft., passive perception 15

Languages: perception 15 Languages

Challenge: 6 (2 xp)

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

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

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

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

Actions

Innate Spellcasting: The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire.

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

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

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

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

Xorn

Xorn Medium elemental, neutral 5 1 xp

  • Armor class 19
  • Hit points 73 (7d8)
  • Speed 20 ft., burrow 20 ft.
  • STR 17 (+3)
  • DEX 10 (0)
  • CON 22 (+6)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 11 (0)

Skills: Perception: +6, Stealth: +3

Damage Resistances: piercing and slashing from non-magical weapons that aren't adamantine

Senses: Dark vision 60 ft., tremor sense 60 ft., passive perception 16

Languages: Terran

Challenge: 5 (1 xp)

Earth Glide: The xorn can burrow through non-magical, unworked earth and stone. While doing so, 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, by scent, the location of precious metals and stones, such as coins and gems, within 60 ft. of it.

Actions

Multi-attack: The xorn makes three claw attacks and one bite attack.

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

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

Unicorn

Unicorn Large celestial, lawful good 5 1 xp

  • Armor class 12
  • Hit points 67 (9d10)
  • Speed 50ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 11 (0)
  • WIS 17 (+3)
  • CHA 16 (+3)

Damage Immunities: poison

Condition Immunities: charmed, paralyzed, poisoned

Senses: Dark vision 60 ft., passive perception 13

Languages: Celestial, elvish, sylvan, telepathy 60 ft.

Challenge: 5 (1 xp)

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, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, 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

Multi-attack: The unicorn makes two attacks: one with its hooves and one with its horn.

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

Horn: Melee Weapon Attack: +7 to hit, reach 5 ft ., 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, 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, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, 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, requiring no components: At will: detect evil and good, druidcraft, pass without trace 1/day each: calm emotions, dispel evil and good, entangle

Legendary Actions

Hooves: The unicorn makes one attack with its hooves.

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

Triceratops

Triceratops Huge beast, unaligned 5 1 xp

  • Armor class 13
  • Hit points 95 (10d12)
  • Speed 50ft.
  • STR 22 (+6)
  • DEX 9 (-1)
  • CON 17 (+3)
  • INT 2 (-4)
  • WIS 11 (0)
  • CHA 5 (-3)

Senses: Passive perception 10

Languages: None

Challenge: 5 (1 xp)

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, the triceratops can make one stomp attack against it as a bonus action.,,

Actions

Gore: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.

Stomp: Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage

Salamander

Salamander Large elemental, neutral evil 5 1 xp

  • Armor class 15
  • Hit points 90 (12d10)
  • Speed 30ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 12 (+1)

Damage Resistances: bludgeoning, piercing, and slashing from non-magical weapons

Damage Immunities: fire

Senses: Dark vision 60 ft., passive perception 10

Languages: Ignan

Challenge: 5 (1 xp)

Heated Body: A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage.

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

Actions

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, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Tail: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.

Night Hag

Night Hag Medium fiend, neutral evil 5 1 xp

  • Armor class 17
  • Hit points 112 (15d8)
  • Speed 30ft
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 16 (+3)
  • WIS 14 (+2)
  • CHA 16 (+3)

Skills: Deception: +7, Insight: +6, Perception: +6, Stealth: +6

Damage Resistances: cold, fire, bludgeoning, piercing, and slashing from non-magical weapons that aren't silvered

Condition Immunities: charmed

Languages: Abyssal, common, infernal, primordial

Challenge: 5 (1 xp)

Innate Spellcasting: The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: detect magic, magic missile 2/day each: plane shift (self only), ray of enfeeblement, sleep

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

Shared Spellcasting (Coven Only): see rules

Hag Eye (Coven Only): see rules

Actions

Claws (Hag Form Only): Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Change Shape: The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

Etherealness: The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.

Nightmare Haunting (1/Day): While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.

Night Hag Items: A night hag carries two very rare magic items that she must craft for herself If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort. Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days. Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).

Hill Giant

Hill Giant Huge giant, chaotic evil 5 1 xp

  • Armor class 13
  • Hit points 105 (10d12)
  • Speed 40ft.
  • STR 21 (+5)
  • DEX 8 (-1)
  • CON 19 (+4)
  • INT 5 (-3)
  • WIS 9 (-1)
  • CHA 6 (-2)

Skills: Perception +2

Senses: Passive perception 12

Languages: Giant

Challenge: 5 (1 xp)

,

Actions

Multi-attack: The giant makes two great club attacks.

Great club: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Rock: Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.

Giant Shark

Giant Shark Huge beast, unaligned 5 1 xp

  • Armor class 13
  • Hit points 126 (11d12)
  • Speed swim 50 ft.
  • STR 23 (+6)
  • DEX 11 (0)
  • CON 21 (+5)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 5 (-3)

Skills: Perception +3

Senses: Blind sight 60 ft., passive perception 13

Languages: None

Challenge: 5 (1 xp)

Blood Frenzy: The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Water Breathing: The shark can breathe only underwater.,,

Actions

Bite: Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.

Giant Crocodile

Giant Crocodile Huge beast, unaligned 5 1 xp

  • Armor class 14
  • Hit points 85 (9d12)
  • Speed 30 ft., swim 50 ft.
  • STR 21 (+5)
  • DEX 9 (-1)
  • CON 17 (+3)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 7 (-2)

Skills: Stealth +5

Senses: Passive perception 10

Languages: None

Challenge: 5 (1 xp)

Hold Breath: The crocodile can hold its breath for 30 minutes.,,

Actions

Multi-attack: The crocodile makes two attacks: one with its bite and one with its tail.

Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

Tail: Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Flesh Golem

Flesh Golem Medium construct, neutral 5 1 xp

  • Armor class 9
  • Hit points 93 (11d8)
  • Speed 30ft.
  • STR 19 (+4)
  • DEX 9 (-1)
  • CON 18 (+4)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 5 (-3)

Damage Immunities: Lightning, poison, bludgeoning, piercing, and slashing from non-magical weapons that aren't adamantine

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

Senses: Dark vision 60 ft., passive perception 10

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

Challenge: 5 (1 xp)

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

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

Lightning Absorption: Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

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

Actions

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

Multi-attack: The golem makes two slam attacks.

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

Berserk: Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.

Bulette

Bulette Large monstrosity, unaligned 5 1 xp

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

Skills: Perception: +6

Senses: Dark vision 60 ft., tremor sense 60 ft., passive perception 16

Languages: None

Challenge: 5 (1 xp)

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

Actions

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

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

Weretiger

Weretiger Medium humanoid (human), neutral 4 1 xp

  • Armor class 12
  • Hit points 120 (16d8)
  • Speed 0 ft. (40 ft. in tiger form)
  • STR 17 (+3)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 13 (+1)
  • CHA 11 (0)

Skills: Perception: +5, Stealth: +4

Damage Immunities: bludgeoning, piercing, and slashing damage from non-magical weapons that aren't silvered

Senses: Dark vision 60 ft., passive perception 15

Languages: Common (can't speak in tiger form)

Challenge: 4 (1 xp)

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

Actions

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

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, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.

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

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

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

Bite (Tiger or Hybrid Form Only): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a humanoid, 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, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Wereboar

Wereboar Medium humanoid (human), neutral evil 4 1 xp

  • Armor class 10
  • Hit points 78 (12d8)
  • Speed 30 ft. (40 ft. in boar form)
  • STR 17 (+3)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 8 (-1)

Skills: Perception +2

Damage Immunities: bludgeoning, piercing, and slashing damage from non-magical weapons that aren't silvered

Senses: Passive perception 12

Languages: Common (can't speak in boar form)

Challenge: 4 (1 xp)

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, 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 wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.,,

Actions

Shapechanger: The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, 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, only one of which can be with its tusks.

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

Tusks (Boar or Hybrid Form Only): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.

Red Dragon Wyrmling

Red Dragon Wyrmling Medium dragon, chaotic evil 4 1 xp

  • Armor class 17
  • Hit points 75 (10d7)
  • Speed 30 ft., climb 30 ft., fly 60 ft.
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 17 (+3)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 15 (+2)

Skills: Perception: +4, Stealth: +2

Damage Immunities: fire

Senses: Blind sight 10 ft., dark vision 60 ft., passive perception 14

Languages: Draconic

Challenge: 4 (1 xp)

,,

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.

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

Lamia

Lamia Large monstrosity, chaotic evil 4 1 xp

  • Armor class 13
  • Hit points 97 (13d10)
  • Speed 30ft.
  • STR 16 (+3)
  • DEX 13 (+1)
  • CON 15 (+2)
  • INT 14 (+2)
  • WIS 15 (+2)
  • CHA 16 (+3)

Skills: Deception: +7, Insight: +4, Stealth: +3

Senses: Dark vision 60 ft., passive perception 12

Languages: Abyssal, common

Challenge: 4 (1 xp)

Innate Spellcasting: The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components. At will: disguise self (any humanoid form), major image 3/day each: charm person, mirror image, scrying, suggestion 1/day: geas,

Actions

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., one target. Hit: 14 (2d10 + 3) slashing damage.

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

Intoxicating Touch: Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.

Elephant

Elephant Huge beast, unaligned 4 1 xp

  • Armor class 12
  • Hit points 76 (8d12)
  • Speed 40ft.
  • STR 22 (+6)
  • DEX 9 (-1)
  • CON 17 (+3)
  • INT 3 (-4)
  • WIS 11 (0)
  • CHA 6 (-2)

Senses: Passive perception 10

Languages: None

Challenge: 4 (1 xp)

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

Actions

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

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

Couatl

Couatl Medium celestial, 4 1 xp

  • Armor class 19
  • Hit points 97 (13d8)
  • Speed 30 ft., fly 90 ft.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Damage Resistances: radiant

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

Senses: Truesight 120 ft., passive perception 15

Languages: All, telepathy 120 ft.

Challenge: 4 (1 xp)

Innate Spellcasting: The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components: At will: detect evil and good, detect magic, detect thoughts 3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield 1/day each: dream, greater restoration, scrying

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

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

Actions

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

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

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

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

Winter Wolf

Winter Wolf Large monstrosity, neutral evil 3 700 xp

  • Armor class 13
  • Hit points 75 (10d10)
  • Speed 50ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 7 (-2)
  • WIS 12 (+1)
  • CHA 8 (-1)

Skills: Perception: +5, Stealth: +3

Damage Immunities: cold

Senses: Passive perception 15

Languages: Common, giant, winter wolf

Challenge: 3 (700 xp)

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

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

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

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., 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, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

Phase Spider

Phase Spider Large monstrosity , unaligned 3 700 xp

  • Armor class 13
  • Hit points 32 (5d10)
  • Speed 30 ft., climb 30 ft.
  • STR 15 (+2)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 6 (-2)

Skills: Stealth: +6

Senses: Dark-vision 60 ft., passive perception 10

Languages: None

Challenge: 3 (700 xp)

Ethereal Jaunt: As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

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

Web Walker: The spider ignores movement restrictions caused by webbing.,

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Mummy

Mummy Medium undead , Lawful evil 3 700 xp

  • Armor class 11
  • Hit points 58 (9d8)
  • Speed 20ft.
  • STR 16 (+3)
  • DEX 8 (-1)
  • CON 15 (+2)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 12 (+1)

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

Condition Immunities: necrotic, poisoned

Senses: Darkvision 60 ft., passive perception 10

Languages: The languages it knew in life

Challenge: 3 (700 xp)

Damage Vulnerabilities: fire

Actions

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, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Dreadful Glare: The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

Minotaur

Minotaur Large monstrosity, Chaotic evil 3 700 xp

  • Armor class 14
  • Hit points 76 (9d10)
  • Speed 40ft.
  • STR 18 (+4)
  • DEX 11 (0)
  • CON 16 (+3)
  • INT 6 (-2)
  • WIS 16 (+3)
  • CHA 9 (-1)

Skills: Perception +7

Senses: Darkvision 60 ft., passive perception 17

Languages: Abyssal

Challenge: 3 (700 xp)

Charge: If the minotaur moves at least 10 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 ft. away and knocked prone.

Labyrinthine Recall: The minotaur can perfectly recall any path it has traveled.

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

Actions

Great-axe: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

Gore: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Manticore

Manticore Large monstrosity, lawful evil 3 700 xp

  • Armor class 14
  • Hit points 68 (8d10)
  • Speed 30 ft., fly 50 ft.
  • STR 17 (+3)
  • DEX 16 (+3)
  • CON 17 (+3)
  • INT 7 (-2)
  • WIS 12 (+1)
  • CHA 8 (-1)

Senses: Darkvision 60 ft., passive perception 11

Languages: None

Challenge: 3 (700 xp)

Tail Spike Regrowth: The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.,

Actions

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, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

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

Tail Spike: Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage

Killer Whale

Killer Whale Huge beast, unaligned 3 700 xp

  • Armor class 12
  • Hit points 90 (12d12)
  • Speed swim 60ft.
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception: +3

Senses: Blindsight 120 ft., passive perception 13

Languages: None

Challenge: 3 (700 xp)

Echolocation: The whale can't use its blindsight while deafened.

Hold Breath: The whale can hold its breath for 30 minutes

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

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.

Green Hag

Green Hag Medium fey, neutral evil 3 700 xp

  • Armor class 17
  • Hit points 82 (11d8)
  • Speed 30ft.
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 14 (+2)

Skills: Arcana: +3, Deception: +4, Perception: +4, Stealth: +3

Senses: Darkvision 60 ft., passive perception 14

Languages: Common, draconic, sylvan

Challenge: 3 (700 xp)

Amphibious: The hag can breathe air and water.

Innate Spellcasting: The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components: At will: dancing lights, minor illusion, vicious mockery

Mimicry: The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Invisible Passage: The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.

Actions

Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Illusory Appearance: The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.

Hag Coven: When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. A coven consists of three hags so that any arguments between two hags can be settled by the third.

Shared Spellcasting (Coven Only): While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: • 1st level (4 slots): identify, ray of sickness • 2nd level (3 slots): hold person, locate object • 3rd level (3 slots): bestow curse, counterspell, lightning bolt • 4th level (3 slots): phantasmal killer, polymorph • 5th level (2 slots): contact other plane, scrying • 6th level (1 slot): eye bite For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier.

Hag Eye (Coven Only): A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet.

Gold Dragon Wyrmling

Gold Dragon Wyrmling Medium dragon, lawful good 3 700 xp

  • Armor class 17
  • Hit points 60 (8d8)
  • Speed 30 ft., fly 60 ft., swim 30 ft.
  • STR 19 (+4)
  • DEX 14 (+2)
  • CON 17 (+3)
  • INT 14 (+2)
  • WIS 11 (0)
  • CHA 16 (+3)

Skills: Perception: +4, Stealth: +4

Damage Immunities: fire

Senses: Blindsight 10 ft., darkvision 60 ft., passive perception 14

Languages: Draconic

Challenge: 3 (700 xp)

Amphibious: The dragon can breathe air and water.

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

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

Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Giant Scorpion

Giant Scorpion Large beast, unaligned 3 700 xp

  • Armor class 15
  • Hit points 52 (7d10)
  • Speed 40ft.
  • STR 15 (+2)
  • DEX 13 (+1)
  • CON 15 (+2)
  • INT 1 (-5)
  • WIS 9 (-1)
  • CHA 3 (-4)

Senses: Blindsight 60 ft., passive perception 9

Languages: None

Challenge: 3 (700 xp)

,,

Actions

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., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.

Sting: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

Blue Dragon Wyrmling

Blue Dragon Wyrmling Medium dragon, lawful evil 3 700 xp

  • Armor class 17
  • Hit points 52 (8d8)
  • Speed 30 ft., burrow 15 ft., fly 60 ft.
  • STR 17 (+3)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 15 (+2)

Skills: Perception: +4, Stealth: +2

Damage Immunities: lightning

Senses: Blindsight 10 ft., darkvision 60 ft., passive perception 14

Languages: Draconic

Challenge: 3 (700 xp)

Actions

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

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

Basilisk

Basilisk Medium monstrosity , unaligned 3 700 xp

  • Armor class 12
  • Hit points 52 (8d8)
  • Speed 20ft.
  • STR 16 (+3)
  • DEX 8 (-1)
  • CON 15 (+2)
  • INT 2 (-4)
  • WIS 8 (-1)
  • CHA 7 (-2)

Senses: Darkvision 60 ft., passive perception 9

Languages: None

Challenge: 3 (700 xp)

,

Actions

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

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

White Dragon Wyrmling

White Dragon Wyrmling Medium dragon, chaotic evil 2 450 xp

  • Armor class 16
  • Hit points 32 (5d8)
  • Speed 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 5 (-3)
  • WIS 10 (0)
  • CHA 10 (0)

Skills: Perception: +4, Stealth: +2

Damage Immunities: cold

Senses: Blindsight 10 ft., darkvision 60 ft., passive perception 14

Languages: Draconic

Challenge: 2 (450 xp)

,,

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., 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, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.

Silver Dragon Wyrmling

Silver Dragon Wyrmling Medium dragon, lawful good 2 450 xp

  • Armor class 17
  • Hit points 45 (6d8)
  • Speed 30ft., fly 60ft.
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 17 (+3)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 15 (+2)

Skills: Perception: +4, Stealth: +2

Damage Immunities: Cold

Senses: Blindsight 10 ft., darkvision 60 ft., passive perception 14

Languages: Draconic

Challenge: 2 (450 xp)

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

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

Cold Breath. The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Sea Hag

Sea Hag Medium fey, chaotic evil 2 450 xp

  • Armor class 14
  • Hit points 52 (7d8)
  • Speed 30ft, swim 40ft.
  • STR 16 (+3)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 12 (+1)
  • WIS 12 (+1)
  • CHA 13 (+1)

Senses: Darkvision 60 ft., passive perception 11

Languages: Aquan, common, giant

Challenge: 2 (450 xp)

Amphibious: The hag can breathe air and water.

Horrific Appearance: Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.,,

Actions

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

Death Glare: The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.

Illusory Appearance: The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence check to discern the illusion.

Hag Coven: When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. A coven consists of three hags so that any arguments between two hags can be settled by the third.

Shared Spellcasting (Coven Only): While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: • 1st level (4 slots): identify, ray of sickness • 2nd level (3 slots): hold person, locate object • 3rd level (3 slots): bestow curse, counterspell, lightning bolt • 4th level (3 slots): phantasmal killer, polymorph • 5th level (2 slots): contact other plane, scrying • 6th level (1 slot): eye bite For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier.

Hag Eye (Coven Only): A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.

Saber-Toothed Tiger

Saber-Toothed Tiger Large beast, unaligned 2 450 xp

  • Armor class 12
  • Hit points 52 (7d10)
  • Speed 40ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 8 (-1)

Skills: Perception: +3, Stealth: +6

Senses: Passive perception 13

Languages: None

Challenge: 2 (450 xp)

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

Pounce: If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.,,

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Rug of Smothering

Rug of Smothering Large construct, unaligned 2 450 xp

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

Damage Immunities: poison, psychic

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

Senses: Blindsight 60 ft. (blind beyond this radius), passive perception 6

Languages: None

Challenge: 2 (450 xp)

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

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

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

Actions

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

Rhinoceros

Rhinoceros Large Beast, unaligned 2 450 xp

  • Armor class 11
  • Hit points 45 (6d10)
  • Speed 40ft.
  • STR 21 (+5)
  • DEX 8 (-1)
  • CON 15 (+2)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Senses: Passive perception 11

Languages: None

Challenge: 2 (450 xp)

,,

Actions

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, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Polar Bear

Polar Bear Large beast, unaligned 2 450 xp

  • Armor class 12
  • Hit points 42 (5d10)
  • Speed 40 ft., swim 30 ft.
  • STR 20 (+5)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 2 (-4)
  • WIS 13 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: Passive perception 13

Languages: None

Challenge: 2 (450 xp)

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

Actions

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., one target. Hit: 9 (1d8 + 5) piercing damage.

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

Plesiosaurus

Plesiosaurus Large beast, unaligned 2 450 xp

  • Armor class 13
  • Hit points 68 (8d10)
  • Speed 20 ft., swim 40 ft.
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 5 (-3)

Skills: Perception +3, Stealth +4

Senses: Passive perception 13

Languages: None

Challenge: 2 (450 xp)

Hold Breath, The plesiosaurus can hold its breath for 1 hour.

Actions

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

Pegasus

Pegasus Large celestial, chaotic good 2 450 xp

  • Armor class 12
  • Hit points 59 (7d10)
  • Speed 60 ft., fly 90 ft.
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 15 (+2)
  • CHA 13 (+1)

Skills: Perception +6

Senses: Passive perception 16

Languages: Understands celestial, common, elvish, and sylvan but can't speak

Challenge: 2 (450 xp)

Actions

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

Minotaur Skeleton

Minotaur Skeleton Large undead, lawful evil 2 450 xp

  • Armor class 12
  • Hit points 67 (9d10)
  • Speed 40ft.
  • STR 18 (+4)
  • DEX 11 (0)
  • CON 15 (+2)
  • INT 6 (-2)
  • WIS 8 (-1)
  • CHA 5 (-3)

Damage Immunities: poison

Condition Immunities: exhaustion, poisoned

Senses: Dark-vision 60 ft., passive perception 9

Languages: Understands abyssal but can't speak

Challenge: 2 (450 xp)

Damage Vulnerabilities: bludgeoning

,

Actions

Great Axe: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

Gore: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Charge: If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Mimic

Mimic Medium monstrosity (shape changer) , neutral 2 450 xp

  • Armor class 12
  • Hit points 58 (9d8)
  • Speed 15ft.
  • STR 17 (+3)
  • DEX 12 (+1)
  • CON 15 (+2)
  • INT 5 (-3)
  • WIS 13 (+1)
  • CHA 8 (-1)

Skills: Stealth +5

Damage Immunities: acid

Condition Immunities: prone

Senses: Dark-vision 60 ft., passive perception 11

Languages: None

Challenge: 2 (450 xp)

Adhesive (Object Form Only): The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

False Appearance (Object Form Only): While the mimic remains motionless, it is indistinguishable from an ordinary object.

Grappler: The mimic has advantage on attack rolls against any creature grappled by it.,

Actions

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, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.

Hunter Shark

Hunter Shark Large beast, unaligned 2 450 xp

  • Armor class 12
  • Hit points 45 (6d10)
  • Speed swim 40ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 15 (+2)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 4 (-3)

Skills: Perception +2

Senses: Dark-vision 30 ft., passive perception 12

Languages: None

Challenge: 2 (450 xp)

Blood Frenzy: The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Water Breathing: The shark can breathe only underwater.

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Green Dragon Wyrmling

Green Dragon Wyrmling Medium dragon, Lawful evil 2 450 xp

  • Armor class 17
  • Hit points 38 (7d8)
  • Speed 30 ft., fly 60 ft., swim 30 ft.
  • STR 15 (+2)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 14 (+2)
  • WIS 11 (0)
  • CHA 13 (+1)

Skills: Perception: +4, Stealth: +3

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Blind-sight 10 ft., dark-vision 60 ft., passive perception 14

Languages: Draconic

Challenge: 2 (450 xp)

Amphibious: The dragon can breathe air and water.

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage.

Poison Breath (Recharge 5-6): The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.

Gibbering Mouther

Gibbering Mouther Medium aberration, neutral 2 450 xp

  • Armor class 9
  • Hit points 67 (9d8)
  • Speed 10 ft., swim 10 ft.
  • STR 10 (0)
  • DEX 8 (-1)
  • CON 16 (+3)
  • INT 3 (-4)
  • WIS 10 (0)
  • CHA 6 (-2)

Condition Immunities: prone

Senses: Dark-vision 60 ft., passive perception 10

Languages: None

Challenge: 2 (450 xp)

Aberrant Ground: The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

Actions

Gibbering: The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

Multi-attack: The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.

Bites: Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.

Blinding Spittle (Recharge 5-6): The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn

Giant Elk

Giant Elk Huge beast, unaligned 2 450 xp

  • Armor class 15
  • Hit points 42 (5d12)
  • Speed 60ft.
  • STR 19 (+4)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 7 (-2)
  • WIS 14 (+2)
  • CHA 10 (0)

Skills: Perception +4

Senses: Passive perception 14

Languages: Giant elk, understands common, elvish, and sylvan but can't speak

Challenge: 2 (450 xp)

Charge: If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Actions

Ram: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.

Giant Constrictor Snake

Giant Constrictor Snake Huge beast, unaligned 2 450 xp

  • Armor class 12
  • Hit points 60 (8d12)
  • Speed 30 ft., swim 30 ft.
  • STR 19 (+4)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 3 (-4)

Skills: Perception +2

Senses: Blind-sight 10 ft., passive perception 12

Languages: None

Challenge: 2 (450 xp)

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Constrict: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

Giant Boar

Giant Boar Large beast, unaligned 2 450 xp

  • Armor class 12
  • Hit points 42 (5d10)
  • Speed 40ft.
  • STR 17 (+3)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 2 (-4)
  • WIS 7 (-2)
  • CHA 5 (-3)

Senses: Passive perception 8

Languages: none

Challenge: 2 (450 xp)

Charge: If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest): If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.,

Actions

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

Ghast

Ghast Medium undead, chaotic evil 2 450 xp

  • Armor class 13
  • Hit points 26 (8d8)
  • Speed 30ft.
  • STR 16 (+3)
  • DEX 17 (+3)
  • CON 10 (0)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 8 (-1)

Damage Immunities: Necrotic

Condition Immunities: poisoned

Senses: Darkvision 60 ft., passive perception 10

Languages: Common

Challenge: 2 (450 xp)

Stench: Any creature that starts its turn within 5 ft. of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.

Turn Defiance: The ghast and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead.,

Actions

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

Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Druid

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

  • Armor class 11
  • Hit points 27 (5d8)
  • Speed 30ft.
  • STR 10 (0)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 12 (+1)
  • WIS 15 (+2)
  • CHA 11 (0)

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

Senses: Passive perception 14

Languages: Druidic plus any two languages

Challenge: 2 (450 xp)

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

Actions

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

Centaur

Centaur Large monstrosity, neutral good 2 450 xp

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

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

Senses: Passive perception 13

Languages: Elvish, sylvan

Challenge: 2 (450 xp)

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

Actions

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., one target. Hit: 9 (1d10 + 4) piercing damage.

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

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

Cave Bear

Cave Bear Large beast, unaligned 2 450 xp

  • Armor class 12
  • Hit points 42 (5d10)
  • Speed 40 ft., swim 30 ft.
  • STR 20 (+5)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 2 (-4)
  • WIS 13 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: Dark-vision 60 ft., passive perception 13

Languages: None

Challenge: 2 (450 xp)

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

Actions

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., one target. Hit: 9 (1d8 + 5) piercing damage.

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

Bronze Dragon Wyrmling

Bronze Dragon Wyrmling Medium dragon, lawful good 2 450 xp

  • Armor class 17
  • Hit points 32 (5d8)
  • Speed 30 ft., fly 60 ft., swim 30 ft.
  • STR 17 (+3)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 15 (+2)

Skills: Perception +4, Stealth +2

Damage Immunities: Lightning

Senses: Blind-sight 10 ft., dark-vision 60 ft., passive perception 14

Languages: None

Challenge: 2 (450 xp)

Amphibious: The dragon can breathe air and water.,,

Actions

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

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

Lightning Breath. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.

Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.

Black Dragon Wyrmling

Black Dragon Wyrmling Medium dragon, chaotic evil 2 450 xp

  • Armor class 17
  • Hit points 33 (6d8)
  • Speed 30 ft., fly 60 ft., swim 30 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 13 (+1)

Skills: Perception: +4, Stealth: +4

Damage Immunities: Acid

Senses: Blind-sight 10 ft., dark-vision 60 ft., passive perception 14

Languages: Draconic

Challenge: 2 (450 xp)

Amphibious: The dragon can breathe air and water.

Actions

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

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

Azer

Azer Medium elemental, lawful neutral 2 450 xp

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

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: Passive perception 11

Languages: Ignan

Challenge: 2 (450 xp)

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

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

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

Actions

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

Tiger

Tiger Large beast, unaligned 1 200 xp

  • Armor class 12
  • Hit points 37 (5d10)
  • Speed 40ft.
  • STR 17 (+3)
  • DEX 15 (+2)
  • CON 14 (+2)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 8 (-1)

Skills: Perception +3, Stealth +6

Senses: Dark-vision 60 ft., passive perception 13

Languages: None

Challenge: 1 (200 xp)

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

Pounce: If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.,

Actions

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

Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Quasit

Quasit Tiny fiend (demon), chaotic evil 1 200 xp

  • Armor class 13
  • Hit points 7 (3d4)
  • Speed 40ft.
  • STR 5 (-3)
  • DEX 17 (+3)
  • CON 10 (0)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 10 (0)

Skills: Stealth +5

Damage Resistances: cold, fire, lightning, bludgeoning, piercing, and slashing from non-magical weapons

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Dark-vision 120 ft., passive perception 10

Languages: Abyssal, common

Challenge: 1 (200 xp)

Shape-changer: The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form . Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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

Actions

Variant: Familiar: The quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the telepathic bond.

Claw (Bite in Beast Form): Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Scare (1/day): One creature of the quasit's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.

Invisibility: The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.

Lion

Lion Large beast, unaligned 1 200 xp

  • Armor class 12
  • Hit points 26 (4d10)
  • Speed 50ft.
  • STR 17 (+3)
  • DEX 15 (+2)
  • CON 13 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 8 (-1)

Skills: Perception +3, Stealth +6

Senses: Passive perception 13

Languages: None

Challenge: 1 (200 xp)

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, the lion can make one bite attack against it as a bonus action.

Running Leap: With a 10-foot running start, the lion can long jump up to 25 ft..,

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

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

Imp

Imp Tiny fiend (devil), lawful evil 1 200 xp

  • Armor class 13
  • Hit points 10 (3d4)
  • Speed 20 ft., fly 40 ft.
  • STR 6 (-2)
  • DEX 17 (+3)
  • CON 13 (+1)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 14 (+2)

Skills: Deception: +4, Insight: +3, Persuasion: +4, Stealth: +5

Damage Resistances: cold, bludgeoning, piercing, and slashing from non-magical/non-silver weapons

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: Dark-vision 120 ft., passive perception 11

Languages: Infernal, common

Challenge: 1 (200 xp)

Shape-changer: The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Devil's Sight: Magical darkness doesn't impede the imp's dark-vision.

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

Actions

Variant: Familiar: The imp can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the imp can end its service as a familiar, ending the telepathic bond.

Sting (Bite in Beast Form): Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Invisibility: The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.

Giant Toad

Giant Toad Large beast, unaligned 1 200 xp

  • Armor class 11
  • Hit points 29 (6d10)
  • Speed 20 ft., swim 40 ft.
  • STR 15 (+2)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Senses: Dark-vision 30 ft., passive perception 10

Languages: None

Challenge: 1 (200 xp)

Amphibious: The toad can breathe air and water

Standing Leap: The toad's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.,

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.

Swallow: The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Giant Octopus

Giant Octopus Large beast, unaligned 1 200 xp

  • Armor class 11
  • Hit points 52 (8d10)
  • Speed 10 ft., swim 60 ft.
  • STR 17 (+3)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 4 (-3)
  • WIS 10 (0)
  • CHA 4 (-3)

Skills: Perception +4, Stealth +5

Senses: Dark-vision 60 ft., passive perception 14

Languages: None

Challenge: 1 (200 xp)

Hold Breath: While out of water, the octopus can hold its breath for 1 hour.

Underwater Camouflage: The octopus has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing: The octopus can breathe only underwater.,

Actions

Tentacles: Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.

Ink Cloud (Recharges after a Short or Long Rest): A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

Giant Hyena

Giant Hyena Large beast, unaligned 1 200 xp

  • Armor class 12
  • Hit points 45 (6d10)
  • Speed 50ft.
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: Passive perception 13

Languages: None

Challenge: 1 (200 xp)

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

Actions

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

Giant Eagle

Giant Eagle Large beast, neutral good 1 200 xp

  • Armor class 13
  • Hit points 26 (4d10)
  • Speed 10 ft., fly 80 ft.
  • STR 16 (+3)
  • DEX 17 (+3)
  • CON 13 (+1)
  • INT 8 (-1)
  • WIS 14 (+2)
  • CHA 10 (0)

Skills: Perception +4

Senses: Passive perception 14

Languages: Giant eagle, understands common and auran but can't speak

Challenge: 1 (200 xp)

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

Actions

Multi-attack: The eagle makes two attacks: one with its
beak and one with its talons.

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

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

Dire Wolf

Dire Wolf Large beast, unaligned 1 200 xp

  • Armor class 14
  • Hit points 37 (5d10)
  • Speed 50ft.
  • STR 17 (+3)
  • DEX 15 (+2)
  • CON 15 (+2)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception: +3, Stealth: +4

Senses: Passive perception 13

Languages: None

Challenge: 1 (200 xp)

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

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

Actions

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

Death Dog

Death Dog Medium monstrosity, neutral evil 1 200 xp

  • Armor class 12
  • Hit points 39 (6d8)
  • Speed 40ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 3 (-4)
  • WIS 13 (+1)
  • CHA 6 (-2)

Skills: Perception: +5, Stealth: +4

Senses: Dark-vision 120 ft., passive perception 15

Languages: None

Challenge: 1 (200 xp)

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

Actions

Multi-attack: The dog makes two bite attacks.

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

Copper Dragon Wyrmling

Copper Dragon Wyrmling Medium dragon, chaotic good 1 200 xp

  • Armor class 16
  • Hit points 22 (4d8)
  • Speed 30 ft., climb 30 ft., fly 60 ft.
  • STR 15 (+2)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 15 (+2)
  • WIS 11 (0)
  • CHA 13 (+1)

Skills: Perception: +4, Stealth: +3

Damage Immunities: Acid

Senses: Blind-sight 10 ft., dark-vision 60 ft., passive perception 14

Languages: Draconic

Challenge: 1 (200 xp)

Actions

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

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

Acid Breath. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.

Slowing Breath. The dragon exhales gas in a 1 5-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Brass Dragon Wyrmling

Brass Dragon Wyrmling Medium dragon, chaotic good 1 200 xp

  • Armor class 16
  • Hit points 16 (3d8)
  • Speed 30 ft., burrow 15 ft., fly 60 ft.
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 13 (+1)

Skills: Perception: +4, Stealth: +2

Damage Immunities: fire

Senses: Blind-sight 10 ft., dark-vision 60 ft., passive perception 14

Languages: Draconic

Challenge: 1 (200 xp)

,,

Actions

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

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

Fire Breath. The dragon exhales fire in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Sleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Worg

Worg Large monstrosity, neutral evil 1/2 100 xp

  • Armor class 13
  • Hit points 26 (4d10)
  • Speed 50ft.
  • STR 16 (+3)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 7 (-2)
  • WIS 11 (0)
  • CHA 8 (-1)

Skills: Perception +4

Senses: Dark-vision 60 ft., passive perception 14

Languages: Goblin, worg

Challenge: 1/2 (100 xp)

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

Actions

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

Warhorse Skeleton

Warhorse Skeleton Large, lawful evil 1/2 100 xp

  • Armor class 13
  • Hit points 22 (3d10)
  • Speed 60ft.
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 15 (+2)
  • INT 2 (-4)
  • WIS 8 (-1)
  • CHA 5 (-3)

Damage Resistances: poison

Condition Immunities: exhaustion, poisoned

Senses: Dark-vision 60 ft., passive perception 9

Languages: None

Challenge: 1/2 (100 xp)

Damage Vulnerabilities: bludgeoning

,,

Actions

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

Swarm of Wasps

Swarm of Wasps Medium swarm of Tiny beasts, unaligned 1/2 100 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 5 ft., fly 30 ft.
  • STR 3 (-4)
  • DEX 13 (+1)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 1 (-5)

Damage Resistances: bludgeoning, piercing, slashing

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

Senses: Blind-sight 10 ft., passive perception 8

Languages: None

Challenge:1/2 (100 xp)

Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites: Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Spiders

Swarm of Spiders Medium swarm of Tiny beasts, unaligned 1/2 100 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 20 ft., climb 20 ft.
  • STR 3 (-4)
  • DEX 13 (+1)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 1 (-5)

Damage Resistances: bludgeoning, piercing, slashing

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

Senses: Blind-sight 10 ft., passive perception 8

Languages: None

Challenge: 1/2 (100 xp)

Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

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

Web Sense: While in contact with a web, the 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.,

Actions

Bites: Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Centipedes

Swarm of Centipedes Medium swarm of Tiny beasts , unaligned 1/2 100 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 20 ft., climb 20 ft.
  • STR 3 (-4)
  • DEX 13 (+1)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 1 (-5)

Damage Resistances: bludgeoning, piercing, slashing

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

Senses: Blind-sight 10 ft., passive perception 8

Languages: None

Challenge: 1/2 (100 xp)

Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.,

Actions

Bites: Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, 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, even after regaining hit points, and paralyzed while poisoned in this way.

Swarm of Beetles

Swarm of Beetles Medium swarm of Tiny beasts, unaligned 1/2 100 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 20 ft., burrow 5 ft., climb 20 ft.
  • STR 3 (-4)
  • DEX 13 (+1)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 1 (-5)

Damage Resistances: bludgeoning, piercing, slashing

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

Senses: Blind-sight 10 ft., passive perception 8

Languages: None

Challenge: 1/2 (100 xp)

Swarm, The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.,

Actions

Bites: Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

Satyr

Satyr Medium fey, Chaotic neutral 1/2 100 xp

  • Armor class 14
  • Hit points 31 (7d8)
  • Speed 40ft.
  • STR 12 (+1)
  • DEX 16 (+3)
  • CON 11 (0)
  • INT 12 (+1)
  • WIS 10 (0)
  • CHA 14 (+2)

Skills: Perception: +2, Performance: +6, Stealth: +5

Senses: Passive perception 12

Languages: Common, elvish, sylvan

Challenge: 1/2 (100 xp)

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

,,

Actions

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

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

Short-bow: Ranged Weapon Attack: +5 to hit, range 80/320 ft., 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.

Sahuagin

Sahuagin Medium humanoid (sahuagin), Lawful evil 1/2 100 xp

  • Armor class 12
  • Hit points 22 (4d8)
  • Speed 30 ft., swim 40 ft.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Skills: Perception +5

Senses: Dark-vision 120 ft., passive perception 15

Languages: Sahuagin

Challenge: 1/2 (100 xp)

Blood Frenzy: The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Limited Amphibiousness: The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

Shark Telepathy: The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.,

Actions

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, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

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

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, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Rust Monster

Rust Monster Medium monstrosity, unaligned 1/2 100 xp

  • Armor class 14
  • Hit points 27 (5d8)
  • Speed 40ft.
  • STR 13 (+1)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 13 (+1)
  • CHA 6 (-2)

Senses: Dark-vision 60 ft., passive perception 11

Languages: None

Challenge: 1/2 (100 xp)

Iron Scent: The rust monster can pinpoint, by scent, 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, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the rust monster is destroyed after dealing damage.,

Actions

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., 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, 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, it rusts as described in the Rust Metal trait.

Reef Shark

Reef Shark Medium beast, unaligned 1/2 100 xp

  • Armor class 12
  • Hit points 22 (4d8)
  • Speed swim 40ft.
  • STR 14 (+2)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 4 (-3)

Skills: Perception +2

Senses: Blind-sight 30 ft., passive perception 12

Languages: None

Challenge: 1/2 (100 xp)

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.

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Magmin

Magmin Small elemental, chaotic neutral 1/2 100 xp

  • Armor class 14
  • Hit points 9 (2d6)
  • Speed 30ft.
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 8 (-1)
  • WIS 11 (0)
  • CHA 10 (0)

Damage Resistances: bludgeoning, piercing, and slashing from non-magical weapons

Senses: Darkvision 60 ft., passive perception 10

Languages: Ignan

Challenge: 1/2 (100 xp)

Damage Immunities: fire

Death Burst: When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, 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, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 ft.

Actions

Touch: Melee Weapon Attack: +4 to hit, reach 5 ft., 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, the target takes 3 (1d6) fire damage at the end of each of its turns.

Magma Mephit

Magma Mephit Small elemental, neutral evil 1/2 100 xp

  • Armor class 11
  • Hit points 22 (5d6)
  • Speed 30 ft., fly 30 ft.
  • STR 8 (-1)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 10 (0)

Skills: Stealth +3

Damage Resistances: fire, poison

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: Darkvision 60 ft., passive perception 10

Languages: Ignan, terran

Challenge: 1/2 (100 xp)

Damage Vulnerabilities: cold

Death Burst: When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

False Appearance: While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.

Innate Spellcasting (1/Day):The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws: Melee Weapon Attack: +3 to hit, reach 5 ft ., 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, taking 7 (2d6) fire damage on a failed save, 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, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Ice Mephit

Ice Mephit Small elemental, neutral evil 1/2 100 xp

  • Armor class 11
  • Hit points 21 (6d6)
  • Speed 30 ft., fly 30 ft.
  • STR 7 (-2)
  • DEX 13 (+1)
  • CON 10 (0)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 12 (+1)

Skills: Perception: +2, Stealth: +3

Damage Immunities: cold, poison

Condition Immunities: Poisoned.

Senses: Darkvision 60 ft., passive perception 12

Languages: Aquan, auran

Challenge: 1/2 (100 xp)

Damage Vulnerabilities: bludgeoning, fire

Death Burst: When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 ft. of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.

False Appearance: While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.

Innate Spellcasting (1/Day): The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.,,

Actions

Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., 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, taking 5 (2d4) cold damage on a failed save, 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, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Giant Wasp

Giant Wasp Medium beast, unaligned 1/2 100 xp

  • Armor class 12
  • Hit points 13 (3d8)
  • Speed 10 ft., fly 50 ft., swim 50 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 3 (-4)

Senses: Passive perception 10

Languages: None

Challenge: 1/2 (100 xp)

,,

Actions

Sting: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Giant Goat

Giant Goat Large beast, unaligned 1/2 100 xp

  • Armor class 11
  • Hit points 19 (3d10)
  • Speed 40ft.
  • STR 17 (+3)
  • DEX 11 (0)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Senses: Passive perception 11

Languages: None

Challenge: 1/2 (100 xp)

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

Actions

Ram: Melee Weapon Attack: +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, 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.

Dust Mephit

Dust Mephit Small elemental, neutral evil 1/2 100 xp

  • Armor class 12
  • Hit points 17 (5d6)
  • Speed 30 ft., fly 30 ft.
  • STR 5 (-3)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Perception: +2, Stealth: +4

Damage Immunities: Poision

Condition Immunities: poisioned

Senses: Darkvision 60 ft., passive perception 12

Languages: Auran, terran

Challenge: 1/2 (100 xp)

Damage Vulnerabilities: fire

Death Burst, When the mephit dies, 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, ending the effect on itself on a success.

Innate Spellcasting (1/Day): The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws: Melee Weapon Attack: +4 to hit, 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, 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, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Ape

Ape Medium beast, unaligned 1/2 100 xp

  • Armor class 12
  • Hit points 19 (3d8)
  • Speed 30ft., climb 30 ft.
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Athletics: +5, Perception: +3

Senses: Passive perception 13

Languages: None

Challenge: 1/2 (100 xp)

Actions

Multi-attack: The ape makes two fist attacks.

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

Rock: Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Violet Fungus

Violet Fungus Medium plant, unaligned 1/4 50 xp

  • Armor class 5
  • Hit points 18 (4d8)
  • Speed 5ft.
  • STR 3 (-4)
  • DEX 1 (-5)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 3 (-4)
  • CHA 1 (-5)

Condition Immunities: blinded, deafened, frightened

Senses: Blind-sight 30 ft. (blind beyond this radius), passive perception 6

Languages: None

Challenge: 1/4 (50 xp)

False Appearance: While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.,,

Actions

Multi-attack, The fungus makes 1d4 Rotting Touch attacks.

Rotting Touch: Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4 (1d8) necrotic damage.

Swarm of Bats

Swarm of Bats Medium swarm of tiny beasts, unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 0ft., fly 30ft.
  • STR 5 (-3)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 4 (-3)

Damage Resistances: bludgeoning, piercing, slashing

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

Senses: Blind-sight 60 ft., passive perception 11

Languages: None

Challenge: 1/4 (50 xp)

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, 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.

Actions

Bites: Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.

Steam Mephit

Steam Mephit Small elemental, neutral evil 1/4 50 xp

  • Armor class 10
  • Hit points 21 (6d6)
  • Speed 30ft., fly 30ft.
  • STR 5 (-3)
  • DEX 11 (0)
  • CON 10 (0)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 12 (+1)

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: Darkvision 60 ft., passive perception 10

Languages: Aquan, ignan

Challenge: 1/4 (50 xp)

Death Burst: When the mephit dies, 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, requiring no material components. Its innate spellcasting ability is Charisma.,

Actions

Claws: Melee Weapon Attack: +2 to hit, 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, taking 4 (1d8) fire damage on a failed save, 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, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Sprite

Sprite Tiny fey, neutral 1/4 50 xp

  • Armor class 15
  • Hit points 2 (1d4)
  • Speed 10ft. fly 40ft.
  • STR 3 (-4)
  • DEX 18 (+4)
  • CON 10 (0)
  • INT 14 (+2)
  • WIS 13 (+1)
  • CHA 11 (0)

Skills: Perception: +3, Stealth: +8

Senses: Passive perception 13

Languages: Common, elvish, sylvan

Challenge: 1/4 (50 xp)

,

Actions

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, fiends, and undead automatically fail the saving throw.

Invisibility: The sprite magically turns invisible until it attacks or casts a spell, 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, reach 5 ft., one target. Hit: 1 slashing damage.

Short-bow: Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, 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, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.

Riding Horse

Riding Horse Large beast, unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 13 (2d10)
  • Speed 60ft.
  • STR 16 (+3)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 11 (0)
  • CHA 7 (-2)

Senses: Passive perception 10

Languages: None

Challenge: 1/4 (50 xp)

,

Actions

Hooves: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Panther

Panther medium beast, unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 13 (3d8)
  • Speed 50ft., climb 40ft.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Skills: Perception: +4, Stealth: +6

Senses: Passive perception 14

Languages: None

Challenge: 1/4 (50 xp)

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, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.,

Actions

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

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

Giant Wolf Spider

Giant Wolf Spider Medium beast, unaligned 1/4 50 xp

  • Armor class 13
  • Hit points 11 (2d8)
  • Speed 40ft., climb 40ft.
  • STR 12 (+1)
  • DEX 16 (+3)
  • CON 13 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 4 (-3)

Skills: Perception: +3, Stealth: +7

Senses: Blind-sight 10 ft., dark-vision 60 ft., passive perception 13

Languages: None

Challenge: 1/4 (50 xp)

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

Web Sense: While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker: The spider ignores movement restrictions caused by webbing.,,

Actions

Bite: Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Giant Poisonous Snake

Giant Poisonous Snake Medium beast, unaligned 1/4 50 xp

  • Armor class 14
  • Hit points 11 (2d8)
  • Speed 30ft. swim 30 ft.
  • STR 10 (0)
  • DEX 18 (+4)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Skills: Perception +2

Damage Resistances:1/4

Damage Immunities: 50

Senses: Blind-sight 10 ft., passive perception 12

Languages: None

Challenge: 1/4 (50 xp)

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Giant Badger

Giant Badger Medium beast, unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 13 (2d8)
  • Speed 30ft. burrow 10ft.
  • STR 13 (+1)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 5 (-3)

Senses: Dark-vision 30 ft., passive perception 11

Languages: None

Challenge: 1/4 (50 xp)

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

Actions

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., one target. Hit: 4 (1d6 + 1) piercing damage.

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

Flying Sword

Flying Sword small construct, unaligned 1/4 50 xp

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

Damage Immunities: poison, psychic

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

Senses: Blind-sight 60 ft. (blind beyond this radius), passive perception 7

Languages: None

Challenge: 1/4 (50 xp)

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

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

Actions

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

Dretch

Dretch Small fiend (demon), chaotic evil 1/4 50 xp

  • Armor class 11
  • Hit points 18 (4d6)
  • Speed 20ft.
  • STR 11 (0)
  • DEX 11 (0)
  • CON 12 (+1)
  • INT 5 (-3)
  • WIS 8 (-1)
  • CHA 3 (-4)

Damage Resistances: cold, fire, lightning

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Dark-vision 60 ft., passive perception 9

Languages: Abyssal, telepathy 60 ft. (works only with creatures that understand abyssal)

Challenge: 1/4 (50 xp)

,,

Actions

Multi-attack: The dretch makes two attacks: one with its bite and one with its claws.

Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.

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

Fetid Cloud (1/Day), A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, 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, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.

Draft Horse

Draft Horse Large beast, unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 19 (3d10)
  • Speed 40ft.
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 11 (0)
  • CHA 7 (-2)

Senses: Passive perception 10

Languages: None

Challenge: 1/4 (50 xp)

,

Actions

Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

Constrictor Snake

Constrictor Snake Large beast, unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 13 (2d10)
  • Speed 30ft., swim 30ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 3 (-4)

Senses: Blind-sight 10 ft., passive perception 10

Languages: None

Challenge: 1/4 (50 xp)

,,

Actions

Bite, Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

Constrict: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

Boar

Boar Medium beast, unaligned 1/4 50 xp

  • Armor class 11
  • Hit points 11 (2d8)
  • Speed 40ft.
  • STR 13 (+1)
  • DEX 11 (0)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 9 (-1)
  • CHA 5 (-3)

Senses: Passive perception 9

Languages: None

Challenge: 1/4 (50 xp)

Charge: If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 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, it is reduced to 1 hit point instead.,

Actions

Tusk: Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Blink Dog

Blink Dog Medium fey, lawful good 1/4 50 xp

  • Armor class 13
  • Hit points 22 (4d8)
  • Speed 40ft.
  • STR 12 (+1)
  • DEX 17 (+3)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 13 (+1)
  • CHA 11 (0)

Skills: Perception: +3, Stealth: +5

Senses: Passive perception 10

Languages: Blink dog, understands sylvan but can't speak it

Challenge: 1/4 (50 xp)

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

Actions

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Teleport (Recharge 4-6): The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.

Axe Beak

Axe Beak Large beast, unaligned 1/4 50 xp

  • Armor class 11
  • Hit points 19 (3d10)
  • Speed 50ft.
  • STR 14 (+2)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Senses: Passive perception 10

Languages: none

Challenge: 1/4 (50 xp)

,

Actions

Beak: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Tribal Warrior

Tribal Warrior Medium humanoid (any race), Any alignment 1/8 25 xp

  • Armor class 12
  • Hit points 11 (2d8)
  • Speed 30ft.
  • STR 13 (+1)
  • DEX 11 (0)
  • CON 12 (+1)
  • INT 8 (-1)
  • WIS 11 (0)
  • CHA 8 (-1)

Senses: Passive perception 10

Languages: Any one language

Challenge: 1/8 (25 xp)

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.

Actions

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, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Poisonous Snake

Poisonous Snake Tiny beast, unaligned 1/8 25 xp

  • Armor class 13
  • Hit points 2 (1d4)
  • Speed 30ft., swim 30ft.
  • STR 2 (-4)
  • DEX 16 (+3)
  • CON 11 (0)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 3 (-4)

Senses: Blind-sight 10 ft., passive perception 10

Languages: None

Challenge: 1/8 (25 xp)

,,

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.

Noble

Noble Medium humanoid (any race), any alignment 1/8 25 xp

  • Armor class 15
  • Hit points 9 (2d8)
  • Speed 30ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 11 (0)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 16 (+3)

Skills: Deception: +5, Insight: +4, Persuasion: +5

Senses: Passive perception 12

Languages: Any two languages

Challenge: 1/8 (25 xp)

,

Actions

Rapier: Melee Weapon Attack: +3 to hit, 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, the noble must see the attacker and be wielding a melee weapon.

Mule

Mule Medium beast, unaligned 1/8 25 xp

  • Armor class 10
  • Hit points 11 (2d8)
  • Speed 40ft.
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Senses: Passive perception 10

Languages: None

Challenge: 1/8 (25 xp)

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.,

Actions

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

Merfolk

Merfolk Medium humanoid (merfolk), neutral 1/8 25 xp

  • Armor class 11
  • Hit points 11 (2d8)
  • Speed 10ft., swim 40ft.
  • STR 10 (0)
  • DEX 13 (+1)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 11 (0)
  • CHA 12 (+1)

Skills: Perception +2

Damage Resistances: 1/8

Damage Immunities: 25

Senses: Passive perception 12

Languages: Aquan, common

Challenge: 1/8 (25 xp)

Amphibious: The merfolk can breathe air and water.,

Actions

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

Mastiff

Mastiff Medium Beast, unaligned 1/8 25 xp

  • Armor class 12
  • Hit points 5 (1d8)
  • Speed 40ft.
  • STR 13 (+1)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: Passive perception 13

Languages: None

Challenge: 1/8 (25 xp)

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

Actions

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Giant Weasel

Giant Weasel Medium beast, unaligned 1/8 25 xp

  • Armor class 13
  • Hit points 9 (2d8)
  • Speed 40ft.
  • STR 11 (0)
  • DEX 16 (+3)
  • CON 10 (0)
  • INT 4 (-3)
  • WIS 12 (+1)
  • CHA 5 (-3)

Skills: Perception: +3, Stealth: +5

Senses: Dark-vision 60 ft., passive perception 13

Languages: None

Challenge: 1/8 (25 xp)

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

Actions

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

Giant Rat (Diseased)

Giant Rat (Diseased) Small beast, unaligned 1/8 25 xp

  • Armor class 12
  • Hit points 7 (2d6)
  • Speed 30ft.
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 4 (-3)

Senses: Dark-vision 60 ft., passive perception 10

Languages: None

Challenge: 1/8 (25 xp)

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.

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., 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., 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, the target can't regain hit points except by magical means, 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, the target dies.

Giant Crab

Giant Crab Medium beast, unaligned 1/8 25 xp

  • Armor class 15
  • Hit points 13 (3d8)
  • Speed 30ft., swim 30ft.
  • STR 13 (+1)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 1 (-5)
  • WIS 9 (-1)
  • CHA 3 (-4)

Skills: Stealth +4

Languages: None

Challenge: 1/8 (25 xp)

Amphibious: The crab can breathe air and water.

Actions

Claw, Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.

Flying Snake

Flying Snake Tiny beast, unaligned 1/8 25 xp

  • Armor class 14
  • Hit points 5 (2d4)
  • Speed 30ft., fly 60 ft., swim 30ft.
  • STR 4 (-3)
  • DEX 18 (+4)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 5 (-3)

Senses: Blind-sight 10 ft., passive perception 11

Languages: None

Challenge: 1/8 (25 xp)

Flyby, The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.,,

Actions

Bite, Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.

Blood Hawk

Blood Hawk Small beast, unaligned 1/8 25 xp

  • Armor class 12
  • Hit points 7 (2d6)
  • Speed 10ft., fly 60ft.
  • STR 6 (-2)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 3 (-4)
  • WIS 14 (+2)
  • CHA 5 (-3)

Skills: Perception +4

Senses: Passive perception 14

Languages: None

Challenge: 1/8 (25 xp)

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.,,

Actions

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

Scorpion

Scorpion Tiny beast, unaligned 0 10 xp

  • Armor class 11
  • Hit points 1 (1d4)
  • Speed 10ft.
  • STR 2 (-4)
  • DEX 11 (0)
  • CON 8 (-1)
  • INT 1 (-5)
  • WIS 8 (-1)
  • CHA 2 (-4)

Senses: Blind-sight 10 ft., passive perception 9

Languages: None

Challenge: 0 (10 xp)

Actions

Sting: Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.

Shrieker

Shrieker Medium plant, unaligned 0 10 xp

  • Armor class 5
  • Hit points 13 (3d8)
  • Speed 0 ft.
  • STR 1 (-5)
  • DEX 1 (-5)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 3 (-4)
  • CHA 1 (-5)

Condition Immunities: blinded, deafened, frightened

Senses: Blind-sight 30 ft. (blind beyond this radius), passive perception 6

Languages: None

Challenge: 0 (10 xp)

False Appearance: While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.,

Actions

Shriek: When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward

Giant Fire Beetle

Giant Fire Beetle Small beast, unaligned 0 10 xp

  • Armor class 13
  • Hit points 4 (1d6)
  • Speed 30ft.
  • STR 8 (-1)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 3 (-4)

Senses: Blind-sight 30 ft., passive perception 8

Languages: None

Challenge: 0 (10 xp)

Illumination, The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 ft..,,

Actions

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

Frog

Frog Tiny beast, unaligned 0 10 xp

  • Armor class 11
  • Hit points 1 (1d4)
  • Speed 20ft., swim 20ft.
  • STR 1 (-5)
  • DEX 13 (+1)
  • CON 8 (-1)
  • INT 1 (-5)
  • WIS 8 (-1)
  • CHA 3 (-4)

Skills: Perception: +1, Stealth: +3

Senses: Dark-vision 30 ft., passive perception 11

Languages: None

Challenge: 0 (10 xp)

Amphibious: The frog can breathe air and water

Standing Leap: The frog's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start.,,

Actions

Eagle

Eagle small beast, unaligned 0 10 xp

  • Armor class 12
  • Hit points 3 (1d6)
  • Speed 10ft., fly 60ft.
  • STR 6 (-2)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 2 (-4)
  • WIS 14 (+2)
  • CHA 7 (-2)

Skills: Perception: +4

Senses: Passive perception 14

Languages: None

Challenge: 0 (10 xp)

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

Actions

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

Crab

Crab Tiny Beast, unaligned 0 10 xp

  • Armor class 11
  • Hit points 2 (1d4)
  • Speed 20ft., swim 20ft.
  • STR 2 (-4)
  • DEX 11 (0)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 8 (-1)
  • CHA 2 (-4)

Skills: Stealth: +2

Senses: Blind-sight 30 ft., passive perception 9

Languages: None

Challenge: 0 (10 xp)

Amphibious: The crab can breathe air and water.,,

Actions

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

Cat

Cat tiny beast, unaligned 0 10 xp

  • Armor class 12
  • Hit points 2 (1d4)
  • Speed 40ft, climb 30ft
  • STR 3 (-4)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception: +3, Stealth: +4

Senses: Passive perception 13

Languages: None

Challenge: 0 (10 xp)

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

Actions

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

Bat

Bat tiny beast, unaligned 0 10 xp

  • Armor class 12
  • Hit points 1 (1d4)
  • Speed 5ft., fly 30ft
  • STR 2 (-4)
  • DEX 15 (+2)
  • CON 8 (-1)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 4 (-3)

Senses: Blind-sight 60 ft., passive perception 11

Languages: None

Challenge: 0 (10 xp)

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.,,

Actions

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

Badger

Badger Tiny beast, unaligned 0 10 xp

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

Senses: Dark-vision 30ft, passive perception 11

Languages: none

Challenge: 0 (10 xp)

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

Actions

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

Baboon

Baboon small beast, unaligned 0 10 xp

  • Armor class 12
  • Hit points 3 (1d6)
  • Speed 30 ft., climb 30ft
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 4 (-3)
  • WIS 12 (+1)
  • CHA 6 (-2)

Senses: passive perception 11

Languages: none

Challenge: 0 (10 xp)

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

Actions

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

Awakened Shrub

Awakened Shrub Small, plant, unaligned 0 10 xp

  • Armor class 9
  • Hit points 10 (3d6)
  • Speed 20ft
  • STR 3 (-4)
  • DEX 8 (-1)
  • CON 11 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 6 (-2)

Damage Resistances: piercing

Senses: passive perception 10

Languages: one language known by its creator

Challenge: 0 (10 xp)

Damage Vulnerabilities: fire

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

Actions

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