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Yagnoloth Large fiend (yugoloth), neutral evil 11 7,200 xp

  • Armor class 17 (natural armor)
  • Hit points 147 (14d10+70)
  • Speed 40 ft.
  • STR 19 (+4)
  • DEX 14 (+2)
  • CON 21 (+5)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 18 (+4)

Save Throws: Dex +6, Int +7, Wis +6, Cha +8

Skills: Deception +8, Insight +6, Perception +6, Persuasion +8

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

Damage Immunities: acid, poison

Condition Immunities: poisoned

Senses: Blindsight 60 ft., Darkvision 60 ft., PP 16

Languages: Abyssal, Infernal, Telepathy 60 ft.

Challenge: 11 (7,200 xp)

Innate Spellcasting: The yagnoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:

At will: darkness, detect magic, dispel magic, invisibility (self only), suggestion
3/day: lightning bolt

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

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

Actions

Multiattack: The yagnoloth makes one massive arm attack and one electrified touch attack, or it makes one massive arm attack and teleports before or after the attack.

Electrified Touch: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (6d8) lightning damage.

Massive Arm: Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 23 (3d12+4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become stunned until the end of the yagnoloth's next turn.

Life Leech: The yagnoloth touches one incapacitated creature within 15 feet of it. The target takes 36 (7d8+4) necrotic damage, and the yagnoloth gains temporary hit points equal to half the damage dealt. The target must succeed on a DC 16 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest, and the target dies if its hit point maximum is reduced to 0.

Battlefield Cunning (Recharge 4-6): Up to two allied yugoloths within 60 feet of the yagnoloth that can hear it can use their reactions to make one melee attack each.

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

Oinoloth (2/2) Medium fiend (yugoloth), neutral evil 12 8,400 xp

  • Armor class 17 (natural armor)
  • Hit points 126 (12d10+60)
  • Speed 40 ft.
  • STR 19 (+4)
  • DEX 17 (+3)
  • CON 18 (+4)
  • INT 17 (+3)
  • WIS 16 (+3)
  • CHA 19 (+4)

Save Throws: Con +8, Wis +7

Skills: Deception +8, Intimidation +8, Perception +7

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

Damage Immunities: acid, poison

Condition Immunities: poisoned

Senses: Blindsight 60 ft., Darkvision 60 ft., PP 17

Languages: Abyssal, Infernal, Telepathy 60 ft.

Challenge: 12 (8,400 xp)

Actions

Features cont.

Bringer of Plagues (Recharge 5-6): As a bonus action, the oinoloth blights the area within 30 feet of it. The blight lasts for 24 hours. While blighted, all normal plants in the area wither and die, and the number of hit points restored by a spell to a creature in that area is halved.
Furthermore, when a creature moves into the blighted area or starts its turn there, that creature must make a DC 16 Constitution saving throw. On a successful save, the creature is immune to the oinoloth's Bringer of Plagues for the next 24 hours. On a failed save, the creature takes 14 (4d6) necrotic damage and is poisoned.
The poisoned creature can't regain hit points. After every 24 hours that elapse, the poisoned creature can repeat the saving throw. On a failed save, the creature's hit point maximum is reduced by 5 (1d10). This reduction lasts until the poison ends, and the target dies if its hit point maximum is reduced to 0. The poison ends after the creature successfully saves against it three times.

Oinoloth (1/2) Medium fiend (yugoloth), neutral evil 12 8,400 xp

  • Armor class 17 (natural armor)
  • Hit points 126 (12d10+60)
  • Speed 40 ft.
  • STR 19 (+4)
  • DEX 17 (+3)
  • CON 18 (+4)
  • INT 17 (+3)
  • WIS 16 (+3)
  • CHA 19 (+4)

Save Throws: Con +8, Wis +7

Skills: Deception +8, Intimidation +8, Perception +7

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

Damage Immunities: acid, poison

Condition Immunities: poisoned

Senses: Blindsight 60 ft., Darkvision 60 ft., PP 17

Languages: Abyssal, Infernal, Telepathy 60 ft.

Challenge: 12 (8,400 xp)

Innate Spellcasting: The oinoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:

At will: darkness, detect magic, dispel magic, invisibility (self only)
1/day each: feeblemind, globe of invulnerability, wall of fire, wall of ice

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

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

Actions

Multiattack: The oinoloth uses its Transfixing Gaze and makes two claw attacks.

Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6+4) slashing damage plus 22 (4d10) necrotic damage.

Corrupted Healing (Recharge 6): The oinoloth touches one willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and its hit point maximum is reduced by 7 (2d6). This reduction can be removed only by a wish spell or by casting greater restoration on the target three times within the same hour. The target dies if its hit point maximum is reduced to 0.

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

Transfixing Gaze: The oinoloth targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw against this magic or be charmed until the end of the oinoloth's next turn. While charmed in this way, the target is restrained. If the target's saving throw is successful, the target is immune to the oinoloth's gaze for the next 24 hours.

Merrenoloth Medium fiend (yugoloth), neutral evil 3 700 xp

  • Armor class 13
  • Hit points 40 (9d8)
  • Speed 30 ft., swim 40 ft.
  • STR 8 (-1)
  • DEX 17 (+3)
  • CON 10 (0)
  • INT 17 (+3)
  • WIS 14 (+2)
  • CHA 11 (0)

Save Throws: Dex +5, Int +5

Skills: History +5, Nature +5, Perception +4, Survival +4

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

Damage Immunities: acid, poison

Condition Immunities: poisoned

Senses: Blindsight 60 ft., Darkvision 60 ft., PP 14

Languages: Abyssal, Infernal, Telepathy 60 ft.

Challenge: 3 (700 xp)

Innate Spellcasting: The merrenoloth's innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: charm person, darkness, detect magic, dispel magic, gust of wind
3/day: control water
1/day: control weather

Magic Resistance: The merrenoloth has advantage on saving throws against spells and other magical effects.
Magic Weapons: The merrenoloth's weapon attacks are magical.
Teleport: As a bonus action, the merrenoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Actions

Multiattack: The merrenoloth uses Fear Gaze once and makes one oar attack.

Oar: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage.

Fear Gaze: The merrenoloth targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or become frightened of the merrenoloth 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.

Hydroloth Medium fiend (yugoloth), neutral evil 9 5,000 xp

  • Armor class 15
  • Hit points 135 (18d8+54)
  • Speed 20 ft., swim 40 ft.
  • STR 12 (+1)
  • DEX 21 (+5)
  • CON 16 (+3)
  • INT 19 (+4)
  • WIS 10 (0)
  • CHA 14 (+2)

Skills: Insight +4, Perception +4

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

Damage Immunities: acid, poison

Condition Immunities: poisoned

Senses: Blindsight 60 ft., Darkvision 60 ft., PP 14

Languages: Abyssal, Infernal, Telepathy 60 ft.

Challenge: 9 (5,000 xp)

Damage Vulnerabilities: fire

Amphibious: The hydroloth can breathe air and water.

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

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

Secure Memory: The hydroloth is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts.

Watery Advantage: While submerged in liquid, the hydroloth has advantage on attack rolls.

Actions

Multiattack: The hydroloth makes two melee attacks. In place of one of these attacks, it can cast one spell that takes 1 action to cast.

Claws: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.

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

Steal Memory (1/Day): The hydroloth targets one creature it can see within 60 feet of it. The target takes 4d6 psychic damage, and it must make a DC 16 Intelligence saving throw. On a successful save, the target becomes immune to this hydroloth's Steal Memory for 24 hours. On a failed save, the target loses all proficiencies, it can't cast spells, it can't understand language, and if its Intelligence and Charisma scores are higher than 5, they become 5. Each time the target finishes a long rest, it can repeat the saving throw, ending the effect on itself on a success. A greater restoration or remove curse spell cast on the target ends this effect early.

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

Features cont.

Innate Spellcasting: The hydroloth's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:

At will: darkness, detect magic, dispel magic, invisibility (self only), water walk
3/day each: control water, crown of madness.fear, phantasmal killer, suggestion

Dhergoloth Medium fiend (yugoloth), neutral evil 7 2,900 xp

  • Armor class 15 (natural armor)
  • Hit points 119 (14d8+56)
  • Speed 30 ft.
  • STR 17 (+3)
  • DEX 10 (0)
  • CON 19 (+4)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 9 (-1)

Save Throws: Str +6

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

Damage Immunities: acid, poison

Condition Immunities: poisoned

Senses: Blindsight 60 ft., Darkvision 60 ft., PP 10

Languages: Abyssal, Infernal, Telepathy 60 ft.

Challenge: 7 (2,900 xp)

Innate Spellcasting: The dhergoloth's innate spellcasting ability is Charisma (spell save DC 10). It can innately cast the following spells, requiring no material components:

At will: darkness, fear
3/day: sleep

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

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

Actions

Multiattack: The dhergoloth makes two claw attacks.

Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing damage.

Flailing Claws (Recharge 5-6):The dhergoloth moves up to its walking speed in a straight line and targets each creature within 5 feet of it during its movement. Each target must succeed on a DC 14 Dexterity saving throw or take 22 (3d12+3) slashing damage.

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

Canoloth Medium fiend (yugoloth), neutral evil 8 3,900 xp

  • Armor class 16 (natural armor)
  • Hit points 120 (16d8+48)
  • Speed 50 ft.
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 17 (+3)
  • INT 5 (-3)
  • WIS 17 (+3)
  • CHA 12 (+1)

Skills: Investigation +3, Perception +9

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

Damage Immunities: acid, poison

Condition Immunities: poisoned

Senses: Darkvision 60 ft., Truesight 120 ft., PP 19

Languages: Abyssal, Infernal, Telepathy 60 ft.

Challenge: 8 (3,900 xp)

Dimensional Lock: Other creatures can't teleport to or from a space within 60 feet of the canoloth. Any attempt to do so is wasted.

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

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

Uncanny Senses: The canoloth can't be surprised while it isn't incapacitated.

Actions

Multiattack: The canoloth makes two attacks: one with its tongue or its bite and one with its claws.

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (6d6+4) piercing damage.

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

Tongue: Ranged Weapon Attack: +7 to hit, range 30 ft., one target. Hit: 17 (2dl2+4) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 15), pulled up to 30 feet toward the canoloth, and restrained until the grapple ends. The canoloth can grapple one target at a time with its tongue.

Vampire Mist Medium undead, chaotic evil 3 700 xp

  • Armor class 13
  • Hit points 30 (4d8+12)
  • Speed 0 ft., fly 30 ft. (hover)
  • STR 6 (-2)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 7 (-2)

Save Throws: Wis +3

Damage Resistances: acid, cold, lightning, necrotic, thunder, bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: poison

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

Senses: Darkvision 60 ft., PP 11

Languages: ---

Challenge: 3 (700 xp)

Life Sense: The mist can sense the location of any creature within 60 feet of it, unless that creature's type is construct or undead.
Forbiddance: The mist can't enter a residence without an invitation from one of the occupants.
Misty Form: The mist can occupy another creature's space and vice versa. In addition, if air can pass through a space, the mist can pass through it without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist can't manipulate objects in any way that requires fingers or manual dexterity.
Sunlight Hypersensitivity: The mist takes 10 radiant damage whenever it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks.

Actions

Life Drain: The mist touches one creature in its space. The target must succeed on a DC 13 Constitution saving throw (undead and constructs automatically succeed), or it takes 10 (2d6+3) necrotic damage, the mist regains 10 hit points, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Venom Troll Large giant, chaotic evil 7 2,900 xp

  • Armor class 15 (natural armor)
  • Hit points 94 (9d10+45)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 20 (+5)
  • INT 7 (-2)
  • WIS 9 (-1)
  • CHA 7 (-2)

Skills: Perception +2

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Darkvision 60 ft., PP 12

Languages: Giant

Challenge: 7 (2,900 xp)

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

Poison Splash: When the troll takes damage of any type but psychic, each creature within 5 feet of the troll takes 9 (2d8) poison damage.

Regeneration: The troll regains 10 hit points at the start of each of its turns. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack: The troll 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: 7 (1d6+4) piercing damage plus 4 (1d8) poison damage, and the creature is poisoned until the start of the troll's next turn.

Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d5+4) slashing damage plus 4 (1d8) poison damage.

Venom Spray (Recharge 6): The troll slices itself with a claw, releasing a spray of poison in a 15-foot cube. The troll takes 7 (2d6) slashing damage (this damage can't be reduced in any way). Each creature in the area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 18 (4d8) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spirit Troll Large giant, chaotic evil 11 7,200 xp

  • Armor class 17 (natural armor)
  • Hit points 97 (15d10+15)
  • Speed 30 ft.
  • STR 1 (-5)
  • DEX 17 (+3)
  • CON 13 (+1)
  • INT 8 (-1)
  • WIS 9 (-1)
  • CHA 16 (+3)

Skills: Perception +3

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

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

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

Senses: Darkvision 60 ft., PP 13

Languages: Giant

Challenge: 11 (7,200 xp)

Incorporal Movement: The troll can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Regeneration: The troll regains 10 hit points at the start of its turn. If the troll takes psychic or force damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

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

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 19 (3d10+3) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (2d10+3) psychic damage.

Rot Troll Large giant, chaotic evil 9 5,000 xp

  • Armor class 16 (natural armor)
  • Hit points 138 (12d10+72)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 22 (+6)
  • INT 5 (-3)
  • WIS 8 (-1)
  • CHA 4 (-3)

Skills: Perception +3

Damage Immunities: necrotic

Senses: Darkvision 60 ft., PP 13

Languages: Giant

Challenge: 9 (5,000 xp)

Rancid Degeneration: At the end of each of the troll's turns, each creature within 5 feet of it takes 11 (2d10) necrotic damage, unless the troll has taken acid or fire damage since the end of its last turn.

Actions

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

Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage plus 16 (3d10) necrotic damage.

Claws: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage plus 5 (1d10) necrotic damage.

Dire Troll Huge giant, chaotic evil 13 10,000 xp

  • Armor class 15 (natural armor)
  • Hit points 172 (15d12+75)
  • Speed 40 ft.
  • STR 22 (+6)
  • DEX 15 (+2)
  • CON 21 (+5)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 5 (-3)

Save Throws: Wis +5, Cha +2

Skills: Perception +5

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

Condition Immunities: frightened, poisoned

Senses: Darkvision 60 ft., PP 15

Languages: Giant

Challenge: 13 (10,000 xp)

Keen Senses: The troll has advantage on Wisdom (Perception) checks that rely on smell.

Regeneration: The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, it regains only 5 hit points at the start of its next turn. The troll dies only if it is hit by an attack that deals 10 or more acid or fire damage while the troll has 0 hit points.

Actions

Multiattack: The troll makes five attacks: one with its bite and four with its claws.

Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d8+6) piercing damage plus 5 (1d10) poison damage.

Claws: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6+6) slashing damage.

Whirlwind of Claws (Recharge 5-6): Each creature within 10 feet of the troll must make a DC 19 Dexterity saving throw, taking 44 (8d10) slashing damage on a failed save, or half as much damage on a successful one.

Tortle Druid Medium humanoid (tortle), lawful neutral 2 450 xp

  • Armor class 17 (natural)
  • Hit points 33 (6d8+6)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 15 (+2)
  • CHA 12 (+1)

Skills: Animal Handling +4, Nature +2, Survival +4

Senses: PP 12

Languages: Aquan, Common

Challenge: 2 (450 xp)

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

Spellcasting: The tortle 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, guidance, produce flame
1st level (4 slots): animal friendship, cure wounds, speak with animals, thunderwave
2nd level (3 slots): darkvision, hold person

Actions

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

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

Shell Defense: The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge.

Tortle Medium humanoid (tortle), lawful good 1/4 50 xp

  • Armor class 17 (natural)
  • Hit points 22 (4d8+4)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 13 (+1)
  • CHA 12 (+1)

Skills: Athletics +4, Survival +3

Senses: PP 11

Languages: Aquan, Common

Challenge: 1/4 (50 xp)

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

Actions

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

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

Light Crossbow: Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage.

Shell Defense: The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge.

Sword Wraith Warrior Medium undead, lawful evil 3 700 xp

  • Armor class 16 (chain shirt, shield)
  • Hit points 45 (6d8+18)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 17 (+3)
  • INT 6 (-2)
  • WIS 9 (-1)
  • CHA 10 (0)

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

Damage Immunities: poison

Condition Immunities: exhaustion, frightened, poisoned, unconscious

Senses: Darkvision 60 ft., PP 9

Languages: the languages it knew in life

Challenge: 3 (700 xp)

Martial Fury: As a bonus action, the sword wraith can make one weapon attack. If it does so, attack rolls against it have advantage until the start of its next turn.

Actions

Longsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands.

Longbow: Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.

Sword Wraith Commander Medium undead, lawful evil 8 3,900 xp

  • Armor class 18 (breastplate, shield)
  • Hit points 127 (15d8+60)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 18 (+4)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 14 (+2)

Skills: Perception +4

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

Damage Immunities: poison

Condition Immunities: exhaustion, frightened, poisoned, unconscious

Senses: Darkvision 60 ft., PP 14

Languages: the languages it knew in life

Challenge: 8 (3,900 xp)

Martial Fury: As a bonus action, the sword wraith can make one weapon attack, which deals an extra 9 (2d8) necrotic damage on a hit. If it does so, attack rolls against it have advantage until the start of its next turn.

Turning Defiance: The sword wraith and any other sword wraiths within 30 feet of it have advantage on saving throws against effects that turn undead.

Actions

Multiattack: The sword wraith makes two weapon attacks.

Longsword: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands.

Longbow: Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.

Call to Honor (1/Day): To use this action, the sword wraith must have taken damage during the current combat. If the sword wraith can use this action, it gives itself advantage on attack rolls until the end of its next turn, and 1d4+1 sword wraith warriors appear in unoccupied spaces within 30 feet of it. The warriors last until they drop to 0 hit points, and they take their turns immediately after the commander's turn on the same initiative count.

Stone Cursed Medium construct, lawful evil 1 200 xp

  • Armor class 17 (natural armor)
  • Hit points 19 (3d8+4)
  • Speed 10 ft.
  • STR 16 (+3)
  • DEX 5 (-3)
  • CON 14 (+2)
  • INT 5 (-3)
  • WIS 8 (-1)
  • CHA 7 (-2)

Damage Immunities: poison

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

Senses: PP 9

Languages: the languages it knew in life

Challenge: 1 (200 xp)

Damage Vulnerabilities: bludgeoning

Cunning Opportunist: The stone cursed has advantage on the attack rolls of opportunity attacks.

False Appearance: While the stone cursed remains motionless, it is indistinguishable from a normal statue.

Actions

Petrifying Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) slashing damage, or 14 (2d10+3) slashing damage if the attack roll had advantage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw, or it begins to turn to stone and is restrained until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful, otherwise the target is petrified for 24 hours.

Steel Predator Large construct, lawful evil 16 15,000 xp

  • Armor class 20 (natural armor)
  • Hit points 207 (18d10+108)
  • Speed 40 ft.
  • STR 24 (+7)
  • DEX 17 (+3)
  • CON 22 (+6)
  • INT 4 (-3)
  • WIS 14 (+2)
  • CHA 6 (-2)

Skills: Perception +7, Stealth +8, Survival +7

Damage Resistances: cold, lightning, necrotic, thunder

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

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

Senses: Blindsight 30 ft., Darkvision 60 ft., PP 17

Languages: understands Modron and the language of it's owner but can't speak

Challenge: 16 (15,000 xp)

Innate Spellcasting: The steel predator's innate spellcasting ability is Wisdom. The steel predator can innately cast the following spells, requiring no components:

3/day each: dimension door (self only), plane shift (self only)

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

Magic Weapons: The steel predator's weapon attacks are magical.

Actions

Multiattack: The steel predator makes three attacks: one with its bite and two with its claw.

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

Claw: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8+7) slashing damage.

Stunning Roar (Recharge 5-6): The steel predator emits a roar in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 27 (5d10) thunder damage, drops everything it's holding, and is stunned for 1 minute. On a successful save, a creature takes half as much damage. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Male Steeder Medium monstrosity, unaligned 1/4 50 xp

  • Armor class 12 (natural armor)
  • Hit points 13 (2d8+4)
  • Speed 30 ft., climb 30 ft.
  • STR 15 (+2)
  • DEX 12 (+1)
  • CON 14 (+2)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Skills: Stealth +5, Perception +4

Senses: Darkvision 120 ft., PP 14

Languages: ---

Challenge: 1/4 (50 xp)

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

Extraordinary Leap: The distance of the steeder's long jumps is tripled, every foot of its walking speed that it s pends on the jump allows it to move 3 feet.

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage plus 4 {1d8) poison damage.

Sticky Leg: Melee Weapon Attack: +4 to hit, reach 5 ft., one Small or Tiny creature. Hit: The target is stuck to the steeder's leg and grappled until it escapes (escape DC 12). The steeder can have only one creature grappled at a time.

Female Steeder Large monstrosity, unaligned 1 200 xp

  • Armor class 14 (natural armor)
  • Hit points 30 (4d10+8)
  • Speed 30 ft., climb 30 ft.
  • STR 15 (+2)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Skills: Stealth +7, Perception +4

Senses: Darkvision 120 ft., PP 14

Languages: ---

Challenge: 1 (200 xp)

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

Extraordinary Leap: The distance of the steeder's long jumps is tripled, every foot of its walking speed that it s pends on the jump allows it to move 3 feet.

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 9 {2d8) poison damage.

Sticky Leg: Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is stuck to the steeder's leg and grappled until it escapes (escape DC 12). The steeder can have only one creature grappled at a time.

Star Spawn Seer Medium aberration, neutral evil 13 10,000 xp

  • Armor class 17 (natural armor)
  • Hit points 153 (18d8+72)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 12 (+1)
  • CON 18 (+4)
  • INT 22 (+6)
  • WIS 19 (+4)
  • CHA 16 (+3)

Save Throws: Dex +6, Int +11, Wis +9, Cha +8

Skills: Perception +9

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

Damage Immunities: psychic

Condition Immunities: charmed, frightened

Senses: Darkvision 60 ft., PP 19

Languages: Common, Deep Speech, Undercommon

Challenge: 13 (10,000 xp)

Out-of-Phase Movement: The seer can move through other creatures and objects as if they were difficult terrain. Each creature it moves through takes 5 (1d10) psychic damage, no creature can take this damage more than once per turn. The seer takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Multiattack: The seer makes two comet staff attacks or uses Psychic Orb twice.

Comet Staff: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6+6) bludgeoning damage, or 10 (1d8+6) bludgeoning damage if used with two hands, plus 18 (4d8) psychic damage, and the target must succeed on a DC 19 Constitution saving throw or be incapacitated until the end of its next turn.

Psychic Orb: Ranged Spell Attack: +11 to hit, range 120 feet, one target. Hit: 27 (5d10) psychic damage.

Collapse Distance (Recharge 6): The seer warps space around a creature it can see within 30 feet of it. That creature must make a DC 19 Wisdom saving throw. On a failed save, the target, along with any equipment it is wearing or carrying, is magically teleported up to 60 feet to an unoccupied space the seer can see, and all other creatures within 10 feet of the target's original space each takes 39 (6dl2) psychic damage. On a successful save, the target takes 19 (3d12) psychic damage.

Reactions

Bend Space: When the seer would be hit by an attack, it teleports, exchanging positions with another star spawn it can see within 60 feet of it. The other star spawn is hit by the attack instead.

Star Spawn Mangler Medium aberration, chaotic evil 5 1,800 xp

  • Armor class 14
  • Hit points 71 (13d8+13)
  • Speed 40 ft., climb 40 ft.
  • STR 8 (-1)
  • DEX 18 (+4)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 7 (-2)

Save Throws: Dex +7, Con +4

Skills: Stealth +7

Damage Resistances: cold

Damage Immunities: psychic

Condition Immunities: charmed, frightened, prone

Senses: Darkvision 60 ft., PP 11

Languages: Deep Speech

Challenge: 5 (1,800 xp)

Ambush: On the first round of each combat, the mangler has advantage on attack rolls against a creature that hasn't taken a turn yet.

Shadow Stealth: While in dim light or darkness, the mangler can take the Hide action as a bonus action.

Actions

Multiattack: The mangler makes two claw attacks.

Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage. If the attack roll has advantage, the target also takes 7 (2d6) psychic damage.

Flurry of Claws (Recharge 4-6): The mangler makes six claw attacks against one target. Either before or after these attacks, it can move up to its speed as a bonus action without provoking opportunity attacks.

Star Spawn Larva Mage Medium aberration, chaotic evil 16 15,000 xp

  • Armor class 16 (natural armor)
  • Hit points 168 (16d8+96)
  • Speed 30 ft.
  • STR 17 (+3)
  • DEX 12 (+1)
  • CON 23 (+6)
  • INT 18 (+4)
  • WIS 12 (+1)
  • CHA 16 (+3)

Save Throws: Dex +6, Wis +6, Cha +8

Skills: Perception +6

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

Damage Immunities: psychic

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

Senses: Darkvision 60 ft., PP 16

Languages: Deep Speech

Challenge: 16 (15,000 xp)

Innate Spellcasting: The larva mage's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: eldritch blast (3 beams, +3 bonus to each damage roll), minor illusion
3/day: dominate monster
1/day: circle of death

Return to Worms: When the larva mage is reduced to 0 hit points, it breaks apart into a swarm of insects in the same space. Unless the swarm is destroyed, the larva mage reforms from it 24 hours later.

Actions

Slam: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d8+3) bludgeoning damage, and the target must succeed on a DC 19 Constitution saving throw or be poisoned until the end of its next turn.

Plague of Worms (Recharge 6): Each creature other than a star spawn within 10 feet of the larva mage must succeed on a DC 19 Dexterity saving throw or take 22 (5d8) necrotic damage and be blinded and restrained by masses of swarming worms. The affected creature takes 22 (5d8) necrotic damage at the start of each of the larva mage's turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

The larva mage can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The larva mage regains spent legendary actions at the start of its turn.

Cantrip (Costs 2 Actions): The larva mage casts one cantrip.
Slam (Costs 2 Actions): The larva mage makes one slam attack.
Feed (Costs 3 Actions): Each creature restrained by the larva mage's Plague of Worms takes 13 (3d8) necrotic damage, and the larva mage gains 6 temporary hit points.

Reactions

Feed on Weakness: When a creature within 20 feet of the larva mage fails a saving throw, the larva mage gains 10 temporary hit points.

Star Spawn Hulk Large aberration, chaotic evil 10 5,900 xp

  • Armor class 16 (natural armor)
  • Hit points 136 (13d10+65)
  • Speed 30 ft.
  • STR 20 (+5)
  • DEX 8 (-1)
  • CON 21 (+5)
  • INT 7 (-2)
  • WIS 12 (+1)
  • CHA 9 (-1)

Save Throws: Dex +3, Wis +5

Skills: Perception +5

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

Condition Immunities: charmed, frightened

Senses: Darkvision 60 ft., PP 15

Languages: Deep Speech

Challenge: 10 (5,900 xp)

Psychic Mirror: If the hulk takes psychic damage, each creature within 10 feet of the hulk takes that damage instead, the hulk takes none of the damage. In addition, the hulk's thoughts and location can't be discerned by magic.

Actions

Multiattack: The hulk makes two slam attacks. If both attacks hit the same target, the target also takes 9 {2d8) psychic damage and must succeed on a DC 17 Constitution saving throw or be stunned until the end of the target's next turn.

Slam: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) bludgeoning damage.

Reaping Arms (Recharge 5-6): The hulk makes a separate slam attack against each creature within 10 feet of it. Each creature that is hit must also succeed on a DC 17 Dexterity saving throw or be knocked prone.

Star Spawn Grue Small aberration, neutral evil 1/4 50 xp

  • Armor class 11
  • Hit points 17 (5d6)
  • Speed 30 ft.
  • STR 6 (-2)
  • DEX 13 (+1)
  • CON 10 (0)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 6 (-2)

Damage Immunities: psychic

Senses: Darkvision 60 ft., PP 10

Languages: Deep Speech

Challenge: 1/4 (50 xp)

Aura of Madness: Creatures within 20 feet of the grue that aren't aberrations have disadvantage on saving throws, as well as on attack rolls against creatures other than a star spawn grue.

Actions

Confounding Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) piercing damage. and the target must succeed on a DC 10 Wisdom saving throw or attack rolls against it have advantage until the start of the grue's next turn.

The Wretched Small monstrosity, neutral evil 1/4 50 xp

  • Armor class 15 (natural armor)
  • Hit points 10 (4d6-4)
  • Speed 40 ft.
  • STR 7 (-2)
  • DEX 12 (+1)
  • CON 9 (-1)
  • INT 5 (-3)
  • WIS 6 (-2)
  • CHA 5 (-3)

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

Senses: Darkvision 60 ft., PP 8

Languages: ---

Challenge: 1/4 (50 xp)

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

Actions

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10+1) piercing damage, and the Wretched attaches to the target. While attached, the Wretched can't attack, and at the start of each of the Wretched's turns, the target takes 6 (1d10+1) necrotic damage.
The attached Wretched moves with the target whenever the target moves, requiring none of the Wretched's movement. The Wretched can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach a Wretched.

The Lost Medium monstrosity, neutral evil 7 2,900 xp

  • Armor class 15 (natural armor)
  • Hit points 78 (12d8+24)
  • Speed 30 ft.
  • STR 17 (+3)
  • DEX 12 (+1)
  • CON 15 (+2)
  • INT 6 (-2)
  • WIS 7 (-2)
  • CHA 5 (-3)

Skills: Athletics +6

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

Senses: Darkvision 60 ft., PP 8

Languages: Common

Challenge: 7 (2,900 xp)

Actions

Multiattack: The Lost makes two arm spike attacks.

Arm Spike: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10+3) piercing damage.

Embrace: Melee Weapon Attack: +6 to it, reach 5 ft., one target. Hit: 25 (4d10+3) piercing damage, and the target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is frightened, and it takes 27 (6d8) psychic damage at the e nd of each of its turns. The Lost can embrace only one creature at a time.

Reactions

Tightening Embrace: If the Lost takes damage while it has a creature grappled, that creature takes 18 (4d8) psychic damage.

The Lonely Medium monstrosity, neutral evil 9 5,000 xp

  • Armor class 16 (natural armor)
  • Hit points 112 (15d8+45)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 17 (+3)
  • INT 6 (-2)
  • WIS 11 (0)
  • CHA 6 (-2)

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

Senses: Darkvision 60 ft., PP 10

Languages: Common

Challenge: 9 (5,000 xp)

Psychic Leech: At the start of each of the Lonely's turns, each creature within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage.

Thrives on Company: The Lonely has advantage on attack rolls while it is within 30 feet of at least two other creatures. It other· wise has disadvantage on attack rolls.

Actions

Multiattack: The Lonely makes one harpoon arm attack and uses Sorrowful Embrace.

Harpoon Arm: Melee Weapon Attack: +7 to hit, reach 60 ft., one target. Hit: 21 (4d8+3) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. The Lonely has two harpoon arms and can grapple up to two creatures at once.

Sorrowful Embrace:Each creature grappled by the Lonely must make a DC 15 Wisdom saving throw. A creature takes 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. In either case, the Lonely pulls each creature grappled by it up to 30 feet straight toward it.

The Hungry Medium monstrosity, neutral evil 11 7,200 xp

  • Armor class 17 (natural armor)
  • Hit points 225 (30d8+90)
  • Speed 30 ft.
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 17 (+3)
  • INT 6 (-2)
  • WIS 11 (0)
  • CHA 6 (-2)

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

Senses: Darkvision 60 ft., PP 10

Languages: Common

Challenge: 11 (7,200 xp)

Life Hunger: If a creature the Hungry can see regains hit points, the Hungry gains two benefits until the end of its next turn: it has advantage on attack rolls, and its bite deals an extra 22 (4d10) necrotic damage on a hit.

Actions

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

Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage plus 13 (3d8) necrotic damage.

Claws: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (4d6+4) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 16) and restrained until the grapple ends. While grappling a creature, the Hungry can't attack with its claws.

The Angry Medium monstrosity, neutral evil 13 10,000 xp

  • Armor class 18 (natural armor)
  • Hit points 255 (30d8+120)
  • Speed 30 ft.
  • STR 17 (+3)
  • DEX 10 (0)
  • CON 19 (+4)
  • INT 8 (-1)
  • WIS 13 (+1)
  • CHA 6 (-2)

Skills: Perception +6

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

Senses: Darkvision 60 ft., PP 16

Languages: Common

Challenge: 13 (10,000 xp)

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

Rising Anger: If another creature deals damage to the Angry, the Angry's attack rolls have advantage until the end of its next turn, and the first time it hits with a hook attack on its next turn, the attack's target takes an extra 19 (3dl 2) psychic damage.
On its turn, the Angry has disadvantage on attack rolls if no other creature has dealt damage to it since the end of its last turn.

Actions

Multiattack: The Angry makes two hook attacks.

Hook: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2dl2+3) piercing damage.

Skull Lord Medium undead, lawful evil 15 13,000 xp

  • Armor class 18 (plate)
  • Hit points 105 (14d8+42)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 16 (+3)
  • CON 17 (+3)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 21 (+5)

Skills: Athletics +7, History +8, Perception +12, Stealth +8

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

Damage Immunities: poison

Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned, unconscious

Senses: Darkvision 60 ft., PP 22

Languages: all the languages it knew in life

Challenge: 15 (13,000 xp)

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

Master of the Grave: While within 30 feet of the skull lord, any undead ally of the skull lord makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.

Evasion: If the skull lord is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the skull lord instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Actions

Multiattack: The skull lord makes three bone staff attacks.
Bone Staff: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage plus 14 (4d6) necrotic damage.

Legendary Actions

The skull lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The skull lord regains spent legendary actions at the start of its turn.

Bone Staff (Costs 2 Actions): The skull lord makes a bone staff attack.
Cantrip: The skull lord casts a cantrip.
Move: The skull lord moves up to its speed without provoking opportunity attacks.
Summon Undead (Costs 3 Actions): Up to five skeletons or zombies appear in unoccupied spaces within 30 feet of the skull lord and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. The skull lord can have up to five undead summoned by this ability at a time.

Features cont.

Spellcasting: The skull lord is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC18, +10 to hit with spell attacks). The skull lord knows the following sorcerer spells:
Cantrips (at will): chill touch, fire bolt, mage hand, poison spray, ray of frost, shocking grasp
1st level (4 slots): magic missile, expeditious retreat, thunderwave
2nd level (3 slots): mirror image, scorching ray
3rd level (3 slots): fear, haste
4th level (3 slots): dimension door, ice storm
5th level (2 slots): cloudkill, cone of cold
6th level (1 slot): eyebite
7th level (1 slot): finger of death

Skulk Medium humanoid, chaotic neutral 1/2 100 xp

  • Armor class 14
  • Hit points 18 (4d8)
  • Speed 30 ft.
  • STR 6 (-2)
  • DEX 19 (+4)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 7 (-2)
  • CHA 1 (-5)

Save Throws: Con +2

Skills: Stealth +8

Damage Immunities: radiant

Condition Immunities: blinded

Senses: Darkvision 120 ft., PP 8

Languages: understands Common but can't speak

Challenge: 1/2 (100 xp)

Fallible Invisibility: The skulk is invisible. This invisibility can be circumvented by three things:

• The skulk appears as a drab, smooth-skinned humanoid if its reflection can be seen in a mirror or on another surface.
• The skulk appears as a dim, translucent form in the light of a candle made of fat rendered from a corpse whose identity is unknown.
• Humanoid children, aged 10 and under, can see through this invisibility.

Trackless: The skulk leaves no tracks to indicate where it has been or where it's headed.

Actions

Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 {1d4+4) slashing damage. If the skulk has advantage on the attack roll, the target also takes 7 (2d6) necrotic damage.

Soul Monger Medium humanoid (elf), neutral 11 7,200 xp

  • Armor class 15 (studded leather)
  • Hit points 123 (19d8+38)
  • Speed 30 ft.
  • STR 8 (-1)
  • DEX 17 (+3)
  • CON 14 (+2)
  • INT 19 (+4)
  • WIS 15 (+2)
  • CHA 13 (+1)

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

Skills: Perception +7

Damage Immunities: necrotic, psychic

Condition Immunities: charmed, exhaustion, frightened

Senses: Darkvision 60 ft., PP 17

Languages: Common, Elvish

Challenge: 11 (7,200 xp)

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

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

Soul Thirst: When the soul monger reduces a creature to 0 hit points, the soul monger can gain temporary hit points equal to half the creature's hit point maximum. While the soul monger has temporary hit points from this ability, it has advantage on attack rolls.

Weight of Ages: Any beast or humanoid, other than a shadar-kai, that starts its turn within 5 feet of the soul monger has its speed reduced by 20 feet until the start of that creature's next turn.

Actions

Multiattack: The soul monger makes two phantasmal dagger attacks.

Phantasmal Dagger: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d4+3) piercing damage plus 19 (3dl2) necrotic damage, and the target has disadvantage on saving throws until the start of the soul monger's next turn.

Wave of Weariness (Recharge 4-6): The soul monger emits weariness in a 60-foot cube. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and suffers 1 level of exhaustion. On a successful save, it takes 22 (Sd8) psychic damage.

Features cont.

Innate Spellcasting: The soul monger's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: chill touch (3d8 damage), poison spray (3d12 damage)
1/day each: bestow curse, chain lightning, finger of death, gaseous form, phantasmal killer, seeming

Shadow Dancer Medium humanoid (elf), neutral 7 2,900 xp

  • Armor class 15 (studded leather)
  • Hit points 71 (13d8+13)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 16 (+3)
  • CON 13 (+1)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 12 (+1)

Save Throws: Dex +6, Con +4

Skills: Stealth +6

Damage Immunities: necrotic

Condition Immunities: charmed, exhaustion

Senses: Darkvision 60 ft., PP 11

Languages: Common, Elvish

Challenge: 7 (2,900 xp)

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

Shadow jump: As a bonus action, the shadow dancer can teleport up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness. The shadow dancer can use this ability between the weapon attacks of another action it takes.

Actions

Multiattack: The shadow dancer makes three spiked chain attacks.

Spiked Chain: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6+3) piercing damage, and the target must succeed on a DC 14 Dexterity saving throw or suffer one additional effect of the shadow dancer's choice:

• The target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is restrained, and the shadow dancer can't grapple another target.
• The target is knocked prone.
• The target takes 22 (4d10) necrotic damage.

Gloom Weaver Medium humanoid (elf), neutral 9 5,000 xp

  • Armor class 14 (17 with mage armor)
  • Hit points 104 (16d8+32)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 18 (+4)
  • CON 14 (+2)
  • INT 15 (+2)
  • WIS 12 (+1)
  • CHA 18 (+4)

Save Throws: Dex +8, Con +6

Damage Immunities: necrotic

Condition Immunities: charmed, exhaustion

Senses: Darkvision 60 ft., PP 11

Languages: Common, Elvish

Challenge: 9 (5,000 xp)

Burden of Time: Beasts and humanoids, other than shadar-kai, have disadvantage on saving throws while within 10 feet of the gloom weaver.

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

Innate Spellcasting: The gloom weaver's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: arcane eye, mage armor, speak with dead
1/day each: arcane gate, bane, compulsion, confusion, true seeing

Actions

Multiattack: The gloom weaver makes two spear attacks and casts one spell that takes 1 action to cast.

Shadow Spear: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage, or 8 (1d8+4) piercing damage if used with two hands, plus 26 (4d12) necrotic damage.

Reactions

Misty Escape (Recharges after a Short or Long Rest): When the gloom weaver takes damage, it turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks or -1 casts a spell.



Features cont.

Spellcasting: The gloom weaver is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): chill touch (3d8 damage), eldritch blast (3 beams, +4 bonus to each damage roll), minor illusion, prestidigitation
1st-5th level (3 5th-level slots): armor of Agathys, blight, darkness, dream, invisibility.fear, hypnotic pattern, major image, contact other plane, vampiric touch, witch bolt

Frost Salamander Huge Elemental, unaligned 9 5,000 xp

  • Armor class 17 (natural armor)
  • Hit points 168 (16d12+64)
  • Speed 60 ft., burrow 40 ft., climb 40 ft.
  • STR 20 (+5)
  • DEX 12 (+1)
  • CON 18 (+4)
  • INT 7 (-2)
  • WIS 11 (0)
  • CHA 7 (-2)

Save Throws: Con +8, Wis +4

Skills: Perception +4

Damage Immunities: cold

Senses: Darkvision 60 ft., Tremorsense 60 ft., PP 14

Languages: Primordial

Challenge: 9 (5,000 xp)

Damage Vulnerabilities: fire

Burning Fury: When the salamander takes fire damage, its Freezing Breath automatically recharges.

Actions

Multiattack: The salamander makes five attacks: four with its claws and one with its bite.

Claws: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6+5) piercing damage.

Bite: Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 9 (ld8+5) piercing damage and 5 (1d10) cold damage.

Freezing Breath (Recharge 6): The salamander exhales chill wind in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one.

Retriever Large construct, lawful evil 14 11,500 xp

  • Armor class 19 (natural armor)
  • Hit points 210 (20d10+100)
  • Speed 40 ft., climb 40 ft.
  • STR 22 (+6)
  • DEX 16 (+3)
  • CON 20 (+5)
  • INT 3 (-4)
  • WIS 11 (0)
  • CHA 4 (-3)

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

Skills: Perception +5, Stealth +8

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

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

Senses: Blindsight 30 ft., Darkvision 60 ft., PP 15

Languages: understands Abyssal, Elvish, and Undercommon but can't speak

Challenge: 14 (11,500 xp)

Innate Spellcasting: The retriever's innate spellcasting ability is Wisdom (spell save DC 13). The retriever can innately cast the following spells, requiring no material components.

3/day each: plane shift (only self and up to one incapacitated creature, which is considered willing for the spell), web

Actions

Multiattack: The retriever makes two foreleg attacks and uses its force or paralyzing beam once, if available.

Foreleg: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) slashing damage.

Force Beam: The retriever targets one creature it can see within 60 feet of it. The target must make a DC 16 Dexterity saving throw, taking 27 (5d10) force damage on a failed save, or half as much damage on a successful one.

Paralyzing Beam (Recharge 5-6): The retriever targets one creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for l minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
If the paralyzed creature is Medium or smaller, the retriever can pick it up as part of the retriever's move and walk or climb with it at full speed.

Features cont.

Faultless Tracker: The retriever is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature or object the master has seen before. The retriever knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The retriever can have only one such quarry at a time. The retriever also always knows the location of its master.

Ogre Howdah Large giant, chaotic evil 2 450 xp

  • Armor class 13 (breastplate)
  • Hit points 59 (7d10+21)
  • Speed 40 ft.
  • STR 19 (+4)
  • DEX 8 (-1)
  • CON 16 (+3)
  • INT 5 (-3)
  • WIS 7 (-2)
  • CHA 7 (-2)

Senses: Darkvision 60 ft., PP 8

Languages: Common, Giant

Challenge: 2 (450 xp)

Howdah: The ogre carries a compact fo rt on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the ogre dies, creatures in the fort are placed in unoccupied spaces within S feet of the ogre.

Actions

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

Ogre Chain Brute Large giant, chaotic evil 3 700 xp

  • Armor class 11 (hide armor)
  • Hit points 59 (7d10+21)
  • Speed 40 ft.
  • STR 19 (+4)
  • DEX 8 (-1)
  • CON 16 (+3)
  • INT 5 (-3)
  • WIS 7 (-2)
  • CHA 7 (-2)

Senses: Darkvision 60 ft., PP 8

Languages: Common, Giant

Challenge: 3 (700 xp)

Actions

Fist: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) bludgeoning damage.

Chain Sweep: The ogre swings its chain, and every creature within 10 feet of it must make a DC 14 Dexterity saving throw. On a failed saving throw, a creature takes 8 (1d8+4) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

Chain Smash (Recharge 6): Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or be knocked unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success.

Ogre Bolt Launcher Large giant, chaotic evil 2 450 xp

  • Armor class 13 (hide armor)
  • Hit points 59 (7d10+21)
  • Speed 40 ft.
  • STR 19 (+4)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 5 (-3)
  • WIS 7 (-2)
  • CHA 7 (-2)

Senses: Darkvision 60 ft., PP 8

Languages: Common, Giant

Challenge: 2 (450 xp)

Actions

Fist: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) bludgeoning damage.

Bolt Launcher: Ranged Weapon: +3 to hit, range 120/480 ft., one target. Hit: 17 (3d10+1) piercing damage.

Ogre Battering Ram Large giant, chaotic evil 4 1,100 xp

  • Armor class 14 (ring mail)
  • Hit points 59 (7d10+21)
  • Speed 40 ft.
  • STR 19 (+4)
  • DEX 8 (-1)
  • CON 16 (+3)
  • INT 5 (-3)
  • WIS 7 (-2)
  • CHA 7 (-2)

Senses: Darkvision 60 ft., PP 8

Languages: Common, Giant

Challenge: 4 (1,100 xp)

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

Actions

Bash: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) bludgeoning damage, and the ogre can push the target 5 feet away if the target is Huge or smaller.

Block the Path: Until the start of the ogre's next turn , attack rolls against the ogre have disadvantage, it has advantage on the attack roll it makes for an opportunity attack, and that attack deals an extra 16 (3dl0) bludgeoning damage on a hit. Also, each enemy that tries to move out of the ogre's reach without teleporting must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of the ogre's next turn.

Elder Oblex Huge ooze, lawful evil 10 5,900 xp

  • Armor class 16
  • Hit points 115 (10d12+50)
  • Speed 20 ft.
  • STR 15 (+2)
  • DEX 16 (+3)
  • CON 21 (+5)
  • INT 22 (+6)
  • WIS 13 (+1)
  • CHA 18 (+4)

Save Throws: Int +10, Cha +8

Skills: Arcana +10, Deception +8, History +10, Nature +10, Perception +5, Religion +10

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

Senses: Blindsight 60 ft. (blind beyond this radius), PP 15

Languages: Common plus six more

Challenge: 10 (5,900 xp)

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

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

Innate Spellcasting: The oblex's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components:

At will: charm person (as 5th-level spell), detect thoughts, hold person
3/day each: confusion, dimension door, dominate person, fear, hallucinatory terrain, hold monster, hypnotic pattern, telekinesis

Actions

Multiattack: The oblex makes two pseudopod attack and uses Eat Memories.

Pseudopod: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (4d6+3) bludgeoning damage plus 7 (2d6) psychic damage.

Eat Memories: The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 18 Wisdom saving throw or take 44 (8d10) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically.
While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends.
When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except for any saving throw proficiencies.

Features cont.

Sulfurous Impersonation: As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 1d6+1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning that the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed.

Adult Oblex Medium ooze, lawful evil 5 1,800 xp

  • Armor class 14
  • Hit points 75 (10d8+30)
  • Speed 20 ft.
  • STR 8 (-1)
  • DEX 19 (+4)
  • CON 16 (+3)
  • INT 19 (+4)
  • WIS 12 (+1)
  • CHA 15 (+2)

Save Throws: Int +7, Cha +5

Skills: Deception +5, Perception +4 plus one of the following: Arcana +7, History +7, Nature +7 or Religion +7

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

Senses: Blindsight 60 ft. (blind beyond this radius), PP 14

Languages: Common plus two more languages

Challenge: 5 (1,800 xp)

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

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

Innate Spellcasting: The oblex's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:

3/day each: charm person (as 5th-level spell), color spray, detect thoughts, hold person (as 3rd-level spell)

Actions

Multiattack: The oblex makes one pseudopod attack and uses Eat Memories.

Pseudopod: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 5 (2d4) psychic damage.

Eat Memories: The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically.
While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends.
When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except for any saving throw proficiencies.

Features cont.

Sulfurous Impersonation: As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 1d4+1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning that the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed.

Oblex Spawn Tiny ooze, lawful evil 1/4 50 xp

  • Armor class 13
  • Hit points 18 (4d4+8)
  • Speed 20 ft.
  • STR 8 (-1)
  • DEX 16 (+3)
  • CON 15 (+2)
  • INT 14 (+2)
  • WIS 11 (0)
  • CHA 10 (0)

Save Throws: Int +4, Cha +2

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

Senses: Blindsight 60 ft. (blind beyond this radius), PP 12

Languages: ---

Challenge: 1/4 (50 xp)

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

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

Actions

Pseudopod: Melee Weapon Attack:: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage plus 2 (1d4) psychic damage.

Nightwalker Huge undead, chaotic evil 20 25,000 xp

  • Armor class 14
  • Hit points 297 (22d12+154)
  • Speed 40 ft., fly 40 ft.
  • STR 22 (+6)
  • DEX 19 (+4)
  • CON 24 (+7)
  • INT 6 (-2)
  • WIS 9 (-1)
  • CHA 8 (-1)

Save Throws: Con +13

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

Damage Immunities: necrotic, poison

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

Senses: Darkvision 120 ft., PP 9

Languages: ---

Challenge: 20 (25,000 xp)

Annihilating Aura: Any creature that starts its turn within 30 feet of the nightwalker must succeed on a DC 21 Constitution saving throw or take 14 (4d6) necrotic damage and grant the nightwalker advantage on attack rolls against it until the start of the creature's next turn. Undead are immune to this aura.

Life Eater: A creature reduced to 0 hit points from damage dealt by the nightwalker dies and can't be revived by any means short of a wish spell.

Actions

Multiattack: The nightwalker uses Enervating Focus twice, or it uses Enervating Focus and Finger of Doom, if available.

Enervating Focus: Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 28 (5d8+6) necrotic damage. The target must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.

Finger of Doom (Recharge 6): The nightwalker points at one creature it can see within 300 feet of it. The target must succeed on a DC 21 Wisdom saving throw or take 26 (4dl 2) necrotic damage and become frightened until the end of the nightwalker's next turn. While frightened in this way, the creature is also paralyzed. If a target's saving throw is successful, the target is immune to the nightwalker's Finger of Doom for the next 24 hours.

Nagpa Medium humanoid (nagpa), neutral evil 17 18,000 xp

  • Armor class 19 (natural armor)
  • Hit points 187 (34d8+34)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 23 (+6)
  • WIS 18 (+4)
  • CHA 21 (+5)

Save Throws: Int +12, Wis +10, Cha +11

Skills: Arcana +12, Deception +11, History +12, Insight +10, Perception +10

Senses: Truesight 120 ft., PP 20

Languages: Common plus up to five other languages

Challenge: 17 (18,000 xp)

Corruption: As a bonus action, the nagpa targets one creature it can see within 90 feet of it. The target must make a DC 20 Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is charmed by the nagpa until the start of the nagpa's next turn. On a successful save, the target becomes immune to the nagpa's Corruption for the next 24 hours.

Paralysis (Recharge 6): As a bonus action, the nagpa forces each creature within 30 feet of it to succeed on a DC 20 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Undead and constructs are immune to this effect.

Actions

Staff: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage.

Features cont.

Spellcasting: The nagpa is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). A nagpa has the following wizard spells prepared:

Cantrips (at will): chill touch, fire bolt, mage hand, message, minor illusion
1st level (4 slots): charm person, detect magic, protection from evil and good, witch bolt
2nd level (3 slots): hold person, ray of enfeeblement, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): confusion, hallucinatory terrain, wall of fire
5th level (2 slots): dominate person, dream, geas
6th level (1 slot): circle of death, disintegrate
7th level (1 slot): etherealness, prismatic spray
8th level (1 slot): feeblemind

Meazel Medium humanoid (meazel), neutral evil 1 200 xp

  • Armor class 13
  • Hit points 35 (10d8-10)
  • Speed 30 ft.
  • STR 8 (-1)
  • DEX 17 (+3)
  • CON 9 (-1)
  • INT 14 (+2)
  • WIS 13 (+1)
  • CHA 10 (0)

Skills: Perception +3, Stealth +5

Senses: Darkvision 120 ft., PP 13

Languages: Common

Challenge: 1 (200 xp)

Shadow Stealth: While in dim light or darkness, the meazel can take the Hide action as a bonus action.

Actions

Carrote: Melee Weapon Attack: +5 to hit, reach 5 ft., one target of the meazel's size or smaller. Hit: 6 (1d6+3) bludgeoning damage, and the target is grappled (escape DC 13 with disadvantage). Until the grapple ends, the target takes 10 (2d6+3) bludgeoning damage at the start of each of the meazel's turns. The meazel can't make weapon attacks while grappling a creature in this way.

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

Shadow Teleport (Recharge 5-6): The meazel, any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet ofit, provided that the starting space and the destination are in dim light or darkness. The destination must be a place the meazel has seen before, but it need not be within line of sight. If the destination space is occupied, the teleportation leads to the nearest unoccupied space.
Any other creature the meazel teleports becomes cursed by shadow for 1 hour. Until this curse ends, every undead and every creature native to the Shadowfell within 300 feet of the cursed creature can sense it, which prevents that creature from hiding from them.

Marut Large construct (inevitable), lawful neutral 25 75,000 xp

  • Armor class 22 (natural armor)
  • Hit points 432 (32d10+256)
  • Speed 40 ft., fly 30 ft. (hover)
  • STR 28 (+9)
  • DEX 12 (+1)
  • CON 26 (+8)
  • INT 19 (+4)
  • WIS 15 (+2)
  • CHA 18 (+4)

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

Skills: Insight +10, Intimidation +12, Perception +10

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

Damage Immunities: poison

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

Senses: Darkvision 60 ft., PP 20

Languages: all but rarely speaks

Challenge: 25 (75,000 xp)

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

Innate Spellcasting: The marut's innate spellcasting ability is Intelligence (spell save DC 20). The marut can innately cast the following spell, requiring no material components.
At will: plane shift (self only)

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

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

Actions

Multiattack: The marut makes two slam attacks.

Unerring Slam: Melee Weapon Attack: automatic hit, reach 5 ft., one target. Hit: 60 force damage, and the target is pushed up to 5 feet away from the marut if it is Huge or smaller.

Blazing Edict (Recharge 5-6): Arcane energy emanates from the marut's chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of this damage must succeed on a DC 20 Wisdom saving throw or be stunned until the end of the marut's next turn.

Justify: The marut targets up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 20 Charisma saving throw or be teleported to a teleportation circle in the Hall of Concordance in Sigil. A target fails automatically if it is incapacitated. If either target is teleported in this way, the marut teleports with it to the circle.
After teleporting in this way, the marut can't use this action again until it finishes a short or long rest.

Kruthik Hive Lord Large monstrosity, unaligned 5 1,800 xp

  • Armor class 20 (natural armor)
  • Hit points 102 (12d10+36)
  • Speed 40 ft., burrow 20 ft., climb 40 ft.
  • STR 19 (+4)
  • DEX 16 (+3)
  • CON 17 (+3)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 10 (0)

Senses: Darkvision 60 ft., Tremorsense 60 ft., PP 12

Languages: Kruthik

Challenge: 5 (1,800 xp)

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

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

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

Actions

Multiattack: The kruthik makes two stab attacks or two spike attacks.

Stab: Melee Weapon Attack +7 to hit, reach 10 ft., one target. Hit: 9 (1d10+4) piercing damage.

Spike: Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6+4) piercing damage.

Acid Spray (Recharge 5-6): The kruthik sprays acid in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one.

Adult Kruthik Medium monstrosity, unaligned 2 450 xp

  • Armor class 18 (natural armor)
  • Hit points 39 (6d8+12)
  • Speed 40 ft., burrow 20 ft., climb 40 ft.
  • STR 15 (+2)
  • DEX 16 (+3)
  • CON 15 (+2)
  • INT 7 (-2)
  • WIS 12 (+1)
  • CHA 8 (-1)

Senses: Darkvision 60 ft., Tremorsense 60 ft., PP 11

Languages: Kruthik

Challenge: 2 (450 xp)

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

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

Tunneler: The kruthik can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.

Actions

Multiattack: The kruthik makes two stab attacks or two spike attacks.

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

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

Young Kruthik Small monstrosity, unaligned 1/8 25 xp

  • Armor class 16 (natural armor)
  • Hit points 9 (2d6+2)
  • Speed 30 ft., burrow 10 ft., climb 30 ft.
  • STR 13 (+1)
  • DEX 16 (+3)
  • CON 13 (+1)
  • INT 4 (-3)
  • WIS 10 (0)
  • CHA 6 (-2)

Senses: Darkvision 30 ft., Tremorsense 60 ft., PP 10

Languages: Kruthik

Challenge: 1/8 (25 xp)

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

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

Tunneler: The kruthik can burrow through solid rock at half its burrowing speed and leaves a 2½-foot-diameter tunnel in its wake.

Actions

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

Howler Large fiend, chaotic evil 8 3,900 xp

  • Armor class 16 (natural armor)
  • Hit points 90 (12d10+24)
  • Speed 40 ft.
  • STR 17 (+3)
  • DEX 16 (+3)
  • CON 15 (+2)
  • INT 5 (-3)
  • WIS 20 (+5)
  • CHA 6 (-2)

Skills: Perception +8

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

Condition Immunities: frightened

Senses: Darkvision 60 ft., PP 15

Languages: understands Abyssal but can't speak

Challenge: 8 (3,900 xp)

Pack Tactics: A howler has advantage on attack rolls against a creature if at least one of the howler's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack: The howler makes two bite attacks.

Rending Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage, plus 22 (4d10) psychic damage if the target is frightened. This attack ignores damage resistance.

Mind-Breaking Howl (Recharge 6): The howler emits a keening howl in a 60-foot cone. Each creature in that area that isn't deafened must succeed on a DC 16 Wisdom saving throw or be frightened until the end of the howler's next turn. While a creature is frightened in this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours.

Gray Render Large monstrosity, chaotic neutral 12 8,400 xp

  • Armor class 19 (natural armor)
  • Hit points 189 (18d10+90)
  • Speed 30 ft.
  • STR 19 (+4)
  • DEX 13 (+1)
  • CON 20 (+5)
  • INT 3 (-4)
  • WIS 6 (-2)
  • CHA 8 (-1)

Save Throws: Str +8, Con +9

Skills: Perception +2

Senses: Darkvision 60 ft., PP 12

Languages: ---

Challenge: 12 (8,400 xp)

Actions

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

Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) piercing damage. If the target is Medium or smaller, the target must succeed on a DC 16 Strength saving throw or be knocked prone.

Claws: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) slashing damage, plus 7 (2d6) bludgeoning damage if the target is prone.

Reactions

Bloody Rampage: When the gray render takes damage, it makes one attack with its claws against a random creature within its reach, other than its master.

Githzerai Enlightened Medium humanoid (gith), lawful neutral 10 5,900 xp

  • Armor class 18
  • Hit points 112 (15d8+45)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 19 (+4)
  • CON 16 (+3)
  • INT 17 (+3)
  • WIS 19 (+4)
  • CHA 13 (+1)

Save Throws: Str +6, Dex +8, Int +7, Wis +8

Skills: Arcana +7, Insight +8, Perception +8

Senses: PP 18

Languages: Gith

Challenge: 10 (5,900 xp)

Innate Spellcasting (Psionics): The githzerai's innate spellcasting ability is Wisdom (spell save DC 16, +8 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: blur, expeditious retreat, feather fall, jump, see invisibility, shield
1/day each: haste, plane shift, teleport

Psychic Defense: While the anarch is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack: The githzerai makes three unarmed strikes.

Unarmed Strike: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage plus 13 (3d8) psychic damage.

Temporal Strike (Recharge 6): Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8+4) bludgeoning damage plus 52 (8d12) psychic damage. The target must succeed on a DC 16 Wisdom saving throw or move l round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied.

Githzerai Anarch Medium humanoid (gith), lawful neutral 16 15,000 xp

  • Armor class 20
  • Hit points 144 (17d8+68)
  • Speed 30 ft., fly 40 ft. (hover)
  • STR 16 (+3)
  • DEX 21 (+5)
  • CON 18 (+4)
  • INT 18 (+4)
  • WIS 20 (+5)
  • CHA 14 (+2)

Save Throws: Str +8, Dex +10, Int +9, Wis +10

Skills: Arcana +9, Insight +10, Perception +10

Senses: PP 20

Languages: Gith

Challenge: 16 (15,000 xp)

Innate Spellcasting (Psionics): The anarch's innate spellcasting ability is Wisdom (spell save DC 18, +10 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: feather fall, jump, see invisibility, shield, telekinesis
1/day each: globe of invulnerability, plane shift, teleportation circle, wall of force

Psychic Defense: While the anarch is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack: The anarch makes three unarmed strikes.

Unarmed Strike: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage plus 18 (4d8) psychic damage.

Legendary Actions

The anarch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The anarch regains spent legendary actions at the start of its turn.

Strike: The anarch makes one unarmed strike.
Teleport: The anarch magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it.
Change Gravity (Costs 3 Actions): The anarch casts the reverse gravity spell. The spell has the normal effect, except that the anarch can orient the area in any direction and creatures and objects fall toward the end of the area.

Githyanki Supreme Commander Medium humanoid (gith), lawful evil 14 11,500 xp

  • Armor class 18 (plate)
  • Hit points 187 (22d8+88)
  • Speed 30 ft.
  • STR 19 (+4)
  • DEX 17 (+3)
  • CON 18 (+4)
  • INT 16 (+3)
  • WIS 16 (+3)
  • CHA 18 (+4)

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

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

Senses: PP 18

Languages: Gith

Challenge: 14 (11,500 xp)

Innate Spellcasting (Psionics): The githyanki's innate spellcasting ability is Intelligence (spell save DC 16, +8 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, levitate (self only), misty step, nondetection (self only)
1/day each: Bigby's hand, mass suggestion, plane shift, telekinesis

Actions

Multiattack: The githyanki makes two greatsword attacks.

Silver Greatsword: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage plus 17 (5d6) psychic damage. On a critical hit against a target in an astral body (as with the astral projection spell), the githyanki can cut the silver cord that tethers the target to its material body, instead of dealing damage.

Legendary Actions

The githyanki can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The githyanki regains spent legendary actions at the start of its turn.

Attack (2 Actions): The githyanki makes a greatsword attack.
Command Ally: The githyanki targets one ally it can see within 30 feet of it. If the target can see or hear the githyanki, the target can make one melee weapon attack using its reaction and has advantage on the attack roll.
Teleport: The githyanki magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it. It also becomes insubstantial until the start of its next turn. While insubstantial, it can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 16 (3dl0) force damage and is moved to the nearest unoccupied space.

Reactions

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

Githyanki Kith'rak Medium humanoid (gith), lawful evil 12 8,400 xp

  • Armor class 18 (plate)
  • Hit points 180 (24d8+72)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 16 (+3)
  • CON 17 (+3)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 17 (+3)

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

Skills: Intimidation +6, Perception +6

Senses: PP 16

Languages: Gith

Challenge: 12 (8,400 xp)

Innate Spellcasting (Psionics): The githyanki's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components:

At will: mage hand (the hand is invisible)
3/day each: blur, jump, misty step, nondetection (self only)
1/day each: plane shift, telekinesis

Rally the Troops: As a bonus action, the githyanki can magically end the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it.

Actions

Multiattack: The githyanki makes three greatsword attacks.

Greatsword: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage plus 17 (5d6) psychic damage.

Reactions

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

Githyanki Gish Medium humanoid (gith), lawful evil 10 5,900 xp

  • Armor class 17 (half plate)
  • Hit points 123 (19d8+38)
  • Speed 30 ft.
  • STR 17 (+3)
  • DEX 15 (+2)
  • CON 14 (+2)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 16 (+3)

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

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

Senses: PP 16

Languages: Gith

Challenge: 10 (5,900 xp)

Innate Spellcasting (Psionics): The githyanki's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: mage hand (the hand is invisible)
3/day each: jump, misty step, nondetection (self only)
1/day each: plane shift, telekinesis

Spellcasting: The githyanki is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The githyanki has the following wizard spells prepared:
Cantrips (at will): blade ward, light, message, true strike
1st level (4 slots): expeditious retreat, magic missile, sleep, thunderwave
2nd level (3 slots): blur, invisibility, levitate
3rd level (3 slots): counterspell,fireball, haste
4th level (2 slots): dimension door

War Magic: When the githyanki uses its action to cast a spell, it can make one weapon attack as a bonus action.

Actions

Multiattack: The githyanki makes two longsword attacks.

Longsword: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands, plus 18 (4d8) psychic damage.

Giff Medium humanoid, lawful neutral 3 700 xp

  • Armor class 16 (breastplate)
  • Hit points 60 (8d8+24)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 17 (+3)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 12 (+1)

Senses: PP 11

Languages: Common

Challenge: 3 (700 xp)

Headfirst Charge: The giff can try to knock a creature over: if the giff moves at least 20 feet in a straight line that ends within 5 feet of a Large or smaller creature, that creature must succeed on a DC 14 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone.

Firearms Knowledge: The giff's mastery of its weapons enables it to ignore the loading property of muskets and pistols.

Actions

Multiattack: The giff makes two pistol attacks.

Longsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands.

Musket: Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 7 (1d12+2) piercing damage.

Pistol: Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 7 (1d10+2) piercing damage.

Fragmentation Grenade (1/day): The giff throws a grenade up to 60 feet. Each creature within 20 feet of the grenade's detonation must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one.

Water Elemental Myrmidon Medium elemental, neutral 7 2,900 xp

  • Armor class 18 (plate)
  • Hit points 127 (17d8+51)
  • Speed 40 ft., swim 40 ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 8 (-1)
  • WIS 10 (0)
  • CHA 10 (0)

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

Damage Immunities: poison

Condition Immunities: paralyzed, petrified, poisoned, prone

Senses: Darkvision 60 ft., PP 10

Languages: Aquan, one language of its creator's choice

Challenge: 7 (2,900 xp)

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

Actions

Multiattack: The myrmidon makes three trident attacks.

Trident: Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6+4) piercing damage, or 8 (1d8+4) piercing damage if used with two hands to make a melee attack.

Freezing Strike (Recharge 6): The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) cold damage. A target that is hit by one or more of these attacks has its speed reduced by 10 feet until the end of the myrmidon's next turn.

Fire Elemental Myrmidon Medium elemental, neutral 7 2,900 xp

  • Armor class 18 (plate)
  • Hit points 123 (19d8+38)
  • Speed 40 ft.
  • STR 13 (+1)
  • DEX 18 (+4)
  • CON 15 (+2)
  • INT 9 (-1)
  • WIS 10 (0)
  • CHA 10 (0)

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

Damage Immunities: fire, poison

Condition Immunities: paralyzed, petrified, poisoned, prone

Senses: Darkvision 60 ft., PP 10

Languages: Ignan, one language of its creator's choice

Challenge: 7 (2,900 xp)

Illumination: The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius.

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

Water Susceptibility: For every 5 feet the myrmidon moves in 1 foot or more of water, it takes 2 (1d4) cold damage.

Actions

Multiattack: The myrmidon makes three scimitar attacks.

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

Fiery Strike (Recharge 6): The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) fire damage.

Earth Elemental Myrmidon Medium elemental, neutral 7 2,900 xp

  • Armor class 18 (plate)
  • Hit points 127 (17d8+51)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 17 (+3)
  • INT 8 (-1)
  • WIS 10 (0)
  • CHA 10 (0)

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

Damage Immunities: poison

Condition Immunities: paralyzed, petrified, poisoned, prone

Senses: Darkvision 60 ft., PP 10

Languages: Terran, one language of its creator's choice

Challenge: 7 (2,900 xp)

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

Actions

Multiattack: The myrmidon makes two maul attacks.

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

Thunderous Strike (Recharge 6): The myrmidon makes one maul attack. On a hit, the target takes an extra 16 (3d10) thunder damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.

Air Elemental Myrmidon Medium elemental, neutral 7 2,900 xp

  • Armor class 18 (plate)
  • Hit points 117 (18d8+36)
  • Speed 30 ft., fly 30 ft. (hover)
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 9 (-1)
  • WIS 10 (0)
  • CHA 10 (0)

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

Damage Immunities: poison

Condition Immunities: paralyzed, petrified, poisoned, prone

Senses: Darkvision 60 ft., PP 10

Languages: Auran, one language of its creator's choice

Challenge: 7 (2,900 xp)

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

Actions

Multiattack: The myrmidon makes three flail attacks.

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

Lightning Strike (Recharge 6): The myrmidon makes one flail attack. On a hit, the target takes an extra 18 (4d8) lightning damage, and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the myrmidon's next turn.

Zaratan (2/2) Gargantuan elemental, neutral 22 41,000 xp

  • Armor class 21 (natural armor)
  • Hit points 307 (15d20+150)
  • Speed 40 ft., swim 40 ft.
  • STR 30 (+10)
  • DEX 10 (0)
  • CON 30 (+10)
  • INT 2 (-4)
  • WIS 21 (+5)
  • CHA 18 (+4)

Save Throws: Wis +12, Cha +11

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

Damage Immunities: poison

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

Senses: Darkvision 60 ft., Tremorsense 60 ft., PP 15

Languages: ---

Challenge: 22 (41,000 xp)

Actions

Features cont.

Earth-Shaking Movement: As a bonus action after moving at least 10 feet on the ground, the zaratan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature's concentration is broken.
The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried, a creature within half the distance of the structure's height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (Sd6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped.

Zaratan (1/2) Gargantuan elemental, neutral 22 41,000 xp

  • Armor class 21 (natural armor)
  • Hit points 307 (15d20+150)
  • Speed 40 ft., swim 40 ft.
  • STR 30 (+10)
  • DEX 10 (0)
  • CON 30 (+10)
  • INT 2 (-4)
  • WIS 21 (+5)
  • CHA 18 (+4)

Save Throws: Wis +12, Cha +11

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

Damage Immunities: poison

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

Senses: Darkvision 60 ft., Tremorsense 60 ft., PP 15

Languages: ---

Challenge: 22 (41,000 xp)

Damage Vulnerabilities: thunder

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

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

Siege Monster: The elemental deals double damage to objects and structures (included in Earth-Shaking Movement).

Actions

Multiattack: The zaratan makes two attacks: one with its bite and one with its stomp.

Bite: Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 28 (4d8+10) piercing damage.

Stomp: Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 26 (3d10+10) bludgeoning damage.

Spit Rock: Ranged Weapon Attack: +17 to hit, range 120/240 ft., one target. Hit: 31 (6d8+10) bludgeoning damage.

Spew Debris (Recharge 5-6): The zaratan exhales rocky debris in a 90-foot cube. Each creature in that area must make a DC 25 Dexterity saving throw. A creature takes 33 (6d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone.

Legendary Actions

The zaratan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The zaratan regains spent legendary actions at the start of its turn.

Stomp: The zaratan makes one stomp attack.
Move: The zaratan moves up to its speed.
Spit (Costs 2 Actions): The zaratan uses Spit Rock.
Retract (Costs 2 Actions): The zaratan retracts into its shell. Until it takes its Emerge action, it has resistance to all damage, and it is restrained. The next time it takes a legendary action, it must take its Revitalize or Emerge action.
Revitalize (Costs 2 Actions): The zaratan can use this option only if it is retracted in its shell. It regains 52 (5d20) hit points. The next time it takes a legendary action, it must take its Emerge action.
Emerge (Costs 2 Actions): The zaratan emerges from its shell and uses Spit Rock. It can use this option only if it is retracted in its shell.

Elder Tempest Gargantuan elemental, neutral 23 50,000 xp

  • Armor class 19
  • Hit points 264 (16d20+96)
  • Speed 0 ft., fly 120 ft. (hover)
  • STR 23 (+6)
  • DEX 28 (+9)
  • CON 23 (+6)
  • INT 2 (-4)
  • WIS 21 (+5)
  • CHA 18 (+4)

Save Throws: Wis +12, Cha +11

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

Damage Immunities: lightning, poison, thunder

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

Senses: Darkvision 60 ft., PP 15

Languages: ---

Challenge: 23 (50,000 xp)

Flyby: The tempest doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Legendary Resistance (3/Day): If the tempest fails a saving throw, it can choose to succeed instead.
Living Storm: The tempest is always at the center of a storm 1d6+4 miles in diameter. Heavy precipitation in the form of either rain or snow falls there7 causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. The winds extinguish open flames and disperse fog.
Siege Monster: The tempest deals double damage to objects and structures.

Actions

Multiattack: The tempest makes two attacks with its thunderous slam.
Thunderous Slam: Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 23 (4d6+9) thunder damage.
Lightning Storm (Recharge 6): All other creatures within 120 feet of the tempest must each make a DC 20 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. If a target's saving throw fails by 5 or more, the creature is also stunned until the end of its next turn.

Legendary Actions

The tempest can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only qt the end of another creature's turn. The tempest regains spent legendary actions at the start of its turn.
Move: The tempest moves up to its speed.
Lightning Strike (Costs 2 Actions): The tempest can cause a bolt of lightning to strike a point on the ground anywhere under its storm. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.
Screaming Gale (Costs 3 Actions): The tempest releases a blast of thunder and wind in a line that is 1 mile long and 20 feet wide. Objects in that area take 22 (4d10) thunder damage. Each creature there must succeed on a DC 21 Dexterity saving throw or take 22 (4d10) thunder damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with an immovable object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone.

Features cont.

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


Phoenix Gargantuan elemental, neutral 16 15,000 xp

  • Armor class 18
  • Hit points 175 (10d20+70)
  • Speed 20 ft., fly 120 ft.
  • STR 19 (+4)
  • DEX 26 (+8)
  • CON 25 (+7)
  • INT 2 (-4)
  • WIS 21 (+5)
  • CHA 18 (+4)

Save Throws: Wis +10, Cha +9

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

Damage Immunities: fire, poison

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

Senses: Darkvision 60 ft., PP 15

Languages: ---

Challenge: 16 (15,000 xp)

Fire Form: The phoenix can move through a space as narrow as l inch wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 5 (1d10) lire damage. In addition, the phoenix can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage. With a touch, the phoenix can also ignite flammable objects that aren't worn or carried (no action required).
Flyby: The phoenix doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Illumination: The phoenix sheds bright light in a 60-foot radius and dim light for an additional 30 feet.
Legendary Resistance (3/Day): If the phoenix fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The phoenix makes two attacks: one with its beak and one with its fiery talons.

Beak: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 15 (2d6+8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

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

Legendary Actions

The phoenix can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The phoenix regains spent legendary actions at the start of its turn.
Peck: The phoenix makes one beak attack.
Move: The phoenix moves up to its speed.
Swoop (Costs 2 Actions): The phoenix moves up to its speed and attacks with its fiery talons.

Features cont.

Fiery Death and Rebirth: When the phoenix dies, it explodes. Each creature within 60-feet of it must make a DC 20 Dexterity saving throw, taking 22 (4dl0) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't worn or carried.
The explosion destroys the phoenix's body and leaves behind an egg-shaped cinder that weighs 5 pounds. The cinder is blazing hot, dealing 21 (6d6) fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after ld6 days, it hatches a new phoenix.
Siege Monster: The phoenix deals double damage to objects and structures.

Leviathan Gargantuan elemental, neutral 20 25,000 xp

  • Armor class 17
  • Hit points 328 (16d20+160)
  • Speed 40 ft., swim 120 ft.
  • STR 30 (+10)
  • DEX 24 (+7)
  • CON 30 (+10)
  • INT 2 (-4)
  • WIS 18 (+4)
  • CHA 17 (+3)

Save Throws: Wis +10, Cha +9

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

Damage Immunities: acid, poison

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

Senses: Darkvision 60 ft., PP 14

Languages: ---

Challenge: 20 (25,000 xp)

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

Partial Freeze: If the leviathan takes 50 cold damage or more during a single turn, the leviathan partially freezes, until the end of its next turn, its speeds are reduced to 20 feet, and it makes attack rolls with disadvantage.

Siege Monster: The leviathan deals double damage to objects and structures (included in Tidal Wave).

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

Actions

Multiattack: The leviathan makes two attacks: one with its slam and one with its tail.
Slam: Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 15 (1d10+10) bludgeoning damage plus 5 (1d10) acid damage.
Tail: Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 16 (1d12+10) bludgeoning damage plus 6 (ld12) acid damage.

Tidal Wave (Recharge 6): While submerged, the leviathan magically creates a wall of water centered on itself. The wall is up 250 feet long, up to 250 feet high, and up to 50 feet thick.
When the wall appears, all other creatures within its area must each make a DC 24 Strength saving throw. A creature takes 33 (6dl0) bludgeoning damage on failed save, or half as much damage on a successful one.
At the start of each of the leviathan's turns after the wall appears, the wall , along with any other creatures in it, moves 50 feet away from the leviathan. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a DC 24 Strength saving throw or take 27 (5d10) bludgeoning damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall's height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the effect ends.
A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful DC 24 Strength (Athletics) check to swim at all during that turn.

Legendary Actions

The leviathan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The leviathan regains spent legendary actions at the start of its turn.
Slam (Costs 2 Actions): The leviathan makes one slam attack.
Move: The leviathan moves up to its speed.

Winter Eladrin Medium fey (elf), chaotic neutral 10 5,900 xp

  • Armor class 19 (natural armor)
  • Hit points 127 (17d8+51)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 18 (+4)
  • WIS 17 (+3)
  • CHA 13 (+1)

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

Senses: Darkvision 60 ft., PP 13

Languages: Common, Elvish, Slyvan

Challenge: 10 (5,900 xp)

Fey Step (Recharge 4-6): As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.
Innate Spellcasting: The eladrin's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: fog cloud, gust of wind
1/day each: cone of cold, ice storm
Magic Resistance: The eladrin has advantage on saving throws against spells and other magical effects.
Sorrowful Presence: Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The charmed 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 any eladrin's Sorrowful Presence for the next 24 hours.
Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success.

Actions

Longsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands.

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

Reactions

Frigid Rebuke: When the eladrin takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to succeed on a DC 16 Constitution saving throw or take 11 (2d10) cold damage.

Summer Eladrin Medium fey (elf), chaotic neutral 10 5,900 xp

  • Armor class 19 (natural armor)
  • Hit points 127 (17d8+51)
  • Speed 50 ft.
  • STR 19 (+4)
  • DEX 21 (+5)
  • CON 16 (+3)
  • INT 14 (+2)
  • WIS 12 (+1)
  • CHA 18 (+4)

Skills: Athletics +8, Intimidation +8

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

Senses: Darkvision 60 ft., PP 9

Languages: Common, Elvish, Slyvan

Challenge: 10 (5,900 xp)

Fearsome Presence: Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of the eladrin 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 any eladrin's Fearsome Presence for the next 24 hours.

Fey Step (Recharge 4-6): As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.

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

Actions

Multiattack: The eladrin makes two weapon attacks.

Longsword: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage, or 15 (2d10+4) slashing damage if used with two hands, plus 4 (1d8) fire damage.

Longbow: Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 14 (2d8+5) piercing damage plus 4 (1d8) fire damage.

Reactions

Parry: The eladrin adds 3 to its AC against one melee attack that would hit it. To do so, the eladrin must see the attacker and be wielding a melee weapon.

Spring Eladrin Medium fey (elf), chaotic neutral 10 5,900 xp

  • Armor class 19 (natural armor)
  • Hit points 127 (17d8+51)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 18 (+4)
  • WIS 11 (0)
  • CHA 18 (+4)

Skills: Deception +8, Persuasion +8

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

Senses: Darkvision 60 ft., PP 10

Languages: Common, Elvish, Slyvan

Challenge: 10 (5,900 xp)

Fey Step (Recharge 4-6): As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.
Innate Spellcasting: The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: charm person, Tasha's hideous laughter
3/day each: confusion, enthrall, suggestion
1/day each: hallucinatory terrain, Otto's irresistible dance
Joyful Presence: Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Joyful Presence for 24 hours.
Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success.
Magic Resistance: The eladrin has advantage on saving throws against spells and other magical effects.

Actions

Multiattack: The eladrin makes two weapon attacks. The eladrin can cast one spell in place of one of these attacks.

Longsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands, plus 4 (1d8) psychic damage.

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

Autumn Eladrin Medium fey (elf), chaotic neutral 10 5,900 xp

  • Armor class 19 (natural armor)
  • Hit points 127 (17d8+51)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 14 (+2)
  • WIS 17 (+3)
  • CHA 18 (+4)

Skills: Insight +7, Medicine +7

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

Senses: Darkvision 60 ft., PP 13

Languages: Common, Elvish, Slyvan

Challenge: 10 (5,900 xp)

Enchanting Presence: Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Enchanting Presence for 24 hours.
Whenever the eladrin deals damage to the charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success.
Fey Step (Recharge 4-6): As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.
Innate Spellcasting: The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: calm emotions, sleep
3/day each: cure wounds (as a 5th-level spell), lesser restoration

1/day each: greater restoration, heal, raise dead
Magic Resistance: The eladrin has advantage on saving throws against spells and other magical effects.

Actions

Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands, plus 18 (4d8) psychic damage.

Longbow: Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage plus 18 (4d8) psychic damage.

Reactions

Foster Peace: If a creature charmed by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker.

Sacred Statue Large construct, as the eidolon's alignment 0 xp

  • Armor class 19 (natural armor)
  • Hit points 95 (10d10+40)
  • Speed 25 ft.
  • STR 19 (+4)
  • DEX 8 (-1)
  • CON 19 (+4)
  • INT 14 (+2)
  • WIS 19 (+4)
  • CHA 16 (+3)

Save Throws: Wis +8

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

Damage Immunities: cold, necrotic, poison

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

Senses: Darkvision 60 ft., PP 14

Languages: the languages the eidolon knew in life

Challenge: (0 xp)

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

Ghostly Inhabitant: The eidolon that enters the sacred statue remains inside it until the statue drops to 0 hit points, the eidolon uses a bonus action to move out of the statue, or the eidolon is turned or forced out by an effect such as the dispel evil and good spell. When the eidolon leaves the statue, it appears in an unoccupied space within 5 feet of the statue.

Inert: When not inhabited by an eidolon, the statue is an object.

Actions

Multiattack: The statue makes two slam attacks.

Slam: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 43 (6dl2+4) bludgeoning damage.

Rock: Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 37 (6dl0+4) bludgeoning damage.

Eidolon Medium undead, any alignment 12 8,400 xp

  • Armor class 9
  • Hit points 63 (18d8-18)
  • Speed 0 ft., fly 40 ft. (hover)
  • STR 7 (-2)
  • DEX 8 (-1)
  • CON 9 (-1)
  • INT 14 (+2)
  • WIS 19 (+4)
  • CHA 16 (+3)

Save Throws: Wis +8

Skills: Perception +8

Damage Resistances: acid, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: cold, necrotic, poison

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

Senses: Darkvision 60 ft., PP 18

Languages: the languages it knew in life

Challenge: 12 (8,400 xp)

Incorporeal Movement: The eidolon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object other than a sacred statue.

Sacred Animation (Recharge 5-6): When the eidolon moves into a space occupied by a sacred statue, the eidolon can disappear, causing the statue to become a creature under the eidolon's control. The eidolon uses the sacred statue's statistics in place of its own.

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

Actions

Divine Dread: Each creature within 60 feet of the eidolon that can see it must succeed on a DC 15 Wisdom saving throw or be frightened of it for 1 minute. While frightened in this way, the creature must take the Dash action and move away from the eidolon by the safest available route at the start of each of its turns, unless there is nowhere for it to move, in which case the creature also becomes stunned until it can move again. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to any eidolon's Divine Dread for the next 24 hours.

Duergar Xarron Medium humanoid (dwarf), lawful evil 2 450 xp

  • Armor class 18 (plate mail)
  • Hit points 26 (4d8+8)
  • Speed 25 ft.
  • STR 16 (+3)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 9 (-1)

Damage Resistances: poison

Senses: Darkvision 120 ft., PP 10

Languages: Dwarvish, Undercommon

Challenge: 2 (450 xp)

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

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

Actions

Fire Lance: Melee Weapon Attack: +5 to hit (with disadvantage if the target is within 5 feet of the duergar), reach 10 ft., one target. Hit: 9 (1d12+3) piercing damage plus 3 (1d6) fire damage, or 16 (2d12+3) piercing damage plus 3 (ld6) fire damage while enlarged.

Fire Spray (Recharge 5-6): From its fire lance, the duergar shoots a 15-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.

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

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

Duergar Warlord Medium humanoid (dwarf), lawful evil 2 450 xp

  • Armor class 20 (plate mail, shield)
  • Hit points 75 (10d8+30)
  • Speed 25 ft.
  • STR 18 (+4)
  • DEX 11 (0)
  • CON 17 (+3)
  • INT 12 (+1)
  • WIS 12 (+1)
  • CHA 14 (+2)

Damage Resistances: poison

Senses: Darkvision 120 ft., PP 10

Languages: Dwarvish, Undercommon

Challenge: 2 (450 xp)

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

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

Actions

Multiattack: The duergar makes three hammer or javelin attacks and uses Call to Attack, or Enlarge if it is available.

Psychic-Attuned Hammer: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) bludgeoning damage, or 15 (2d10+4) bludgeoning damage while enlarged, plus 5 (1d10) psychic damage.

Javelin: Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6+4) piercing damage, or 11 (2d6+4) piercing damage while enlarged.

Call to Attack: Up to three allied duergar within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack.

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

Invisibility (Recharge 4-6): The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

Reactions

Scouring Instruction: When an ally that the duergar can see makes a d20 roll, the duergar can roll a d6 and the ally can add the number rolled to the d20 roll by taking 3 (1 d6) psychic damage. A creature immune to psychic damage can't be affected by Scouring Instruction.

Duergar Stone Guard Medium humanoid (dwarf), lawful evil 2 450 xp

  • Armor class 18 (chain mail, shield)
  • Hit points 39 (6d8+12)
  • Speed 25 ft.
  • STR 18 (+4)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 9 (-1)

Damage Resistances: poison

Senses: Darkvision 120 ft., PP 10

Languages: Dwarvish, Undercommon

Challenge: 2 (450 xp)

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

Phalanx Formation: The duergar has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of a duergar ally wielding a shield.

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

Actions

King's Knife (Shortsword): Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage, or 11 (2d6+4) piercing damage while enlarged.

Javelin: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6+4) piercing damage, or 11 (2d6+4) piercing damage while enlarged.

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

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

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

  • Armor class 14 (leather armor)
  • Hit points 18 (4d8)
  • Speed 25 ft.
  • STR 11 (0)
  • DEX 16 (+3)
  • CON 10 (0)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 12 (+1)

Damage Resistances: poison

Senses: Darkvision 120 ft., PP 10

Languages: Dwarvish, Undercommon

Challenge: 1 (200 xp)

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

Create Soulblade: As a bonus action, the duergar can create a shortsword-sized, visible blade of psionic energy. The weapon appears in the duergar's hand and vanishes if it leaves the duergar's grip, or if the duergar dies or is incapacitated.

Innate Spellcasting (Psionics): The duergar's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: blade ward, true strike
3/day each: jump, hunter's mark

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

Actions

Soulblade: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) force damage, or 10 (2d6+3) force damage while enlarged. If the soulblade has advantage on the attack roll, the attack deals an extra 3 (ld6) force damage.

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

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

Duergar Screamer Medium construct, lawful evil 2 450 xp

  • Armor class 15 (natural armor)
  • Hit points 38 (7d8+7)
  • Speed 20 ft.
  • STR 18 (+4)
  • DEX 7 (-2)
  • CON 12 (+1)
  • INT 5 (-3)
  • WIS 5 (-3)
  • CHA 5 (-3)

Damage Immunities: poison

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

Senses: Darkvision 120 ft., PP 7

Languages: Dwarvish, Undercommon

Challenge: 2 (450 xp)

Engine of Pain: Once per turn, a creature that attacks the hammerer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 (1d10) damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction.

Actions

Multiattack: The screamer makes one drill attack and uses its Sonic Scream.

Drill: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) piercing damage.

Sonic Scream: The screamer emits destructive energy in a 15 foot cube. Each creature in that area must succeed on a DC 11 Strength saving throw or take 7 (2d6) thunder damage and be knocked prone.

Duergar Mind Master Medium humanoid (dwarf), lawful evil 2 450 xp

  • Armor class 14 (leather armor)
  • Hit points 39 (6d8+12)
  • Speed 25 ft.
  • STR 11 (0)
  • DEX 17 (+3)
  • CON 14 (+2)
  • INT 15 (+2)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: Wis +2

Skills: Perception +2, Stealth +5

Damage Resistances: poison

Senses: Darkvision 120 ft., Truesight 30 ft., PP 12

Languages: Dwarvish, Undercommon

Challenge: 2 (450 xp)

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

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

Actions

Multiattack: The duergar makes two melee attacks. It can replace one of those attacks with a use of Mind Mastery.

Mind-Poison Dagger: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage and 10 (3d6) psychic damage, or 1 piercing damage and 14 (4d6) psychic damage while reduced.

Invisibility (Recharge 4- 6): The duergar magically turns invisible for up to l hour or until it attacks, it casts a spell, it uses its Reduce, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

Mind Mastery: The duergar targets one creatu re it can see within 60 feet of it. The target must succeed on a DC 12 Intelligence saving throw, or the duergar causes it to use its reaction either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar's choice. Creatures that can't be charmed are immune to this effect.

Reduce (Recharges after a Short or Long Rest): For 1 minute, the duergar magically decreases in size, along with anything it is wearing or carrying. While reduced, the duergar is Tiny, reduces its weapon damage to l, and makes attacks, checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. ft can also take a bonus action on each of its turns to take the Hide action.

Duergar Kavalrachni Medium humanoid (dwarf), lawful evil 2 450 xp

  • Armor class 16 (scale mail, shield)
  • Hit points 26 (4d8+8)
  • Speed 25 ft.
  • STR 14 (+2)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 9 (-1)

Damage Resistances: poison

Senses: Darkvision 120 ft., PP 10

Languages: Dwarvish, Undercommon

Challenge: 2 (450 xp)

Cavalry Training: When the duergar hits a target with a melee attack while mounted on a female steeder, the steeder can make one melee attack against the same target as a reaction.

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

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

Actions

Multiattack: The duergar makes two war pick attacks.

War Pick: Melee Weapon Attack: +4 to hit, reach 5 ft,. one target. Hit: 6 (1d8+2) piercing damage plus 5 (2d4) poison damage.

Heavy Crossbow: Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Shared Invisibility (Recharges after a Short or Long Rest): The duergar magically turns invisible for up to l hour or until it attacks, it casts a spell, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. While the invisible duergar is mounted on a female steeder, the steeder is invisible as well. The invisibility ends early on the steeder immediately after it attacks.

Duergar Hammerer Medium construct, lawful evil 2 450 xp

  • Armor class 17 (natural armor)
  • Hit points 33 (6d8+6)
  • Speed 20 ft.
  • STR 17 (+3)
  • DEX 7 (-2)
  • CON 12 (+1)
  • INT 5 (-3)
  • WIS 5 (-3)
  • CHA 5 (-3)

Save Throws: Con +8, Wis +6

Damage Immunities: poison

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

Senses: Darkvision 60 ft., PP 12

Languages: understands Dwarvish but can't speak

Challenge: 2 (450 xp)

Engine of Pain: Once per turn, a creature that attacks the hammerer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 (1d10) damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction.

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

Actions

Multiattack: The hammerer makes two attacks: one with its claw and one with its hammer.

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

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

Duergar Despot Medium humanoid (dwarf), lawful evil 12 8,400 xp

  • Armor class 21 (natural armor)
  • Hit points 119 (14d8+56)
  • Speed 25 ft.
  • STR 20 (+5)
  • DEX 5 (-3)
  • CON 19 (+4)
  • INT 15 (+2)
  • WIS 14 (+2)
  • CHA 13 (+1)

Save Throws: Con +8, Wis +6

Damage Immunities: poison

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

Senses: Darkvision 120 ft., PP 12

Languages: Dwarvish, Undercommon

Challenge: 12 (8,400 xp)

Innate Spellcasting (Psionics): The duergar despot's innate spellcasting ability is Intelligence (spell save DC 12). It can cast the following spells, requiring no components:
At will: mage hand, minor illusion
1/day each: counterspell, misty step, stinking cloud

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

Psychic Engine: When the duergar despot suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 14 (4d6) psychic damage to each creature within 5 feet of it.

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

Actions

Multiattack: The despot makes two iron fist attacks and two stomping foot attacks. It can replace up to four of these attacks with uses of its Flame Jet.

Iron Fist: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage. If the target is a Large or smaller creature, it must make a successful DC 17 Strength saving throw or be thrown up to 30 feet away in a straight line. The target lands prone and then takes 10 (3d6) bludgeoning damage.

Stomping Foot: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) bludgeoning damage, or 18 (3d8+5) to a prone target.

Flame jet: The duergar spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.

Drow Shadowblade Medium humanoid (elf), neutral evil 11 7,200 xp

  • Armor class 17 (studded leather)
  • Hit points 150 (20d8+60)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 21 (+5)
  • CON 16 (+3)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 13 (+1)

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

Skills: Perception +6, Stealth +9

Senses: Darkvision 120 ft., PP 16

Languages: Elvish, Undercommon

Challenge: 11 (7,200 xp)

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

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

Shadow Step: While in dim light or darkness, the drow can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.

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

Actions

Multiattack: The drow makes two attacks with its shadow sword. If either attack hits and the target is within 10 feet of a 5-foot cube of darkness created by the shadow sword on a previous turn, the drow can dismiss that darkness and cause the target to take 21 (6d6) necrotic damage. The drow can dismiss darkness in this way no more than once per turn.

Shadow Sword: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) piercing damage plus 10 (3d6) necrotic damage and 10 (3d6) poison damage. The drow can then fill an unoccupied 5-foot cube within 5 feet of the target with magical darkness, which remains for 1 minute.

Hand Crossbow: Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6+5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.

Drow Matron Mother (2/2) Medium humanoid (elf), neutral evil 20 25,000 xp

  • Armor class 17 (half plate)
  • Hit points 262 (35d8+105)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 18 (+4)
  • CON 16 (+3)
  • INT 17 (+3)
  • WIS 21 (+5)
  • CHA 22 (+6)

Save Throws: Con +9, Wis +11, Cha +12

Skills: Insight +11, Perception +11, Religion +9, Stealth +10

Condition Immunities: charmed, frightened, poisoned

Senses: Darkvision 120 ft., PP 21

Languages: Elvish, Undercommon

Challenge: 20 (25,000 xp)

Spellcasting: The drow is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The drow has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, sacred flame, thaumaturgy
1 st level (4 slots): bane, command, cure wounds, guiding bolt
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3 slots): bestow curse, clairvoyance, dispel magic, spirit guardians
4th level (3 slots): banishment, death ward, freedom of movement, guardian of faith
5th level (3 slots): contagion, flame strike, geas, mass cure wounds
6th level (2 slots): blade barrier, harm
7th level (2 slots): divine word, plane shift
8th level (l slot): holy aura
9th level (l slot): gate

Actions

Drow Matron Mother (1/2) Medium humanoid (elf), neutral evil 20 25,000 xp

  • Armor class 17 (half plate)
  • Hit points 262 (35d8+105)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 18 (+4)
  • CON 16 (+3)
  • INT 17 (+3)
  • WIS 21 (+5)
  • CHA 22 (+6)

Save Throws: Con +9, Wis +11, Cha +12

Skills: Insight +11, Perception +11, Religion +9, Stealth +10

Condition Immunities: charmed, frightened, poisoned

Senses: Darkvision 120 ft., PP 21

Languages: Elvish, Undercommon

Challenge: 20 (25,000 xp)

Fey Ancestry: The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Innate Spellcasting: The drow's innate spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material components:
At will: dancing lights, detect magic
1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion
Lolth's Fickle Favor: As a bonus action, the matron can bestow the Spider Queen's blessing on one ally she can see within 30 feet of her. The ally takes 7 (2d6) psychic damage but has advantage on the next attack roll it makes until the end of its next turn.
Magic Resistance: The drow has advantage on saving throws against spells and other magical effects.
Sunlight Sensitivity: While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack: The matron mother makes two demon staff attacks or three tentacle rod attacks.
Demon Staff: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage, or 8 (1d8+4) bludgeoning damage if used with two hands, plus 14 (4d6) psychic damage. In addition, the target must succeed on a DC 19 Wisdom saving throw or become frightened of the drow 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.
Tentacle Rod: Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 3 (1d6) bludgeoning damage. If the target is hit three times by the rod on one turn, the target must succeed on a DC 15 Constitution saving throw or suffer the following effects for 1 minute: the target's speed is halved , it has disadvantage on Dexterity saving throws, and it can't use reactions. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
Summon Servant (1/Day): The drow magically summons a retriever or a yochlol. The summoned creature 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 rem1ains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

Legendary Actions

The drow can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The drow regains spent legendary actions at the start of her turn.

Demon Staff: The drow makes one attack with her demon staff.
Compel Demon (Costs 2 Actions): An allied demon within 30 feet of the drow uses its reaction to make one attack against a target of the drow's choice that she can see.
Cast a Spell (Costs 1-3 Actions): The drow expends a spell slot to cast a l st-, 2nd-, or 3rd-level spell that she has prepared. Doing so costs 1 legendary action per level of the spell.

Drow Inquisitor Medium humanoid (elf), neutral evil 14 11,500 xp

  • Armor class 16 (breastplate)
  • Hit points 143 (22d8+44)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 15 (+2)
  • CON 14 (+2)
  • INT 16 (+3)
  • WIS 21 (+5)
  • CHA 20 (+5)

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

Skills: Insight +10, Perception +10, Religion +8, Stealth +7

Condition Immunities: frightened

Senses: Darkvision 120 ft., PP 20

Languages: Elvish, Undercommon

Challenge: 14 (11,500 xp)

Discern Lie: The drow knows when she hears a creature speak a lie in a language she knows.
Fey Ancestry: The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.

Innate Spellcasting: The drow's innate spellcasting ability is Charisma (spell save DC 18). She can innately cast the following spells, requiring no material components:
At will: dancing lights, detect magic
1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion

Magic Resistance: The drow has advantage on saving throws against spells and other magical effects.
Sunlight Sensitivity: While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack: The drow makes three lance attacks.

Death Lance: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) piercing damage plus 18 (4d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage it takes. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Features cont.

Spellcasting: The drow is a 12th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). Sjhe has the following cleric spells prepared:

Cantrips (at will): guidance, message, poison spray, resistance, thaumaturgy
1st level (4 slots): bane, cure wounds, inflict wounds
2nd level (3 slots): blindness/deafness. silence, spiritual weapon
3rd level (3 slots): bestow curse, dispel magic, magic circle
4th level (3 slots): banishment, divination.freedom of movement
5th level (2 slots): contagion, dispel evil and good, insect plague
6th level (1 slot): harm, true seeing

Drow House Captain Medium humanoid (elf), neutral evil 9 5,000 xp

  • Armor class 16 (chain mail)
  • Hit points 162 (25d8+50)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 19 (+4)
  • CON 15 (+2)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 13 (+1)

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

Skills: Perception +6, Stealth +8

Senses: Darkvision 120 ft., PP 16

Languages: Elvish, Undercommon

Challenge: 9 (5,000 xp)

Battle Command: As a bonus action, the drow targets one ally he can see within 30 feet of him. If the target can see or hear the drow, the target can use its reaction to make one melee attack or to take the Dodge or Hide action.

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

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

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

Actions

Multiattack: The drow makes three attacks: two with his scimitar and one with his whip or his hand crossbow.

Scimitar: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage plus 14 (4d6) poison damage.

Whip: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (1d4+4) slashing damage. If the target is an ally, it has advantage on attack rolls until the end of its next turn.

Hand Crossbow: Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 7 (1d6+4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for l hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.

Reactions

Parry: The drow adds 3 to his AC against one melee attack that would hit him. To do so, the drow must see the attacker and be wielding a melee weapon.

Drow Favored Consort Medium humanoid (elf), neutral evil 18 20,000 xp

  • Armor class 15 (18 with mage armor)
  • Hit points 225 (30d8+90)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 20 (+5)
  • CON 16 (+3)
  • INT 18 (+4)
  • WIS 15 (+2)
  • CHA 18 (+4)

Save Throws: Dex +11, Con +9, Cha +10

Skills: Acrobatics +11, Athletics +8, Perception +8, Stealth +11

Senses: Darkvision 120 ft., PP 18

Languages: Elvish, Undercommon

Challenge: 18 (20,000 xp)

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

Innate Spellcasting: The drow's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)

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

War Magic: When the drow uses its action to cast a spell, it can make one weapon attack as a bonus action.

Actions

Multiattack: The drow makes three scimitar attacks.

Scimitar: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) slashing damage plus 18 (4d8) poison damage. In addition, the target has disadvantage on the next saving throw it makes against a spell the drow casts before the end of the drow's next turn.

Hand Crossbow: Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. Hit: 8 (1d6+5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for l hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.

Features cont.

Spellcasting: The drow is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): mage hand, message, poison spray, shocking, grasp, ray of frost
1st level (4 slots): burning hands, mage armor, magic missile, shield
2nd level (3 slots): gust of wind, invisibility, misty step, shatter
3rd level (3 slots): counterspell, fireball, haste
4th level (3 slots): dimension door, Otiluke's resilient sphere
5th level (2 slots): cone of cold
6th level (1 slot): chain lightning

Drow Arachnomancer (2/2) Medium humanoid (elf), chaotic evil 13 10,000 xp

  • Armor class 15 (studded leather)
  • Hit points 162 (25d8+50)
  • Speed 30 ft., climb 30 ft.
  • STR 11 (0)
  • DEX 17 (+3)
  • CON 14 (+2)
  • INT 19 (+4)
  • WIS 14 (+2)
  • CHA 16 (+3)

Save Throws: Con +7, Int +9, Cha +8

Skills: Arcana +9, Nature +9, Perception +7, Stealth +8

Damage Resistances: poison

Senses: Blindsight 10 ft., Darkvision 120 ft., PP 17

Languages: Elvish, Undercommon, can speak with spiders

Challenge: 13 (10,000 xp)

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

Web Walker: The drow ignores movement restrictions caused by webbing.

Innate Spellcasting: The drow's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)

Actions

Features cont.

Spellcasting: The drow is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast, mage hand, poison spray
1st-5th level (3 5th-level slots): conjure animals (spiders only), crown of madness, dimension door, dispel magic.fear, fly, giant insect, hold monster, insect plague, invisibility, vampiric touch, web, witch bolt
1/day each: dominate monster, etherealness, eyebite

Drow Arachnomancer (1/2) Medium humanoid (elf), chaotic evil 13 10,000 xp

  • Armor class 15 (studded leather)
  • Hit points 162 (25d8+50)
  • Speed 30 ft., climb 30 ft.
  • STR 11 (0)
  • DEX 17 (+3)
  • CON 14 (+2)
  • INT 19 (+4)
  • WIS 14 (+2)
  • CHA 16 (+3)

Save Throws: Con +7, Int +9, Cha +8

Skills: Arcana +9, Nature +9, Perception +7, Stealth +8

Damage Resistances: poison

Senses: Blindsight 10 ft., Darkvision 120 ft., PP 17

Languages: Elvish, Undercommon, can speak with spiders

Challenge: 13 (10,000 xp)

Change Shape (Recharges after a Short or Long Rest): The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in giant spider form. Any equipment it is wearing or carrying in humanoid form melds into the giant spider form. It can't activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its humanoid form if it dies.

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

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

Actions

Multiattack: The drow makes two poisonous touch attacks or two bite attacks. The first of these attacks that hits each round deals an extra 26 (4d12) poison damage to the target.

Poisonous Touch (Humanoid Form Only): Melee Weapon Attack:: +8 to hit, reach 5 ft., one target. Hit: 28 (8d6) poison damage.

Bite (Giant Spider Form Only): Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 26 (4d12) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Giant Spider Form Only, Recharge 5-6): Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10, hp 5, vulnerability to fire damage, immunity to bludgeoning, poison, and psychic damage).

Drow Arachnomancer Medium humanoid (elf), chaotic evil 13 10,000 xp

  • Armor class 15 (studded leather)
  • Hit points 162 (25d8+50)
  • Speed 30 ft., climb 30 ft.
  • STR 11 (0)
  • DEX 17 (+3)
  • CON 14 (+2)
  • INT 19 (+4)
  • WIS 14 (+2)
  • CHA 16 (+3)

Save Throws: Con +7, Int +9, Cha +8

Skills: Arcana +9, Nature +9, Perception +7, Stealth +8

Damage Resistances: poison

Senses: Blindsight 10 ft., Darkvision 120 ft., PP 17

Languages: Elvish, Undercommon, can speak with spiders

Challenge: 13 (10,000 xp)

Change Shape (Recharges after a Short or Long Rest): The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in giant spider form. Any equipment it is wearing or carrying in humanoid form melds into the giant spider form. It can't activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its humanoid form if it dies.
Fey Ancestry: The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Spider Climb: The drow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity: While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Web Walker: The drow ignores movement restrictions caused by webbing.

Actions

Multiattack: The drow makes two poisonous touch attacks or two bite attacks. The first of these attacks that hits each round deals an extra 26 (4d12) poison damage to the target.
Poisonous Touch (Humanoid Form Only): Melee Weapon Attack:: +8 to hit, reach 5 ft., one target. Hit: 28 (8d6) poison damage.
Bite (Giant Spider Form Only): Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 26 (4d12) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Giant Spider Form Only, Recharge 5-6): Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10, hp 5, vulnerability to fire damage, immunity to bludgeoning, poison, and psychic damage).

Features cont.

Innate Spellcasting: The drow's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)

Spellcasting: The drow is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast, mage hand, poison spray
1st-5th level (3 5th-level slots): conjure animals (spiders only), crown of madness, dimension door, dispel magic.fear, fly, giant insect, hold monster, insect plague, invisibility, vampiric touch, web, witch bolt
1/day each: dominate monster, etherealness, eyebite

Zariel Large fiend (devil), lawful evil 26 90,000 xp

  • Armor class 21 (natural armor)
  • Hit points 580 (40d10+360)
  • Speed 50 ft., fly 150 ft.
  • STR 27 (+8)
  • DEX 24 (+7)
  • CON 28 (+9)
  • INT 26 (+8)
  • WIS 27 (+8)
  • CHA 30 (+10)

Save Throws: Int +16, Wis +16, Cha +18

Skills: Intimidation +18, Perception +16

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

Damage Immunities: necrotic, poison

Condition Immunities: charmed, exhaustion, frightened, poisoned

Senses: Darkvision 120 ft., PP 26

Languages: all, Telepathy 120 ft.

Challenge: 26 (90,000 xp)

Devil's Sight: Magical darkness doesn't impede Zariel's darkvision.
Fiery Weapons: Zariel's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 (8d8) fire damage (included in the weapon attacks below).
Legendary Resistance (3/Day): If Zariel fails a saving throw, she can choose to succeed instead.
Magic Resistance: Zariel has advantage on saving throws against spells and other magical effects.
Regeneration: Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn't regenerate.

Actions

Multiattack: Zariel attacks twice with her longsword or with her javelins. She can substitute Horrid Touch for one of these attacks.
Longsword: Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8+8) slashing damage, or 19 (2d10+8) slashing damage if used with two hands, plus 36 (8d8) fire damage.
Javelin: Melee or Ranged Weapon Attack: +16 to hit, range 30/120 ft., one target. Hit: l5 (2d6+8) piercing damage plus 36 (8d8) fire damage.
Horrid Touch (Recharge 5-6): Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 44 (8d10) necrotic damage, and the target is poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effeet on itself on a success.
Teleport: Zariel magically teleports, along with any equipment she is wearing and carrying, up to 120 feet to an unoccupied space she can see.

Legendary Actions

Zariel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zariel regains spent legendary actions at the start of her turn.
Immolating Gaze (Costs 2 Actions): Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4dl0) fire damage.
Teleport: Zariel uses her Teleport action.

Features cont.

Innate Spellcasting: Zariel's innate spellcasting ability is Charisma (spell save DC 26). She can innately cast following spells, requiring no material components:
At will: alter self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death

Titivilus (2/2) Medium fiend (devil), lawful evil 16 15,000 xp

  • Armor class 20 (natural armor)
  • Hit points 127 (17d8+51)
  • Speed 40 ft., fly 60 ft.
  • STR 19 (+4)
  • DEX 22 (+6)
  • CON 17 (+3)
  • INT 24 (+7)
  • WIS 22 (+6)
  • CHA 26 (+8)

Save Throws: Dex +11, Con +8, Wis +11, Cha +13

Skills: Deception +13, Insight +11, Intimidation +13, Persuasion +13

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

Damage Immunities: fire, poison

Condition Immunities: charmed, exhaustion, frightened, poisoned

Senses: Darkvision 120 ft., PP 16

Languages: all, Telepathy 120 ft.

Challenge: 16 (15,000 xp)

Innate Spellcasting: Titivilus's innate spellcasting ability is Charisma {spell save DC 21). He can innately cast the following spells, requiring no material components:
At will: alter self. animate dead, bestow curse, confusion, major image, modify memory, nondetection, sending, suggestion
3/day each: greater invisibility {self only), mislead
1/day each: feeblemind, symbol (discord or sleep only)

Actions

Legendary Actions

Titivilus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Titivilus regains spent legendary actions at the start of his turn.

Assault {Costs 2 Actions): Titivilus attacks with his silver sword or uses his Frightful Word.
Corrupting Guidance: Titivilus uses Twisting Words. Alternatively, he targets one creature charmed by him that is within 60 feet of him, that charmed target must make a DC 21 Charisma saving throw. On a failure, Titivilus decides how the target acts during its next turn.
Teleport: Titivilus uses his Teleport action.

Titivilus (1/2) Medium fiend (devil), lawful evil 16 15,000 xp

  • Armor class 20 (natural armor)
  • Hit points 127 (17d8+51)
  • Speed 40 ft., fly 60 ft.
  • STR 19 (+4)
  • DEX 22 (+6)
  • CON 17 (+3)
  • INT 24 (+7)
  • WIS 22 (+6)
  • CHA 26 (+8)

Save Throws: Dex +11, Con +8, Wis +11, Cha +13

Skills: Deception +13, Insight +11, Intimidation +13, Persuasion +13

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

Damage Immunities: fire, poison

Condition Immunities: charmed, exhaustion, frightened, poisoned

Senses: Darkvision 120 ft., PP 16

Languages: all, Telepathy 120 ft.

Challenge: 16 (15,000 xp)

Legendary Resistance (3/Day): If Titivilus fails a saving throw, he can choose to succeed instead.
Magic Resistance: Titivilus has advantage on saving throws against spells and other magical effects.
Magic Weapons: Titivilus's weapon attacks are magical.
Regeneration: Titivilus regains 10 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Titivilus dies only if he starts his turn with 0 hit points and doesn't regenerate.
Ventriloquism: Whenever Titivilus speaks, he can choose a point within 60 feet, his voice emanates from that point.

Actions

Multiattack: Titivilus makes one sword attack and uses his Frightful Word once.

Silver Sword: Melee Weapon Attack: +9 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 16 (3d10) necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to half the necrotic damage it takes.

Frightful Word: Titivilus targets one creature he can see within 10 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become frightened of him for 1 minute. While frightened in this way, the target must take the Dash action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Teleport: Titivllus magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

Twisting Words: Titivilus targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Charisma saving throw or become charmed by Titivilus for 1 minute. The harmed target can repeat the saving throw ifTitivilus deals any damage to it. A creature that succeeds on the saving throw is immune to Titivilus's Twisting Words for 24 hours.

Moloch (2/2) Large fiend (devil), lawful evil 21 33,000 xp

  • Armor class 19 (natural armor)
  • Hit points 253 (22d10+132)
  • Speed 30 ft.
  • STR 26 (+8)
  • DEX 19 (+4)
  • CON 22 (+6)
  • INT 21 (+5)
  • WIS 18 (+4)
  • CHA 23 (+6)

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

Skills: Deception +13, Intimidation +13, Perception +11

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

Damage Immunities: fire, poison

Condition Immunities: charmed, exhaustion, frightened, poisoned

Senses: Darkvision 120 ft., PP 21

Languages: all, Telepathy 120 ft.

Challenge: 21 (33,000 xp)

Innate Spellcasting: Moloch's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:
At will: alter self (can become Medium when changing his appearance). animate dead, burning hands (as a 7th-level spell), confusion, detect magic, fly, geas, major image, stinking cloud, suggestion, wall of fire
1/day each: flame strike, symbol (stunning only)

Actions

Moloch (1/2) Large fiend (devil), lawful evil 21 33,000 xp

  • Armor class 19 (natural armor)
  • Hit points 253 (22d10+132)
  • Speed 30 ft.
  • STR 26 (+8)
  • DEX 19 (+4)
  • CON 22 (+6)
  • INT 21 (+5)
  • WIS 18 (+4)
  • CHA 23 (+6)

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

Skills: Deception +13, Intimidation +13, Perception +11

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

Damage Immunities: fire, poison

Condition Immunities: charmed, exhaustion, frightened, poisoned

Senses: Darkvision 120 ft., PP 21

Languages: all, Telepathy 120 ft.

Challenge: 21 (33,000 xp)

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

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

Magic Weapons: Moloch's weapon attacks are magical.

Regeneration: Moloch regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Moloch dies only if he starts his turn with 0 hit points and doesn't regenerate.

Actions

Multiattack: Moloch makes three attacks: one with his bite, one with his claw, and one with his whip.

Bite: Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 26 (4d8+8) piercing damage.

Claw: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8+8) slashing damage.

Many-Tailed Whip: Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 13 (2d4+8) slashing damage plus 11 (2d10) lightning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pulled up to 30 feet in a straight line toward Moloch.

Breath of Despair (Recharge 5-6): Moloch exhales in a 30-foot cube. Each creature in that area must succeed on a DC 21 Wisdom saving throw or take 27 (5dl0) psychic damage, drop whatever it is holding, and become frightened for l minute. While frightened in this way, a creature must take the Dash action and move away from Moloch by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. If the creature ends its turn in a location where it doesn't have line of sight to Moloch, the creature can repeat the saving throw. On a success, the effect ends.

Teleport: Moloch magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

Legendary Actions

Moloch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Moloch regains spent legendary actions at the start of his turn.
Stinking Cloud: Moloch casts stinking cloud.
Teleport: Moloch uses his Teleport action.
Whip: Moloch makes one attack with his whip.

Hutijin (2/2) Large fiend (devil), lawful evil 21 33,000 xp

  • Armor class 19 (natural armor)
  • Hit points 200 (16d10+112)
  • Speed 30 ft., fly 60 ft.
  • STR 27 (+8)
  • DEX 15 (+2)
  • CON 25 (+7)
  • INT 23 (+6)
  • WIS 19 (+4)
  • CHA 25 (+7)

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

Skills: Intimidation +14, Perception +11

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

Damage Immunities: fire, poison

Condition Immunities: charmed, exhaustion, frightened, poisoned

Senses: Truesight 120 ft., PP 21

Languages: all, Telepathy 120 ft.

Challenge: 21 (33,000 xp)

Innate Spellcasting: Hutijin's innate spellcasting ability is Charisma {spell save DC 22). He can innately cast the following spells, requiring no material components:

At will: alter self {can become Medium when changing his appearance), animate dead, detect magic, hold monster, invisibility (self only), lightning bolt, suggestion, wall of fire
3/day: dispel magic
1/day each: heal, symbol (hopelessness only)

Actions

Reactions

Fearful Voice (Recharge 5-6): In response to taking damage, Hutijin utters a dreadful word of power. Each creature within 30 feet of him that isn't a devil must succeed on a DC 22 Wisdom saving throw or become frightened of him 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. A creature that saves against this effect is immune to Hutijin's Fearful Voice for 24 hours.

Hutijin (1/2) Large fiend (devil), lawful evil 21 33,000 xp

  • Armor class 19 (natural armor)
  • Hit points 200 (16d10+112)
  • Speed 30 ft., fly 60 ft.
  • STR 27 (+8)
  • DEX 15 (+2)
  • CON 25 (+7)
  • INT 23 (+6)
  • WIS 19 (+4)
  • CHA 25 (+7)

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

Skills: Intimidation +14, Perception +11

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

Damage Immunities: fire, poison

Condition Immunities: charmed, exhaustion, frightened, poisoned

Senses: Truesight 120 ft., PP 21

Languages: all, Telepathy 120 ft.

Challenge: 21 (33,000 xp)

Infernal Despair: Each creature within 15 feet of Hutijin that isn't a devil makes saving throws with disadvantage.
Legendary Resistance (3/Day): If Hutijin fails a saving throw, he can choose to succeed instead.
Magic Resistance: Hutijin has advantage on saving throws against spells and other magical effects.
Magic Weapons: Hutijin's weapon attacks are magical.
Regeneration: Hutijin regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Hutijin dies only if he starts his turn with 0 hit points and doesn't regenerate.

Actions

Multiattack: Hutijin makes four attacks: one with his bite, one with his claw, one with his mace, and one with his tail.

Bite: Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) piercing damage. The target must succeed on a DC 22 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 10 (3d6) 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: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8+8) slashing damage.

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

Tail: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) bludgeoning damage.

Teleport: Hutijin magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

Legendary Actions

Hutijin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Hutijin regains spent legendary actions at the start of his turn.

Attack: Hutijin attacks once with his mace.
Lightning Storm (Costs 2 Actions): Hutijin releases lightning in a 20-foot radius. All other creatures in that area must each make a DC 22 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one.
Teleport: Hutijin uses his Teleport action.

Geryon (2/2) Huge fiend (devil), lawful evil 22 41,000 xp

  • Armor class 19 (natural armor)
  • Hit points 300 (24d12+144)
  • Speed 30 ft., fly 50 ft.
  • STR 29 (+9)
  • DEX 17 (+3)
  • CON 22 (+6)
  • INT 19 (+4)
  • WIS 16 (+3)
  • CHA 23 (+6)

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

Skills: Deception +13, Intimidation +13, Perception +10

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

Damage Immunities: cold, fire, poison

Condition Immunities: charmed, exhaustion, frightened, poisoned

Senses: Truesight 120 ft., PP 20

Languages: all, Telepathy 120 ft.

Challenge: 22 (41,000 xp)

Actions

Features cont.

Innate Spellcasting: Geryon's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:
At will: alter self (can become Medium when changing his appearance), detect magic, geas, ice storm, invisibility (self only}, locate object, suggestion, wall of ice
1/day each: divine word, symbol {pain only)

Geryon (1/2) Huge fiend (devil), lawful evil 22 41,000 xp

  • Armor class 19 (natural armor)
  • Hit points 300 (24d12+144)
  • Speed 30 ft., fly 50 ft.
  • STR 29 (+9)
  • DEX 17 (+3)
  • CON 22 (+6)
  • INT 19 (+4)
  • WIS 16 (+3)
  • CHA 23 (+6)

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

Skills: Deception +13, Intimidation +13, Perception +10

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

Damage Immunities: cold, fire, poison

Condition Immunities: charmed, exhaustion, frightened, poisoned

Senses: Truesight 120 ft., PP 20

Languages: all, Telepathy 120 ft.

Challenge: 22 (41,000 xp)

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

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

Magic Weapons: Geryon's weapon attacks are magical.

Regeneration: Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Geryon dies only if he starts his turn with 0 hit points and doesn't regenerate.

Actions

Multiattack: Geryon makes two attacks: one with his claws and one with his stinger.

Claws: Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 23 (4d6+9) slashing damage. If the target is Large or smaller, it is grappled (DC 24) and restrained until the grapple ends. Geryon can grapple one creature at a time. If the target is already grappled by Geryon, the target takes an extra 27 (6d8) slashing damage.

Stinger: Melee Weapon Attack: +16 to hit, reach 20 ft., one creature. Hit: 14 (2d4+9) piercing damage, and the target must succeed on a DC 21 Constitution saving throw or take 13 (2d12) poison damage and become poisoned until it finishes a short or long rest. The target's hit point maximum is reduced by an amount equal to half the poison damage it takes. If its hit point maximum drops to 0, it dies. This reduction lasts until the poisoned condition is removed.

Teleport: Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

Legendary Actions

Geryon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Geryon regains spent legendary actions at the start of his turn.

Infernal Glare: Geryon targets one creature he can see within 60 feet of him. If the target can see Geryon, the target must succeed on a DC 23 Wisdom saving throw or become frightened ofGeryon until the end of its next turn.
Swift Sting (Costs 2 Actions): Geryon attacks with his stinger.
Teleport: Geryon uses his Teleport action.

Bael Large fiend (devil), lawful evil 19 22,000 xp

  • Armor class 18 (plate)
  • Hit points 189 (18d10+90)
  • Speed 30 ft.
  • STR 24 (+7)
  • DEX 17 (+3)
  • CON 20 (+5)
  • INT 21 (+5)
  • WIS 24 (+7)
  • CHA 24 (+7)

Save Throws: Dex +9, Con +11, Int +11, Wis +13

Skills: Intimidation +13, Perception +13, Persuasion +13

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

Damage Immunities: fire, poison

Condition Immunities: charmed, exhaustion, frightened, poisoned

Senses: Truesight 120 ft., PP 23

Languages: all, Telepathy 120 ft.

Challenge: 19 (22,000 xp)

Dreadful: Bael can use a bonus action to appear dreadful until the start of his next turn. Each creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a DC 22 Wisdom saving throw or be frightened until the start of the creature's next turn.
Legendary Resistance (3/Day): If Bael fails a saving throw, he can choose to succeed instead.
Magic Resistance: Bael has advantage on saving throws against spells and other magical effects.
Magic Weapons: Bael's weapon attacks are magical.
Regeneration: Bael regains 20 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Bael dies only if he starts his turn with 0 hit points and doesn't regenerate.

Actions

Multiattack: Bael makes two melee attacks.

Hellish Morningstar: Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8+7) piercing damage plus 13 (3d8) necrotic damage.

Infernal Command: Each ally of Bael's within 60 feet of him can't be charmed or frightened until the end of his next turn.

Teleport: Bael magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

Legendary Actions

Bael can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Bael regains spent legendary actions at the start of his turn.

Attack (Cost 2 Actions): Bael attacks once with his hellish morningstar.
Awaken Greed: Bael casts charm person or major image.
Infernal Command: Bael uses his Infernal Command action.
Teleport: Bael uses his Teleport action.

Features cont.

Innate Spellcasting: Bael's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: alter self (can become Medium when changing his appearance), animate dead, charm person, detect magic, inflict wounds (as an 8th-level spell), invisibility (self only), major image
3/day each: counterspell, dispel magic, fly, suggestion, wall of fire
1/day each: dominate monster, symbol (stunning only)

Orthon (2/2) Large fiend (devil), lawful evil 10 5,900 xp

  • Armor class 17 (half plate)
  • Hit points 105 (10d10+50)
  • Speed 30 ft., climb 30 ft.
  • STR 22 (+6)
  • DEX 16 (+3)
  • CON 21 (+5)
  • INT 15 (+2)
  • WIS 15 (+2)
  • CHA 16 (+3)

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

Skills: Perception +10, Stealth +11, Survival +10

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

Damage Immunities: fire, poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: Darkvision 120 ft., Truesight 30 ft., PP 20

Languages: Common, Infernal, Telepathy 120 ft.

Challenge: 10 (5,900 xp)

Actions

Reactions

Explosive Retribution: When it is reduced to 15 hit points or fewer, the orthon causes itself to explode. All other creatures within 30 feet of it must each make a DC 17 Dexterity saving throw, taking 9 (2d8) fire damage plus 9 (2d8) thunder damage on a failed save, or half as much damage on a successful one. This explosion destroys the orthon, its infernal dagger, and its brass crossbow.

Orthon (1/2) Large fiend (devil), lawful evil 10 5,900 xp

  • Armor class 17 (half plate)
  • Hit points 105 (10d10+50)
  • Speed 30 ft., climb 30 ft.
  • STR 22 (+6)
  • DEX 16 (+3)
  • CON 21 (+5)
  • INT 15 (+2)
  • WIS 15 (+2)
  • CHA 16 (+3)

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

Skills: Perception +10, Stealth +11, Survival +10

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

Damage Immunities: fire, poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: Darkvision 120 ft., Truesight 30 ft., PP 20

Languages: Common, Infernal, Telepathy 120 ft.

Challenge: 10 (5,900 xp)

Invisibility Field: The orthon can use a bonus action to become invisible. Any equipment the orthon wears or carries is also invisible as long as the equipment is on its person. This invisibility ends immediately after the orthon makes an attack roll or is hit by an attack.

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

Actions

Infernal Dagger: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d4+6) slashing damage, and the target must make a DC 17 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. On a failure, the target is also poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Brass Crossbow: Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 14 (2d10+3) piercing damage, plus one of the following effects:

1. Acid: The target must make a DC 17 Constitution saving throw, taking an additional 17 (Sd6) acid damage on a failed save, or half as much damage on a successful one.
2. Blindness (1/Day): The target takes S (1d10) radiant damage. In addition, the target and all other creatures within 20 feet of it must each make a successful DC 17 Dexterity saving throw or be blinded until the end of the orthon's next turn.
3. Concussion: The target and each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one.
4. Entanglement: The target must make a successful DC 17 Dexterity saving throw or be restrained for l hour by strands of sticky webbing. A restrained creature can escape by using an action to make a successful DC 17 Dexterity or Strength check. Any creature other than an orthon that touches the restrained creature must make a successful DC 17 Dexterity saving throw or become similarly restrained.
5. Paralysis (1/Day): The target takes 22 (4d10) lightning damage and must make a successful DC 17 Constitution saving throw or be paralyzed for l minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
6. Tracking: For the next 24 hours, the orthon knows the direction and distance to the target, as long as it's on the same plane of existence. If the target is on a different plane, the orthon knows which one, but not the exact location there.

Nupperibo Medium fiend (devil), lawful evil 1/2 100 xp

  • Armor class 13 (natural armor)
  • Hit points 11 (2d8+2)
  • Speed 20 ft.
  • STR 16 (+3)
  • DEX 11 (0)
  • CON 13 (+1)
  • INT 3 (-4)
  • WIS 8 (-1)
  • CHA 1 (-5)

Skills: Perception +1

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

Damage Immunities: fire, poison

Condition Immunities: blinded, charmed, frightened, poisoned

Senses: Blindsight 10 ft. (blind beyond this radius), PP 11

Languages: understands Infernal but can't speak

Challenge: 1/2 (100 xp)

Cloud of Vermin: Any creature, other than a devil, that starts its turn within 20 feet of the nupperibo must make a DC 11 Constitution saving throw. A creature within the areas of two or more nupperibos makes the saving throw with disadvantage. On a failure, the creature takes 2 (ld4) piercing damage.

Hunger-Driven: In the Nine Hells, the nupperibos can flawlessly track any creature that has taken damage from any nupperibo's Cloud of Vermin within the previous 24 hours.

Actions

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

Narzugon Medium fiend (devil), lawful evil 13 10,000 xp

  • Armor class 20 (plate armor, shield)
  • Hit points 112 (15d8+45)
  • Speed 30 ft.
  • STR 20 (+5)
  • DEX 10 (0)
  • CON 17 (+3)
  • INT 16 (+3)
  • WIS 14 (+2)
  • CHA 19 (+4)

Save Throws: Dex +5, Con +8, Cha +9

Skills: Perception +7

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

Damage Immunities: fire, poison

Condition Immunities: charmed, frightened, poisoned

Senses: Darkvision 120 ft., PP 17

Languages: Common, Infernal, Telepathy 120 ft.

Challenge: 13 (10,000 xp)

Diabolical Sense: The narzugon has advantage on Wisdom (Perception) checks made to perceive good-aligned creatures.

Infernal Tack: The narzugon wears spurs that are part of infernal tack, which allow it to summon its nightmare companion.

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

Actions

Multiattack: The narzugon uses its Infernal Command or Terrifying Command. It also makes three hellfire lance attacks.

Hellfire Lance: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d12+5) piercing damage plus 16 (3d10) fire damage. If this damage kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in ld4 hours. If the creature isn't revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect.

Infernal Command: Each ally of the narzugon within 60 feet of it can't be charmed or frightened until the end of the narzugon's next turn.

Terrifying Command: Each creature that isn't a fiend within 60 feet of the narzugon that can hear it must succeed on a DC 17 Charisma saving throw or become frightened of it 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. A creature that makes a successful saving throw is immune to this narzugon's Terrifying Command for 24 hours.

Healing (1/Day): The narzugon, or one creature it touches, regains up to 100 hit points.

Merregon Medium fiend (devil), lawful evil 4 1,100 xp

  • Armor class 16 (natural armor)
  • Hit points 45 (6d8+18)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 17 (+3)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 8 (-1)

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

Damage Immunities: fire, poison

Condition Immunities: frightened, poisoned

Senses: Darkvision 60 ft., PP 11

Languages: understands Infernal but can't speak

Challenge: 4 (1,100 xp)

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

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

Actions

Multiattack: The merregon makes two halberd attacks, or if an allied fiend of challenge rating 6 or higher is within 60 feet of it, the merregon makes three halberd attacks.

Halberd: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10+4) slashing damage.

Heavy Crossbow: Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (ld10+2) piercing damage.

Reactions

Loyal Bodyguard: When another fiend within 5 feet of the merregon is hit by an attack, the merregon causes itself to be hit instead.

Hellfire Engine (2/2) Huge construct, lawful evil 16 15,000 xp

  • Armor class 18 (natural armor)
  • Hit points 216 (16d12+112)
  • Speed 40 ft.
  • STR 20 (+5)
  • DEX 16 (+3)
  • CON 24 (+7)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 1 (-5)

Save Throws: Dex +8, Wis +5, Cha +0

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

Damage Immunities: fire, poison

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

Senses: Darkvision 120 ft., PP 10

Languages: understands Infernal but can't speak

Challenge: 16 (15,000 xp)

Actions

Hellfire Weapons: The hellfire engine uses one of the following options:

Bonemelt Sprayer: The hellfire engine spews acidic flame in a 60-foot cone. Each creature in the cone must make a DC 20 Dexterity saving throw, taking 11 (2d10) fire damage plus 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (1d10) fire damage plus 9 (2d8) acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the burning fuel.

Lightning Flail: Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. Hit: 18 (3d8+5) bludgeoning damage plus 22 (5d8) lightning damage. Up to three other creatures of the hellfire engine's choice that it can see within 30 feet of the target must each make a DC 20 Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save, or half as much damage on a successful one.

Thunder Cannon: The hellfire engine targets a point within 120 feet of it that it can see. Each creature within 30 feet of that point must make a DC 20 Dexterity saving throw, taking 27 (5d10) bludgeoning damage plus 13 (2dl2) thunder damage on a failed save, or half as much damage on a successful one.

If the chosen option kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in ld4 hours. If the creature isn't revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect.

Hellfire Engine (1/2) Huge construct, lawful evil 16 15,000 xp

  • Armor class 18 (natural armor)
  • Hit points 216 (16d12+112)
  • Speed 40 ft.
  • STR 20 (+5)
  • DEX 16 (+3)
  • CON 24 (+7)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 1 (-5)

Save Throws: Dex +8, Wis +5, Cha +0

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

Damage Immunities: fire, poison

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

Senses: Darkvision 120 ft., PP 10

Languages: understands Infernal but can't speak

Challenge: 16 (15,000 xp)

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

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

Actions

Flesh-Crushing Stride: The hellfire engine moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the hellfire engine enters must make a DC 18 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the hellfire engine's path. On a failed save, the creature falls prone and takes 28 (8d6) bludgeoning damage.
If the hellfire engine remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the hellfire engine. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the hellfire engine and is no longer restrained.

Amnizu Medium fiend (devil), lawful evil 18 20,000 xp

  • Armor class 21 (natural armor)
  • Hit points 202 (27d8+81)
  • Speed 30 ft., fly 40 ft.
  • STR 11 (0)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 20 (+5)
  • WIS 12 (+1)
  • CHA 18 (+4)

Save Throws: Dex +7, Con +9, Wis +7, Cha +10

Skills: Perception +7

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

Damage Immunities: fire, poison

Condition Immunities: charmed, poisoned

Senses: Darkvision 120 ft., PP 17

Languages: Common, Infernal, Telepathy 1000 ft.

Challenge: 18 (20,000 xp)

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

Innate Spellcasting: The amnizu's innate spellcasting ability is Intelligence (spell save 19, +11 to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components:

At will: charm person, command
3/day each: dominate person, fireball
1/day each: dominate monster, feeblemind

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

Actions

Multiattack: The amnizu uses Poison Mind. It also makes two attacks: one with its whip and one with its Disruptive Touch.

Taskmaster Whip: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (2d4+5) slashing damage plus 33 (6d10) force damage.

Disruptive Touch: Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 44 (8d10) necrotic damage.

Poison Mind: The amnizu targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4dl2) necrotic damage and be blinded until the start of the amnizu's next turn.

Forgetfulness (Recharge 6): The amnizu targets one creature it can see within 60 feet of it. That creature must succeed on a DC 18 Intelligence saving throw or become stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is stunned for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours.

Reactions

Instinctive Charm: When a creature within 60 feet of the amnizu makes an attack roll against it, and another creature is within the attack's range, the attacker must make a DC 19 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including the amnizu or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to the amnizu's Instinctive Charm for 24 hours.

White Abishai Medium fiend (devil), lawful evil 6 2,300 xp

  • Armor class 15 (natural armor)
  • Hit points 68 (8d8+32)
  • Speed 30 ft., fly 40 ft.
  • STR 16 (+3)
  • DEX 11 (0)
  • CON 18 (+4)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 13 (+1)

Save Throws: Str +6, Con +7

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

Damage Immunities: cold, fire, poison

Condition Immunities: poisoned

Senses: Darkvision 120 ft., PP 11

Languages: Draconic, Infernal, Telepathy 120 ft.

Challenge: 6 (2,300 xp)

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

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

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

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

Actions

Multiattack: The abishai makes two attacks: one with its longsword and one with its claw.

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.

Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) slashing damage.

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage plus 3 (1d6) cold damage.

Reactions

Vicious Reprisal: In response to taking damage, the abishai makes a bite attack against a random creature within 5 feet of it. If no creature is within reach, the abishai moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.

Red Abishai Medium fiend (devil), lawful evil 19 22,000 xp

  • Armor class 22 (natural armor)
  • Hit points 255 (30d8+120)
  • Speed 30 ft., fly 50 ft.
  • STR 23 (+6)
  • DEX 16 (+3)
  • CON 19 (+4)
  • INT 14 (+2)
  • WIS 15 (+2)
  • CHA 19 (+4)

Save Throws: Str +12, Con +10, Wis +8

Skills: Intimidation +10, Perception +8

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

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: Darkvision 120 ft., PP 18

Languages: Draconic, Infernal, Telepathy 120 ft.

Challenge: 19 (22,000 xp)

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

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

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

Actions

Multiattack: The abishai can use its Frightful Presence. It also makes three attacks: one with its morningstar, one with its claw, and one with its bite.

Morningstar: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) piercing damage.

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

Bite: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (5d10+6) piercing damage plus 38 (7d10) fire damage.

Frightful Presence: Each creature of the abishai's choice that is within 120 feet and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened of it 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 abishai's Frightful Presence for the next 24 hours.

Incite Fanaticism: The abishai chooses up to four of its allies within 60 feet of it that can see it. For 1 minute, each of those allies makes attack rolls with advantage and can't be frightened.

Power of the Dragon Queen: The abishai targets one dragon it can see within 120 feet of it. The dragon must make a DC 18 Charisma saving throw. A chromatic dragon makes this save with disadvantage. On a successful save, the target is immune to the abishai's Power of the Dragon Queen for 1 hour. On a failed save, the target is charmed by the abishai for 1 hour.
While charmed in this way, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the abishai or its companions deal damage to the target.

Green Abishai Medium fiend (devil), lawful evil 15 13,000 xp

  • Armor class 18 (natural armor)
  • Hit points 187 (25d8+75)
  • Speed 30 ft., fly 40 ft.
  • STR 12 (+1)
  • DEX 17 (+3)
  • CON 16 (+3)
  • INT 17 (+3)
  • WIS 12 (+1)
  • CHA 19 (+4)

Save Throws: Int +8, Wis +9

Skills: Deception +9, Insight +6, Perception +6, Persuasion +9

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

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: Darkvision 120 ft., PP 16

Languages: Draconic, Infernal, Telepathy 120 ft.

Challenge: 15 (13,000 xp)

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

Innate Spellcasting: The abishai's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
At will: alter self, major image
3/day each: charm person, detect thoughts, fear
1/day each: confusion, dominate person, mass suggestion

Magic Resistance: The abishai has advantage on saving throws against spells and other magical effects.
Magic Weapons: The abishai's weapon attacks are magical.

Actions

Multiattack: The abishai makes two attacks, one with its claws and one with its longsword, or it casts one spell from its Innate Spellcasting trait and makes one claw attack:

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

Claws: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) piercing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 11 (2d10) poison damage and become poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Blue Abishai Medium fiend (devil), lawful evil 17 18,000 xp

  • Armor class 19 (natural armor)
  • Hit points 195 (26d8+78)
  • Speed 30 ft., fly 50 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 17 (+3)
  • INT 22 (+6)
  • WIS 23 (+6)
  • CHA 18 (+4)

Save Throws: Int +12, Wis +12

Skills: Arcana +12

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

Damage Immunities: acid, lightning, poison

Condition Immunities: poisoned

Senses: Darkvision 120 ft., PP 16

Languages: Draconic, Infernal, Telepathy 120 ft.

Challenge: 17 (18,000 xp)

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

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

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

Actions

Multiattack: The abishai makes two attacks: one with its quarterstaff and one with its bite.

Quarterstaff: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage, or 6 (1d8+2) bludgeoning damage if used with two hands.

Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d10+2) piercing damage plus 14 (4d6) lightning damage.

Features cont.

Spellcasting: The abishai is a 13th·level spellcaster. Its spell· casting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The abishai has the following wizard spells prepared:

Cantrips (at will): friends, mage hand, message, minor illusion, shocking grasp
1st level (4 slots): chromatic orb, disguise self. expeditious retreat, magic missile, charm person, thunderwave
2nd level (3 slots): darkness, mirror image, misty step
3rd level (3 slots): dispel magic.fear, lightning bolt
4th level (3 slots): dimension door, greater invisibility, ice storm
5th level (2 slots): cone of cold, wall of force
6th level (1 slot): chain lightning
7th level (1 slot): teleport

Black Abishai Medium fiend (devil), lawful evil 7 2,900 xp

  • Armor class 15 (natural armor)
  • Hit points 58 (9d8+18)
  • Speed 30 ft., fly 40 ft.
  • STR 14 (+2)
  • DEX 17 (+3)
  • CON 14 (+2)
  • INT 13 (+1)
  • WIS 16 (+3)
  • CHA 11 (0)

Save Throws: Dex +6, Wis +6

Skills: Perception +6, Stealth +6

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

Damage Immunities: acid, fire, poison

Condition Immunities: poisoned

Senses: Darkvision 120 ft., PP 16

Languages: Draconic, Infernal, Telepathy 120 ft.

Challenge: 7 (2,900 xp)

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

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

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

Shadow Stealth: While in dim light or darkness, the abishai can take the Hide action as a bonus action.

Actions

Multiattack: The abishai makes three attacks: two with its scimitar and one with its bite.

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

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage plus 9 (2d8) acid damage.

Creeping Darkness (Recharge 6): The abishai casts darkness at a point within 120 feet of it, requiring no components. Wisdom is its spellcasting ability for this spell. While the spell persists, the abishai can move the area of darkness up to 60 feet as a bonus action.

Derro Savant Small humanoid (derro), chaotic evil 3 700 xp

  • Armor class 13 (leather armor)
  • Hit points 36 (8d6+8)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 5 (-3)
  • CHA 14 (+2)

Skills: Stealth +4

Senses: Darkvision 120 ft., PP 7

Languages: Dwarvish, Undercommon

Challenge: 3 (700 xp)

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

Spellcasting: The derro savant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The derro knows the following sorcerer spells:
Cantrips (at will): acid splash, mage hand, message, prestidigitation, ray of frost
1st level (4 slots): burning hands, chromatic orb, sleep
2nd level (3 slots): invisibility, spider climb
3rd level (2 slots): lightning bolt

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

Actions

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

Derro Small humanoid (derro), chaotic evil 1/4 50 xp

  • Armor class 13 (leather armor)
  • Hit points 13 (3d6+3)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 5 (-3)
  • CHA 9 (-1)

Skills: Stealth +4

Senses: Darkvision 120 ft., PP 7

Languages: Dwarvish, Undercommon

Challenge: 1/4 (50 xp)

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

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

Actions

Hooked Spear: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. If the target is Medium or smaller, the derro can choose to deal no damage and knock it prone.

Light Crossbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8+2) piercing damage.

Zuggtmoy (2/2) Large fiend (demon), chaotic evil 23 50,000 xp

  • Armor class 18 (natural armor)
  • Hit points 304 (32d10+128)
  • Speed 30 ft.
  • STR 22 (+6)
  • DEX 15 (+2)
  • CON 18 (+4)
  • INT 20 (+5)
  • WIS 19 (+4)
  • CHA 24 (+7)

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

Skills: Perception +11

Damage Resistances: cold, fire, lightning

Damage Immunities: poison, bludgeoning, piercing, and slashing that is nonmagical

Condition Immunities: charmed, exhaustion, frightened, poisoned

Senses: Truesight 120 ft., PP 21

Languages: all, Telepathy 120 ft.

Challenge: 23 (50,000 xp)

Actions

Legendary Actions

Zuggtmoy can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zuggtmoy regains spent legendary actions at the start of her turn.

Attack: Zuggtmoy makes one pseudopod attack.
Exert Will: One creature charmed by Zuggtmoy that she can see must use its reaction to move up to its speed as she directs or to make a weapon attack against a target that she designates.

Reactions

Protective Thrall: When Zuggtmoy is hit by an attack, one creature within 5 feet of Zuggtmoy that is charmed by her must use its reaction to be hit by the attack instead.

Zuggtmoy (1/2) Large fiend (demon), chaotic evil 23 50,000 xp

  • Armor class 18 (natural armor)
  • Hit points 304 (32d10+128)
  • Speed 30 ft.
  • STR 22 (+6)
  • DEX 15 (+2)
  • CON 18 (+4)
  • INT 20 (+5)
  • WIS 19 (+4)
  • CHA 24 (+7)

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

Skills: Perception +11

Damage Resistances: cold, fire, lightning

Damage Immunities: poison, bludgeoning, piercing, and slashing that is nonmagical

Condition Immunities: charmed, exhaustion, frightened, poisoned

Senses: Truesight 120 ft., PP 21

Languages: all, Telepathy 120 ft.

Challenge: 23 (50,000 xp)

Innate Spellcasting: Zuggtmoy's spellcasting ability is Charisma (spell save DC 22). She can innately cast the following spells, requiring no material components:
At will: detect magic, locate animals or plants, ray of sickness
3/day each: dispel magic, ensnaring strike, entangle, plant growth
1/day: etherealness, teleport

Legendary Resistance (3/Day): If Zuggtmoy fails a saving throw, she can choose to succeed instead.
Magic Resistance: Zuggtmoy has advantage on saving throws against spells and other magical effects.
Magic Weapons: Zuggtmoy's weapon attacks are magical.

Actions

Multiattack: Zuggtmoy makes three pseudopod attacks.

Pseudopod: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) bludgeoning damage plus 9 (2d8) poison damage.

Infestation Spores (3/Day): Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 19 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores ofZuggtmoy and also gains a random form of madness (determined by rolling on the Madness of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the Myconids entry in the Monster Manual).

Mind Control Spores (Recharge 5- 6): Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Humanoids and beasts in the cloud when it appears, or that enter it later, must make a DC 19 Wisdom saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the Influence of Zuggtmoy for 24 hours. While infected in this way, the creature is charmed by her and can't be reinfected by these spores.

Zuggtmoy Large fiend (demon), chaotic evil 23 50,000 xp

  • Armor class 18 (natural armor)
  • Hit points 304 (32d10+128)
  • Speed 30 ft.
  • STR 22 (+6)
  • DEX 15 (+2)
  • CON 18 (+4)
  • INT 20 (+5)
  • WIS 19 (+4)
  • CHA 24 (+7)

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

Skills: Perception +11

Damage Resistances: cold, fire, lightning

Damage Immunities: poison, bludgeoning, piercing, and slashing that is nonmagical

Condition Immunities: charmed, exhaustion, frightened, poisoned

Senses: Truesight 120 ft., PP 21

Languages: all, Telepathy 120 ft.

Challenge: 23 (50,000 xp)

Innate Spellcasting: Zuggtmoy's spellcasting ability is Charisma (spell save DC 22). She can innately cast the following spells, requiring no material components:
At will: detect magic, locate animals or plants, ray of sickness
3/day each: dispel magic, ensnaring strike, entangle, plant growth
1/day: etherealness, teleport

Legendary Resistance (3/Day): If Zuggtmoy fails a saving throw, she can choose to succeed instead.
Magic Resistance: Zuggtmoy has advantage on saving throws against spells and other magical effects.
Magic Weapons: Zuggtmoy's weapon attacks are magical.

Actions

Multiattack: Zuggtmoy makes three pseudopod attacks.

Pseudopod: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) bludgeoning damage plus 9 (2d8) poison damage.

Infestation Spores (3/Day): Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 19 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores ofZuggtmoy and also gains a random form of madness (determined by rolling on the Madness of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the Myconids entry in the Monster Manual).

Mind Control Spores (Recharge 5- 6): Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Humanoids and beasts in the cloud when it appears, or that enter it later, must make a DC 19 Wisdom saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the Influence of Zuggtmoy for 24 hours. While infected in this way, the creature is charmed by her and can't be reinfected by these spores.

Reactions

Protective Thrall: When Zuggtmoy is hit by an attack, one creature within 5 feet of Zuggtmoy that is charmed by her must use its reaction to be hit by the attack instead.

Legendary Actions

Zuggtmoy can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zuggtmoy regains spent legendary actions at the start of her turn.

Attack: Zuggtmoy makes one pseudopod attack.
Exert Will: One creature charmed by Zuggtmoy that she can see must use its reaction to move up to its speed as she directs or to make a weapon attack against a target that she designates.

Yeenoghu Huge fiend (demon), chaotic evil 24 62,000 xp

  • Armor class 20 (natural armor)
  • Hit points 333 (23d12+184)
  • Speed 50 ft.
  • STR 29 (+9)
  • DEX 16 (+3)
  • CON 23 (+6)
  • INT 15 (+2)
  • WIS 24 (+7)
  • CHA 15 (+2)

Save Throws: Dex +10, Con +15, Wis +14

Skills: Intimidation +9, Perception +14

Damage Resistances: cold, fire, lightning

Damage Immunities: poison, bludgeoning, piercing, and slashing that is nonmagical

Condition Immunities: charmed, exhaustion, frightened, poisoned

Senses: Truesight 120 ft., PP 24

Languages: all, Telepathy 120 ft.

Challenge: 24 (62,000 xp)

Innate Spellcasting: Yeenoghu's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: detect magic
3/day each: dispel magic, fear, invisibility
1/day: teleport

Legendary Resistance (3/Day): If Yeenoghu fails a saving throw, he can choose to succeed instead.
Magic Resistance: Yeenoghu has advantage on saving throws against spells and other magical effects.
Magic Weapons: Yeenoghu's weapon attacks are magical.

Actions

Multiattack: Yeenoghu makes three flail attacks. If an attack hits, he can cause it to create an additional effect of his choice or at random (each effect can be used only once per Multiattack):
1. The attack deals an extra 13 (2d12) bludgeoning damage.
2. The target must succeed on a DC 17 Constitution saving throw or be paralyzed until the start ofYeenoghu's next turn.
3. The target must succeed on a DC 17 Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu's next turn.

Flail: Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 15 (1d12+9) bludgeoning damage.

Bite: Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 14 (1d10+9) piercing damage.

Legendary Actions

Yeenoghu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Yeenoghu regains spent legendary actions at the start of his turn.

Charge: Yeenoghu moves up to his speed.
Swat Away: Yeenoghu makes a flail attack. If the attack hits, the target must succeed on a DC 24 Strength saving throw or be pushed 15 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target falls prone.
Savage (Costs 2 Actions): Yeenoghu makes a bite attack against each creature within 10 feet of him.

Features cont.

Rampage: When Yeenoghu reduces a creature to 0 hit points with a melee attack on his turn, Yeenoghu can take a bonus action to move up to half his speed and make a bite attack.

Orcus (2/2) Huge fiend (demon), chaotic evil 26 90,000 xp

  • Armor class 17/20 (natural armor/Wand of Orcus)
  • Hit points 405 (30d12+210)
  • Speed 40 ft., fly 40 ft.
  • STR 27 (+8)
  • DEX 14 (+2)
  • CON 25 (+7)
  • INT 20 (+5)
  • WIS 20 (+5)
  • CHA 25 (+7)

Save Throws: Dex +10, Con +15, Wis +13

Skills: Arcana +12, Perception +12

Damage Resistances: cold, fire, lightning

Damage Immunities: necrotic, poison, bludgeoning, piercing, and slashing that is nonmagical

Condition Immunities: charmed, exhaustion, frightened, poisoned

Senses: Truesight 120 ft., PP 22

Languages: all, Telepathy 120 ft.

Challenge: 26 (90,000 xp)

Actions

Features cont.

Wand of Orcus: The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak with dead. Alternatively, he can expend 1 or more of the wand's charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2 charges). The wand regains 1d4+3 charges daily at dawn.
While holding the wand, Orcus can use an action to conjure undead creatures whose combined average hit points don't exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he dismisses them as an action. Once this property of the wand is used, the property can't be used again until the next dawn.

Innate Spellcasting: Orcus's spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: chill touch (17th level), detect magic
3/day each: create undead, dispel magic
1/day: time stop

Orcus (1/2) Huge fiend (demon), chaotic evil 26 90,000 xp

  • Armor class 17/20 (natural armor/Wand of Orcus)
  • Hit points 405 (30d12+210)
  • Speed 40 ft., fly 40 ft.
  • STR 27 (+8)
  • DEX 14 (+2)
  • CON 25 (+7)
  • INT 20 (+5)
  • WIS 20 (+5)
  • CHA 25 (+7)

Save Throws: Dex +10, Con +15, Wis +13

Skills: Arcana +12, Perception +12

Damage Resistances: cold, fire, lightning

Damage Immunities: necrotic, poison, bludgeoning, piercing, and slashing that is nonmagical

Condition Immunities: charmed, exhaustion, frightened, poisoned

Senses: Truesight 120 ft., PP 22

Languages: all, Telepathy 120 ft.

Challenge: 26 (90,000 xp)


Legendary Resistance (3/Day): If Orcus fails a saving throw, he can choose to succeed instead.
Magic Resistance: Orcus has advantage on saving throws against spells and other magical effects.
Magic Weapons: Orcus's weapon attacks are magical.
Master of Undeath: When Orcus casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast create undead even when it isn't night.

Actions

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

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

Magic Weapons: Orcus's weapon attacks are magical.

Master of Undeath: When Orcus casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast create undead even when it isn't night.

Legendary Actions

Orcus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Orcus regains spent legendary actions at the start of his turn.

Tail: Orcus makes one tail attack.
A Taste of Undeath: Orcus casts chill touch (17th level).
Creeping Death (Costs 2 Actions): Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus's next turn. Creatures in that area have vulnerability to necrotic damage.

Orcus Huge fiend (demon), chaotic evil 26 90,000 xp

  • Armor class 17/20 (natural armor/Wand of Orcus)
  • Hit points 405 (30d12+210)
  • Speed 40 ft., fly 40 ft.
  • STR 27 (+8)
  • DEX 14 (+2)
  • CON 25 (+7)
  • INT 20 (+5)
  • WIS 20 (+5)
  • CHA 25 (+7)

Save Throws: Dex +10, Con +15, Wis +13

Skills: Arcana +12, Perception +12

Damage Resistances: cold, fire, lightning

Damage Immunities: necrotic, poison, bludgeoning, piercing, and slashing that is nonmagical

Condition Immunities: charmed, exhaustion, frightened, poisoned

Senses: Truesight 120 ft., PP 22

Languages: all, Telepathy 120 ft.

Challenge: 26 (90,000 xp)

Wand of Orcus: The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak with dead. Alternatively, he can expend 1 or more of the wand's charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2 charges). The wand regains 1d4+3 charges daily at dawn.
While holding the wand, Orcus can use an action to conjure undead creatures whose combined average hit points don't exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he dismisses them as an action. Once this property of the wand is used, the property can't be used again until the next dawn.

Innate Spellcasting: Orcus's spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: chill touch (17th level), detect magic
3/day each: create undead, dispel magic
1/day: time stop

Legendary Resistance (3/Day): If Orcus fails a saving throw, he can choose to succeed instead.
Magic Resistance: Orcus has advantage on saving throws against spells and other magical effects.
Magic Weapons: Orcus's weapon attacks are magical.
Master of Undeath: When Orcus casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast create undead even when it isn't night.

Actions

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

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

Magic Weapons: Orcus's weapon attacks are magical.

Master of Undeath: When Orcus casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast create undead even when it isn't night.

Legendary Actions

Orcus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Orcus regains spent legendary actions at the start of his turn.

Tail: Orcus makes one tail attack.
A Taste of Undeath: Orcus casts chill touch (17th level).
Creeping Death (Costs 2 Actions): Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus's next turn. Creatures in that area have vulnerability to necrotic damage.

Juiblex (2/2) Huge fiend (demon), chaotic evil 23 50,000 xp

  • Armor class 18 (natural armor)
  • Hit points 350 (28d12+168)
  • Speed 30 ft.
  • STR 24 (+7)
  • DEX 10 (0)
  • CON 23 (+6)
  • INT 20 (+5)
  • WIS 20 (+5)
  • CHA 16 (+3)

Save Throws: Dex +7, Con +13, Wis +12

Skills: Persuasion +12

Damage Resistances: cold, fire, lightning

Damage Immunities: poison, bludgeoning, piercing, and slashing that is nonmagical

Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious

Senses: Truesight 120 ft., PP 22

Languages: all, Telepathy 120 ft.

Challenge: 23 (50,000 xp)

Regeneration: Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesn't regenerate.

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

Actions

Features cont.

Innate Spellcasting: Juiblex's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Juiblex can innately cast the following spells, requiring no material components:

At will: acid splash (17th level), detect magic
3/day each: blight, contagion, gaseous form

Juiblex (1/2) Huge fiend (demon), chaotic evil 23 50,000 xp

  • Armor class 18 (natural armor)
  • Hit points 350 (28d12+168)
  • Speed 30 ft.
  • STR 24 (+7)
  • DEX 10 (0)
  • CON 23 (+6)
  • INT 20 (+5)
  • WIS 20 (+5)
  • CHA 16 (+3)

Save Throws: Dex +7, Con +13, Wis +12

Skills: Persuasion +12

Damage Resistances: cold, fire, lightning

Damage Immunities: poison, bludgeoning, piercing, and slashing that is nonmagical

Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious

Senses: Truesight 120 ft., PP 22

Languages: all, Telepathy 120 ft.

Challenge: 23 (50,000 xp)

Foul: Any creature, other than an ooze, that starts its turn within 10 feet of Juiblex must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creature's next turn.

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

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

Magic Weapons: Juiblex's weapon attacks are magical.

Actions

Multiattack: Juiblex makes three acid lash attacks.

Acid Lash: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (4d6+7) acid damage. Any creature killed by this attack is drawn into Juiblex's body, and the corpse is obliterated after l minute.

Eject Slime (Recharge 5-6): Juiblex spews out a corrosive slime, targeting one creature that it can see within 60 feet of it. The target must make a DC 21 Dexterity saving throw. On a failure, the target takes 55 (10d10) acid damage. Unless the target avoids taking any of this damage, any metal armor worn by the target takes a permanent -1 penalty to the AC it offers, and any metal weapon it is carrying or wearing takes a permanent -1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to -5, the object is destroyed.

Legendary Actions

Juiblex can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Juiblex regains s pent legendary actions at the start of its turn.

Acid Splash: Juiblex casts acid splash.
Attack: Juiblex makes one acid lash attack.
Corrupting Touch (Costs 2 Actions): Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 21 (4d6+7) poison damage, and the target is slimed. Until the slime is scraped off with an action, the target is poisoned, and any creature, other than an ooze, is poisoned while within 10 feet of the target.

Graz'zt Large fiend (demon, shapechanger), chaotic evil 24 62,000 xp

  • Armor class 20 (natural armor)
  • Hit points 346 (33d10+165)
  • Speed 40 ft.
  • STR 22 (+6)
  • DEX 15 (+2)
  • CON 21 (+5)
  • INT 23 (+6)
  • WIS 21 (+5)
  • CHA 26 (+8)

Save Throws: Dex +9, Con +12, Wis +12

Skills: Deception +15, Insight +12, Perception +12, Persuasion +15

Damage Resistances: cold, fire, lightning

Damage Immunities: poison, bludgeoning, piercing, and slashing that is nonmagical

Condition Immunities: charmed, exhaustion, frightened, poisoned

Senses: Truesight 120 ft., PP 22

Languages: all, Telepathy 120 ft.

Challenge: 24 (62,000 xp)

Shapechanger: Graz'zt can use his action to polymorph into a form that resembles a Medium humanoid, or back into his true form. Aside from his size, his statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed.
Legendary Resistance (3/Day): If Graz'zt fa ils a saving throw, he can choose to succeed instead.
Magic Resistance: Graz'zt has advantage on saving throws against spells and other magical effects.
Magic Weapons: Graz'zt's weapon attacks are magical.

Actions

Multiattack: Graz'zt attacks twice with Wave of Sorrow.

Wave of Sorrow (Creatsword): Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (4d6+6} slashing damage plus 10 (3d6) acid damage.

Teleport: Graz'zt magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Legendary Actions

Graz'zt can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Graz'zt regains spent legendary actions at the start of his turn.

Attack: Graz'zt attacks once with Wave of Sorrow.
Dance, My Puppet!: One creature charmed by Graz'zt that Graz'zt can see must use its reaction to move up to its speed as Graz'zt directs.
Sow Discord: Graz'zt casts crown of madness or dissonant whispers.
Teleport: Graz'zt uses his Teleport action.

Features cont.

Innate Spellcasting: Graz'zt's spellcasting ability is Charisma (spell save DC 23}. He can innately cast the following spells, requiring no material components:

At will: charm person, crown of madness, detect magic, dispel magic, dissonant whispers
3/day each: counterspell, darkness, dominate person, sanctuary, telekinesis, teleport
1/day each: dominate monster, greater invisibility


Fraz-Urb'luu Large fiend (demon), chaotic evil 23 50,000 xp

  • Armor class 18 (natural armor)
  • Hit points 337 (27d10+189)
  • Speed 40 ft., fly 40 ft.
  • STR 29 (+9)
  • DEX 12 (+1)
  • CON 25 (+7)
  • INT 26 (+8)
  • WIS 24 (+7)
  • CHA 26 (+8)

Save Throws: Dex +8, Con +14, Int +15, Wis +14

Skills: Deception +15, Perception +14, Stealth +8

Damage Resistances: cold, fire, lightning

Damage Immunities: poison, bludgeoning, piercing, and slashing that is nonmagical

Condition Immunities: charmed, exhaustion, frightened, poisoned

Senses: Truesight 120 ft., PP 24

Languages: all, Telepathy 120 ft.

Challenge: 23 (50,000 xp)

Legendary Resistance (3/Day).: If Fraz-Urb'luu fails a saving throw, he can choose to succeed instead.

Magic Resistance: Fraz-Urb'luu has advantage on saving throws against spells and other magical effects.

Magic Weapons: Fraz-Urb'luu's weapon attacks are magical.

Undetectable: Fraz-Urb'luu can't be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or fiends.

Actions

Multiattack: Fraz-Urb'luu makes three attacks: one with his bite and two with his fists.

Bite: Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 (3d6+9) piercing damage.

Fist: Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (3d8+9) bludgeoning damage.

Legendary Actions

Fraz-Urb'luu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Fraz-Urb'luu regains spent legendary actions at the start of his turn.

Tail: Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10+9) bludgeoning damage. If the target is a Large or smaller creature, it is also grappled (escape DC 24). The grappled target is also restrained. Fraz-Urb'luu can grapple only one creature with his tail at a time.
Phantasmal Killer (Costs 2 Actions): Fraz-Urb'luu casts phantasmal killer, no concentration required.

Features cont.

Innate Spellcasting: Fraz·Urb'luu's spellcasting ability is Charisma (spell save DC 23). Fraz-Urb'luu can innately cast the following spells, requiring no material components:

At will: alter self (can become Medium when changing his appearance), detect magic, dispel magic, phantasmal force
3/day each: confusion, dream, mislead, programmed illusion, seeming
1/day each: mirage arcane, modify memory, project image

Demogorgon (2/2) Huge fiend (demon), chaotic evil 26 90,000 xp

  • Armor class 22 (natural armor)
  • Hit points 406 (28d12+224)
  • Speed 50 ft., swim 50 ft.
  • STR 29 (+9)
  • DEX 14 (+2)
  • CON 26 (+8)
  • INT 20 (+5)
  • WIS 17 (+3)
  • CHA 25 (+7)

Save Throws: Dex +10, Con +16, Wis +11, Cha +15

Skills: Insight +11, Perception +19

Damage Resistances: cold, fire, lightning

Damage Immunities: poison, bludgeoning, piercing, and slashing that is nonmagical

Condition Immunities: charmed, exhaustion, frightened, poisoned

Senses: Truesight 120 ft., PP 29

Languages: all, Telepathy 120 ft.

Challenge: 26 (90,000 xp)

Two Heads: Demogorgon has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.

Actions

Legendary Actions

Demogorgon can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Demogorgon regains spent legendary actions at the start of his turn.

Tail: Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 20 (2d10+9) bludgeoning damage plus 11 (2d10) necrotic damage.
Maddening Gaze: Demogorgon uses his Gaze action, and must choose either the Beguiling Gaze or the Insanity Gaze effect.

Demogorgon (1/2) Huge fiend (demon), chaotic evil 26 90,000 xp

  • Armor class 22 (natural armor)
  • Hit points 406 (28d12+224)
  • Speed 50 ft., swim 50 ft.
  • STR 29 (+9)
  • DEX 14 (+2)
  • CON 26 (+8)
  • INT 20 (+5)
  • WIS 17 (+3)
  • CHA 25 (+7)

Save Throws: Dex +10, Con +16, Wis +11, Cha +15

Skills: Insight +11, Perception +19

Damage Resistances: cold, fire, lightning

Damage Immunities: poison, bludgeoning, piercing, and slashing that is nonmagical

Condition Immunities: charmed, exhaustion, frightened, poisoned

Senses: Truesight 120 ft., PP 29

Languages: all, Telepathy 120 ft.

Challenge: 26 (90,000 xp)

Innate Spellcasting: Demogorgon's spellcasting ability is Charisma (spell save DC 23). Demogorgon can innately cast the following spells, requiring no material components:
At will: detect magic, major image
3/day each: dispel magic.fear, telekinesis
1/day each: feeblemind, project image

Legendary Resistance (3/Day): If Demogorgon fails a saving throw, he can choose to succeed instead.
Magic Resistance: Demogorgon has advantage on saving throws against spells and other magical effects.
Magic Weapons: Demogorgon's weapon attacks are magical.

Actions

Multiattack: Demogorgon makes two tentacle attacks.

Tentacle: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 28 (3d12+9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Gaze: Demogorgon turns his magical gaze toward one creature that he can see within 120 feet of him. That target must make a DC 23 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can't see Demogorgon until the start of his next turn. If the target looks at him in the meantime, it must immediately make the save.
If the target fails the save, the target suffers one of the following effects of Demogorgon's choice or at random:

1. Beguiling Gaze: The target is stunned until the start of Demogorgon's next turn or until Demogorgon is no longer within line of sight.
2. Hypnotic Gaze: The target is charmed by Demogorgon until the start of Demogorgon's next turn. Demogorgon chooses how the charmed target uses its actions, reactions, and movement. Because this gaze requires Demogorgon to focus both heads on the target, he can't use his Maddening Gaze legendary action until the start of his next turn.
3. Insanity Gaze: The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of Demogorgon's next turn. Demogorgon doesn't need to concentrate on the spell.

Baphomet (2/2) Huge fiend (demon), chaotic evil 23 50,000 xp

  • Armor class 22 (natural armor)
  • Hit points 275 (19d12+152)
  • Speed 40 ft.
  • STR 30 (+10)
  • DEX 14 (+2)
  • CON 26 (+8)
  • INT 18 (+4)
  • WIS 24 (+7)
  • CHA 16 (+3)

Save Throws: Dex +9, Con +15, Wis +14

Skills: Intimidation +17, Perception +14

Damage Resistances: cold, fire, lightning

Damage Immunities: poison, bludgeoning, piercing, and slashing that is nonmagical

Condition Immunities: charmed, exhaustion, frightened, poisoned

Senses: Truesight 120 ft., PP 24

Languages: all, Telepathy 120 ft.

Challenge: 23 (50,000 xp)

Labyrinthine Recall: Baphomet can perfectly recall any path he has traveled, and he is immune to the maze spell.
Legendary Resistance (3/Day): If Baphomet fails a saving throw, he can choose to succeed instead.
Magic Resistance: Baphomet has advantage on saving throws against spells and other magical effects.
Magic Weapons: Baphomet's weapon attacks are magical.
Reckless: At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.

Actions

Baphomet (1/2) Huge fiend (demon), chaotic evil 23 50,000 xp

  • Armor class 22 (natural armor)
  • Hit points 275 (19d12+152)
  • Speed 40 ft.
  • STR 30 (+10)
  • DEX 14 (+2)
  • CON 26 (+8)
  • INT 18 (+4)
  • WIS 24 (+7)
  • CHA 16 (+3)

Save Throws: Dex +9, Con +15, Wis +14

Skills: Intimidation +17, Perception +14

Damage Resistances: cold, fire, lightning

Damage Immunities: poison, bludgeoning, piercing, and slashing that is nonmagical

Condition Immunities: charmed, exhaustion, frightened, poisoned

Senses: Truesight 120 ft., PP 24

Languages: all, Telepathy 120 ft.

Challenge: 23 (50,000 xp)

Charge: If Baphomet 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 16 (3d1 0) piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Innate Spellcasting: Baphomet's spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components:
At will: detect magic
3/day each: dispel magic, dominate beast, hunter's mark, maze, wall of stone
1/day: teleport

Actions

Multiattack: Baphomet makes three attacks: one with Heartcleaver, one with his bite, and one with his gore attack.

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

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

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

Frightful Presence: Each creature of Baphomet's choice within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened fo r l 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. These later saves have disadvantage if Baphomet is within line of sight of the creature.
If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomet's Frightful Presence for the next 24 hours.

Legendary Actions

Baphomet can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Baphomet
regains spent legendary actions at the start of his turn.

Heartcleaver Attack: Baphomet makes a melee attack with Heartcleaver.
Charge (Costs 2 Actions): Baphomet moves up to his speed, then makes a gore attack.

Wastrilith Large fiend (demon), chaotic evil 13 10,000 xp

  • Armor class 18 (natural armor)
  • Hit points 157 (13d10+75)
  • Speed 30 ft., swim 80 ft.
  • STR 19 (+4)
  • DEX 18 (+4)
  • CON 21 (+5)
  • INT 19 (+4)
  • WIS 12 (+1)
  • CHA 14 (+2)

Save Throws: Str +9, Con +10

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

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Darkvision 120 ft., PP 11

Languages: Abyssal, Telepathy 120 ft.

Challenge: 13 (10,000 xp)

Amphibious: The wastrilith can breathe air and water.

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

Undertow: As a bonus action when the wastrilith is underwater, it can cause all water within 60 feet of it to be difficult terrain for other creatures until the start of its next turn.

Actions

Multiattack: The wastrilith uses Grasping Spout and 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: 30 (4d12+4) piercing damage.

Claws: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (4d6+4) slashing damage.

Grasping Spout: The wastrilith magically launches a spout of water at one creature it can see within 60 feet of it. The target must make a DC 17 Strength saving throw, and it has disadvantage if it's underwater. On a failed save, it takes 22 (4d8+4) acid damage and is pulled up to 60 feet toward the wastrilith. On a successful save, it takes half as much damage and isn't pulled.

Features cont.

Corrupt Water: At the start of each of the wastrilith's turns, exposed water within 30 feet of it is befouled. Underwater, this effect lightly obscures the area until a current clears it away. Water in containers remains corrupted until it evaporates.
A creature that consumes this foul water or swims in it must make a DC 18 Constitution saving throw. On a successful save, the creature is immune to the foul water for 24 hours. On a failed save, the creature takes 14 (4d6) poison damage and is poisoned for 1 minute. At the end of this time, the poisoned creature must repeat the saving throw. On a failure, the creature takes 18 (4d8) poison damage and is poisoned until it finishes a long rest.
If another demon drinks the foul water as an action, it gains 11 (2d10) temporary hit points.

Sibriex Huge fiend (demon), chaotic evil 18 20,000 xp

  • Armor class 19 (natural armor)
  • Hit points 150 (12d12+72)
  • Speed 0 ft., fly 20 ft. (hover)
  • STR 10 (0)
  • DEX 3 (-4)
  • CON 23 (+6)
  • INT 25 (+7)
  • WIS 24 (+7)
  • CHA 25 (+7)

Save Throws: Int +13, Cha +13

Skills: Arcana +13, History +13, Perception +13

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

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Truesight 120 ft., PP 23

Languages: all, Telepathy 120 ft.

Challenge: 18 (20,000 xp)

Contamination: The sibriex emits an aura of corruption 30 feet in every direction. Plants that aren't creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC 20 Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this sibriex's Contamination for 24 hours.
Innate Spellcasting: The sibriex's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:
At will: charm person, command, dispel magic, hold monster
3/day: feeblemind
Legendary Resistance (3/Day): If the sibriex fails a saving throw, it can choose to succeed instead.
Magic Resistance: The sibriex has advantage on saving throws against spells and other magical effects.

Actions

Multiattack: The sibriex uses Squirt Bile once and makes three attacks using its chain, bite, or both.

Chain: Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 20 (2d12+7) piercing damage.

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

Squirt Bile: The sibriex targets one creature it can see within 120 feet of it. The target must succeed on a DC 20 Dexterity saving throw or take 35 (10d6) acid damage.

Warp Creature: The sibriex targets up to three creatures it can see within 120 feet of it. Each target must make a DC 20 Constitution saving throw. On a successful save, a creature becomes immune to this sibriex's Warp Creature. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a living abyssal wretch under the sibriex's control. The transformation of the body can be undone only by a wish spell.

Legendary Actions

The sibriex can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sibriex regains spent legendary actions at the start of its turn.

Cast a Spell: The sibriex casts a spell.
Spray Bile: The sibriex uses Squirt Bile.
Warp (Costs 2 Actions): The sibriex uses Warp Creature.

Abyssal Wretch Medium fiend (demon), chaotic evil 1/4 50 xp

  • Armor class 11
  • Hit points 18 (4d8)
  • Speed 20 ft.
  • STR 9 (-1)
  • DEX 12 (+1)
  • CON 11 (0)
  • INT 5 (-3)
  • WIS 8 (-1)
  • CHA 5 (-3)

Damage Resistances: cold, fire, lightning

Damage Immunities: poison

Condition Immunities: charmed, frightened, poisoned

Senses: Darkvision 120 ft., PP 9

Languages: understands Abyssal but can't speak

Challenge: 1/4 (50 xp)

Actions

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

Rutterkin Medium fiend (demon), chaotic evil 2 450 xp

  • Armor class 12
  • Hit points 37 (5d8+15)
  • Speed 20 ft.
  • STR 14 (+2)
  • DEX 15 (+2)
  • CON 17 (+3)
  • INT 5 (-3)
  • WIS 12 (+1)
  • CHA 6 (-2)

Damage Resistances: cold, fire, lightning

Damage Immunities: poison

Condition Immunities: charmed, frightened, poisoned

Senses: Darkvision 120 ft., PP 11

Languages: understands Abyssal but can't speak

Challenge: 2 (450 xp)

Crippling Fear: When a creature that isn't a demon starts its turn within 30 feet of three or more rutterkins, it m ust make a DC 11 Wisdom saving throw. The creature has disadvantage on the save if it's within 30 feet of six or more rutterkins. On a successful save, the creature is immune to the Crippling Fear of all rutterkins for 24 hours. On a failed save, the creature beCOrlJ.eS frightened of the rutterkins for l minute. While frightened in this way, the creature is restrained. At the end of each of the frightened creature's turns, it can repeat the saving throw, ending the effect on itself on a success.

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6+2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned. At the end of each long rest, the poisoned target can repeat the saving throw, ending the effect on itself on a success. If the target is reduced to 0 hit points while poisoned in this way, it dies and instantly transforms into a living abyssal wretch. The transformation of the body can be undone only by a wish spell.

Nabassu Medium fiend (demon), chaotic evil 15 13,000 xp

  • Armor class 18 (natural armor)
  • Hit points 190 (20d8+100)
  • Speed 40 ft., fly 60 ft.
  • STR 22 (+6)
  • DEX 14 (+2)
  • CON 21 (+5)
  • INT 14 (+2)
  • WIS 15 (+2)
  • CHA 17 (+3)

Save Throws: Str +11, Dex +7

Skills: Perception +7

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

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Darkvision 60 ft., PP 17

Languages: Abyssal, Telepathy 120 ft.

Challenge: 15 (13,000 xp)

Demonic Shadows: The nabassu darkens the area around its body in a 10-foot radius. Nonmagical light can't illuminate this area of dim light.

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

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

Actions

Multiattack: The nabassu uses its Soul-Stealing Gaze and makes two attacks: one with its claws and one with its bite.

Claws: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) slashing damage.

Bite: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 32 (4d12+6) piercing damage.

Soul-Stealing Gaze: The nabassu targets one creature it can see within 30 feet of it. If the target can see the nabassu and isn't a construct or an undead, it must succeed on a DC 16 Charisma saving throw or reduce its hit point maximum by 13 (2d12) and give the nabassu an equal number of temporary hit points. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a ghoul under the nabassu's control.

Features cont.

Devour Soul: A nabassu can eat the soul of a creature it has killed within the last hour, provided that creature is neither a construct nor an undead. The devouring requires the nabassu to be within S feet of the corpse for at least 10 minutes, after which it gains a number of Hit Dice (d&s) equal to half the creature's number of Hit Dice. Roll those dice, and increase the nabassu's hit points by the numbers rolled. For every 4 Hit Dice the nabassu gains in this way, its attacks deal an extra 3 (1d6) damage on a hit. The nabassu retains these benefits for 6 days. A creature devoured by a nabassu can be restored to life only by a wish spell.

Molydeus Huge fiend (demon), chaotic evil 21 33,000 xp

  • Armor class 19 (natural armor)
  • Hit points 216 (16d12+112)
  • Speed 40 ft.
  • STR 28 (+9)
  • DEX 22 (+6)
  • CON 25 (+7)
  • INT 21 (+5)
  • WIS 24 (+7)
  • CHA 24 (+7)

Save Throws: Str +16, Con +14, Wis +14, Cha +14

Skills: Perception +21

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

Damage Immunities: poison

Condition Immunities: blinded, charmed, deafened, frightened, poisoned, stunned

Senses: Truesight 120 ft., PP 31

Languages: Abyssal, Telepathy 120 ft.

Challenge: 21 (33,000 xp)

Innate Spellcasting: The molydeus's innate spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components:
At will: dispel magic, polymorph, telekinesis, teleport
3/day: lightning bolt
1/day: imprisonment

Legendary Resistance (3/Day): If the molydeus fails a saving throw, it can choose to succeed instead.
Magic Resistance: The molydeus has advantage on saving throws against spells and other magical effects.
Magic Weapons: The molydeus's weapon attacks are magical.

Actions

Multiattack: The molydeus makes three attacks: one with its weapon, one with its wolf bite, and one with its snakebite.

Demonic Weapon: Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10+9) slashing damage. If the target has at least one head and the molydeus rolled a 20 on the attack roll, the target is decapitated and dies if it can't survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 6d8 slashing damage from the hit.

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

Snakebite: Melee Weapon Attack: +1 6 to hit, reach 15 ft., one creature. Hit: 12 (1d6+9) piercing damage, and the target must succeed on a DC 22 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a manes if this reduces its hit point maximum to 0. This transformation can be ended only by a wish spell.

Legendary Actions

The molydeus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The molydeus regains spent legendary actions at the start of its turn.

Attack: The molydeus makes one attack, either with its demonic weapon or with its snakebite.
Move: The molydeus moves without provoking opportunity attacks.
Cast a Spell: The molydeus casts one spell from its Innate Spellcasting trait.

Maurezhi Medium fiend (demon), chaotic evil 7 2,900 xp

  • Armor class 15 (natural armor)
  • Hit points 88 (16d8+16)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 17 (+3)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 15 (+2)

Skills: Deception +5

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

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: Darkvision 120 ft., PP 11

Languages: Abyssal, Elvish, Telepathy 120 ft.

Challenge: 7 (2,900 xp)

Assume Form: The maurezhi can assume the appearance of any Medium humanoid it has eaten. It remains in this form for 1d6 days, during which time the form gradually decays until, when the effect ends, the form sloughs from the demon's body.

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

Actions

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

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10+3) piercing damage. If the target is a humanoid, its Charisma score is reduced by 1d4. This reduction lasts until the target finishes a short or long rest. The target dies if this reduces its Charisma to 0. It rises 24 hours later as a ghoul, unless it has been revived or its corpse has been destroyed.

Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for l minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Raise Ghoul (Recharge 5-6): The maurezhi targets one dead ghoul or ghast it can see within 30 feet of it. The target is revived with all its hit points.

Dybbuk (2/2) Medium fiend (demon), chaotic evil 4 1,100 xp

  • Armor class 14
  • Hit points 37 (5d8+15)
  • Speed 0 ft., 40 ft. (hover)
  • STR 6 (-2)
  • DEX 19 (+4)
  • CON 16 (+3)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 14 (+2)

Skills: Deception +6, Intimidation +4, Perception +4

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

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned, prone, restrained

Senses: Darkvision 120 ft., PP 14

Languages: Abyssal, Common, Telepathy 120 ft.

Challenge: 4 (1,100 xp)

Violate Corpse: The dybbuk can use a bonus action while it is possessing a corpse to make it do something unnatural, such as vomit blood, twist its head all the way around, or cause a quadruped to move as a biped. Any beast or humanoid that sees this behavior must succeed on a DC 12 Wisdom saving throw or become frightened of the dybbuk for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this ability is immune to Violate Corpse for 24 hours.

Actions

Dybbuk (1/2) Medium fiend (demon), chaotic evil 4 1,100 xp

  • Armor class 14
  • Hit points 37 (5d8+15)
  • Speed 0 ft., 40 ft. (hover)
  • STR 6 (-2)
  • DEX 19 (+4)
  • CON 16 (+3)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 14 (+2)

Skills: Deception +6, Intimidation +4, Perception +4

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

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned, prone, restrained

Senses: Darkvision 120 ft., PP 14

Languages: Abyssal, Common, Telepathy 120 ft.

Challenge: 4 (1,100 xp)

Incorporeal Movement: The dybbuk can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Innate Spellcasting: The dybbuk's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:

At will: dimension door
3/day each: fear, phantasmal force

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

Actions

Tendril: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) necrotic damage. If the target is a creature, its hit point maximum is also reduced by 3 (1d6). This reduction lasts until the target finishes a short or long rest. The target dies if this effect reduces its hit point maximum to 0.

Possess Corpse (Recharge 6): The dybbuk disappears into an intact corpse it can see within 5 feet of it. The corpse must be Large or smaller and be that of a beast or a humanoid. The dybbuk is now effectively the possessed creature. Its type becomes undead, though it now looks alive, and it gains a number of temporary hit points equal to the corpse's hit point maximum in life.
While possessing the corpse, the dybbuk retains its hit points, alignment, Intelligence, Wisdom, Charisma, telepathy, and immunity to poison damage, exhaustion, and being charmed and frightened. It otherwise uses the possessed target's game statistics, gaining access to its knowledge and proficiencies but not its class features, if any.
The possession lasts until the temporary hit points are lost (at which point the body becomes a corpse once more) or the dybbuk ends its possession using a bonus action. When the possession ends, the dybbuk reappears in an unoccupied space within 5 feet of the corpse.

Bulezau Medium fiend (demon), chaotic evil 3 700 xp

  • Armor class 14 (natural armor)
  • Hit points 52 (7d8+21)
  • Speed 40 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 17 (+3)
  • INT 8 (-1)
  • WIS 9 (-1)
  • CHA 6 (-2)

Damage Resistances: cold, fire, lightning

Damage Immunities: poison

Condition Immunities: charmed, frightened, poisoned

Senses: Darkvision 120 ft., PP 9

Languages: Abyssal, Telepathy 60 ft.

Challenge: 3 (700 xp)

Rotting Presence: When any creature that isn't a demon starts its turn within 30 feet one or more bulezaus, that creature must succeed on a DC 13 Constitution saving throw or take 1d6 necrotic damage plus 1 necrotic damage for each bulezau within 30 feet of it.

Standing Leap: The bulezau's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

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

Actions

Barbed Tail: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12+2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease ends. While poisoned in this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target's hit point maximum is reduced by 4 (1d8). The target dies if its hit point maximum is reduced to 0.

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

  • Armor class 16 (natural armor)
  • Hit points 84 (8d10+40)
  • Speed 60 ft.
  • STR 21 (+5)
  • DEX 18 (+4)
  • CON 21 (+5)
  • INT 8 (-1)
  • WIS 12 (+1)
  • CHA 13 (+1)

Damage Resistances: cold, fire, lightning

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Darkvision 120 ft., PP 11

Languages: Abyssal, Telepathy 120 ft.

Challenge: 7 (2,900 xp)

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

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

Actions

Multiattack: The armanite makes three attacks: one with its hooves, one with its claws, and one with its serrated tail.

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

Claws: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4+5) slashing damage.

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

Lightning Lance (Recharge 5-6): The armanite looses a bolt of lightning in a line 60 feet long and 10 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one.

Alkilith Medium fiend (demon), chaotic evil 11 7,200 xp

  • Armor class 17 (natural armor)
  • Hit points 157 (15d8+90)
  • Speed 40 ft.
  • STR 12 (+1)
  • DEX 19 (+4)
  • CON 22 (+6)
  • INT 6 (-2)
  • WIS 11 (0)
  • CHA 7 (-2)

Save Throws: Dex +8, Con +10

Skills: Stealth +8

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

Damage Immunities: poison

Condition Immunities: charmed, frightened, poisoned

Senses: Darkvision 120 ft., PP 10

Languages: understands Abyssal but can't speak

Challenge: 11 (7,200 xp)

Amorphous: The alkilith can move through a space as narrow as 1 inch wide without squeezing.
False Appearance: While the alkilith is motionless, it is indistinguishable from an ordinary slime or fungus.
Foment Madness: Any creature that isn't a demon that starts its turn within 30 feet of the alkilith must succeed on a DC 18 Wisdom saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check.
If the saving throw against Foment Madness fails by 5 or more, the creature is instead subjected to the confusion spell for l minute (no concentration required by the alkilith). While under the effect of that confusion, the creature is immune to Foment Madness.
Magic Resistance: The alkilith has advantage on saving throws against spells and other magical effects.

Actions

Multiattack: The alkilith makes three tentacle attacks.

Tentacle: Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (4d6+4) acid damage.

Deathlock Wight Medium undead, neutral evil 3 700 xp

  • Armor class 12 (15 with mage armor)
  • Hit points 37 (5d8+15)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 14 (+2)
  • CON 16 (+3)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 16 (+3)

Save Throws: Wis +4

Skills: Arcana +3, Perception +4

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

Damage Immunities: poison

Condition Immunities: exhaustion, poisoned

Senses: Darkvision 60ft., PP 14

Languages: the languages it knew in life

Challenge: 3 (700 xp)

Innate Spellcasting: The wight's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:

At will: detect magic, disguise self, mage armor
1/day each: fear, hold person, misty step

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

Actions

Multiattack: The wight attacks twice with Grave Bolt.

Crave Bolt: Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d8+3) necrotic damage.

Life Drain: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6+2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.

Deathlock Mastermind Medium undead, neutral evil 8 3,900 xp

  • Armor class 13 (16 with mage armor)
  • Hit points 110 (20d8+20)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 15 (+2)
  • WIS 12 (+1)
  • CHA 17 (+3)

Save Throws: Int +5, Cha +6

Skills: Arcana +5, History +5, Perception +4

Damage Resistances: necrotic, bludgeoning, piercing. and slashing from nonmagical attacks that aren't silvered

Damage Immunities: poison

Condition Immunities: exhaustion, poisoned

Senses: Darkvision 120ft. (including magical darkness), PP 14

Languages: the languages it knew in life

Challenge: 8 (3,900 xp)

Innate Spellcasting: The deathlock's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:

At will: detect magic, disguise self, mage armor

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

Actions

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

Crave Bolts: Ranged Spell Attack: +6 to hit, range 120 ft., one or two targets. Hit: 18 (4d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success.

Features cont.

Spellcasting: The deathlock is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): chill touch, mage hand, minor illusion, poison spray
1st-5th level (2 5th-level slots): arms of Hadar, blight, counterspell, crown of madness, darkness, dimension door, dispel magic, fly, hold monster, invisibility

Deathlock Medium undead, neutral evil 4 1,100 xp

  • Armor class 12 (15 with mage armor)
  • Hit points 36 (8d8)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 14 (+2)
  • WIS 12 (+1)
  • CHA 16 (+3)

Save Throws: Int +4, Cha +5

Skills: Arcana +4, History +4

Damage Resistances: necrotic, bludgeoning, piercing. and slashing from nonmagical attacks that aren't silvered

Damage Immunities: poison

Condition Immunities: exhaustion, poisoned

Senses: Darkvision 60ft., PP 11

Languages: the languages it knew in life

Challenge: 4 (1,100 xp)

Innate Spellcasting: The deathlock's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:

At will: detect magic, disguise self, mage armor

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

Actions

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

Features cont.

Spellcasting: The deathlock is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): chill touch, eldritch blast, mage hand
1st-3rd level (2 3rd-level slots): arms of Hadar, dispel magic, hold person, hunger of Hadar, invisibility, spider climb

Corpse Flower (2/2) Large plant, chaotic evil 8 3,900 xp

  • Armor class 12
  • Hit points 127 (15d10+45)
  • Speed 20 ft., climb 20 ft.
  • STR 14 (+2)
  • DEX 14 (+2)
  • CON 16 (+3)
  • INT 7 (-2)
  • WIS 15 (+2)
  • CHA 3 (-4)

Condition Immunities: blinded, deafened

Senses: Blindsight 120 ft. (blind beyond this radius), PP 12

Languages: ---

Challenge: 8 (3,900 xp)

Stench of Death: Each creature that starts its turn within 10 feet of the corpse flower or one of its zombies must make a DC 14 Constitution saving throw, unless the creature is a construct or undead. On a failed save, the creature is incapacitated until the end of the turn. Creatures that are immune to poison damage or the poisoned condition automatically succeed on this saving throw. On a successful save, the creature is immune to the stench of all corpse flowers for 24 hours.

Actions

Corpse Flower (1/2) Large plant, chaotic evil 8 3,900 xp

  • Armor class 12
  • Hit points 127 (15d10+45)
  • Speed 20 ft., climb 20 ft.
  • STR 14 (+2)
  • DEX 14 (+2)
  • CON 16 (+3)
  • INT 7 (-2)
  • WIS 15 (+2)
  • CHA 3 (-4)

Condition Immunities: blinded, deafened

Senses: Blindsight 120 ft. (blind beyond this radius), PP 12

Languages: ---

Challenge: 8 (3,900 xp)

Corpses: When first encountered, a corpse flower contains the corpses of 1d6+3 humanoids. A corpse flower can hold the remains of up to nine dead humanoids. These remains have total cover against attacks and other effects outside the corpse flower. If the corpse flower dies, the corpses within it can be pulled free.
While it has at least one humanoid corpse in its body, the corpse flower can use a bonus action to do one of the following:
• The corpse flower digests one humanoid corpse in its body and instantly regains 11 (2d10) hit points. Nothing of the digested body remains. Any equipment on the corpse is expelled from the corpse flower in its space.
• The corpse flower animates one dead humanoid in its body, turning it into a zombie. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn't under its control, and the flower's stench clings to it (see the Stench of Death trait).
Spider Climb: The corpse flower can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack: The corpse flower makes three tentacle attacks.

Tentacle: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (2d6+2) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or take 14 (4d6) poison damage.

Harvest the Dead: The corpse flower grabs one unsecured dead humanoid within 10 feet of it and stuffs the corpse into itself, along with any equipment the corpse is wearing or carrying. The remains can be used with the Corpses trait.

Stone Defender Medium construct, unaligned 4 1,100 xp

  • Armor class 16 (natural armor)
  • Hit points 52 (7d8+21)
  • Speed 30 ft.
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 17 (+3)
  • INT 3 (-4)
  • WIS 10 (0)
  • CHA 1 (-5)

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

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

Senses: Darkvision 60 ft., PP 10

Languages: understands one language of its creator but can't speak

Challenge: 4 (1,100 xp)

False Appearance: While the stone defender remains motionless against an uneven earthen or stone surface, it is indistinguishable from that surface.

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

Actions

Slam: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage, and if the target is Large or smaller, it is knocked prone.

Reactions

Intercept Attack: In response to another creature within 5 feet of it being hit by an attack roll, the stone defender gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the stone defender must be able to see the creature and the attacker.

Oaken Bolter Medium construct, unaligned 5 1,800 xp

  • Armor class 16 (natural armor)
  • Hit points 58 (9d8+18)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 18 (+4)
  • CON 15 (+2)
  • INT 3 (-4)
  • WIS 10 (0)
  • CHA 1 (-5)

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

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

Senses: Darkvision 60 ft., PP 10

Languages: understands one language of its creator but can't speak

Challenge: 5 (1,800 xp)

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

Actions

Multiattack: The oaken bolter makes two lancing bolt attacks or one lancing bolt attack and one harpoon attack.

Lancing Bolt: Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 100/400 ft., one target. Hit: 15 (2d10+4) piercing damage.

Harpoon: Ranged Weapon Attack: +7 to hit, range 50/200 ft., one target. Hit: 9 (1d10+4) piercing damage, and the target is grappled (escape DC 12). While grappled in this way, a creature's speed isn't reduced, but it can move only in directions that bring it closer to the oaken bolter. A creature takes 5 (1d10) slashing damage if it escapes from the grapple or if it tries and fails. As a bonus action, the oaken bolter can pull a creature grappled by it 20 feet closer. The oaken bolter can grapple only one creature at a time.

Explosive Bolt (Recharge 5-6): The oaken bolter launches an explosive charge at a point within 120 feet. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.

Iron Cobra Medium construct, unaligned 4 1,100 xp

  • Armor class 13
  • Hit points 45 (7d8+14)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 3 (-4)
  • WIS 10 (0)
  • CHA 1 (-5)

Skills: Stealth +7

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

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

Senses: Darkvision 60 ft., PP 10

Languages: understands one language of its creator but can't speak

Challenge: 4 (1,100 xp)

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

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer one random poison effect:

1. Poison Damage: The target takes 13 (3d8) poison damage.
2. Confusion: On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it's holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the Dash action, moving toward the nearest creature.
3. Paralysis: The target is paralyzed until the end of its next turn.

Bronze Scout Medium construct, unaligned 1 200 xp

  • Armor class 13
  • Hit points 18 (4d8)
  • Speed 30 ft., burrow 30 ft.
  • STR 10 (0)
  • DEX 16 (+3)
  • CON 11 (0)
  • INT 3 (-4)
  • WIS 14 (+2)
  • CHA 1 (-5)

Skills: Perception +6, Stealth +7

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

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

Senses: Darkvision 60 ft., PP 16

Languages: understands one language of its creator but can't speak

Challenge: 1 (200 xp)

Earth Armor: The bronze scout doesn't provoke opportunity attacks when it burrows.

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

Actions

Bite: Melee Weapon Attack: +S to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage plus 3 (1d6) lightning damage.

Lightning Flare (Recharges after a Short or Long Rest): Each creature in contact with the ground within 15 feet of the bronze scout must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.

Choker Small aberration, chaotic evil 1 100 xp

  • Armor class 16 (natural armor)
  • Hit points 13 (3d6+3)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 4 (-3)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Stealth +6

Senses: Darkvision 60 ft., PP 11

Languages: Deep Speech

Challenge: 1 (100 xp)

Aberrant Quickness (Recharges after a Short or Long Rest): The choker can take an extra action on its turn.

Boneless: The choker can move through and occupy a space as narrow as 4 inches wide without squeezing.

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

Actions

Multiattack: The choker makes two tentacle attacks.

Tentacle: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4+3) bludgeoning damage plus 3 (1d6) piercing damage. If the target is a Large or smaller creature, it is grappied (escape DC 15). Until this grapple ends, the target is restrained, and the choker can't use this tentacle on another target. The choker has two tentacles. If this attack is a critical hit, the target also can't breathe or speak until the grapple ends.

Cadaver Collector Large construct, lawful evil 14 11,500 xp

  • Armor class 17 (natural armor)
  • Hit points 189 (18d10+90)
  • Speed 30 ft.
  • STR 21 (+5)
  • DEX 14 (+2)
  • CON 20 (+5)
  • INT 5 (-3)
  • WIS 11 (0)
  • CHA 8 (-1)

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

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

Senses: Darkvision 60 ft., PP 10

Languages: understands all languages but can't speak

Challenge: 14 (11,500 xp)

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

Summon Specters (Recharges after a Short or Long Rest): As a bonus action, the cadaver collector calls up the enslaved spirits of those it has slain, 1d6 specters (without Sunlight Sensitivity) arise in unoccupied spaces within l 5 feet of the cadaver collector. The specters act right after the cadaver collector on the same initiative count and fight until they're destroyed. They disappear when the cadaver collector is destroyed.

Actions

Multiattack: The cadaver collector makes two slam attacks.

Slam: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8+5) bludgeoning damage plus 16 (3d10) necrotic damage.

Paralyzing Breath (Recharge 5- 6): The cadaver collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful DC 18 Constitution saving throw or be paralyzed for l minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success.

Boneclaw Large undead, chaotic evil 12 8,400 xp

  • Armor class 16 (natural armor)
  • Hit points 127 (17d10+34)
  • Speed 40 ft.
  • STR 19 (+4)
  • DEX 16 (+3)
  • CON 15 (+2)
  • INT 13 (+1)
  • WIS 15 (+2)
  • CHA 9 (-1)

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

Skills: Perception +2, Stealth +7

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

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

Senses: Darkvision 60 ft., PP 16

Languages: Common plus the main language of its master

Challenge: 12 (8,400 xp)

Rejuvenation: While its master lives, a destroyed boneclaw gains a new body in 1d10 hours, with all its hit points. The new body appears within l mile of the boneclaw's master.

Shadow Stealth: While in dim light or darkness, the boneclaw can take the Hide action as a bonus action.

Actions

Multiattack: The boneclaw makes two claw attacks.

Piercing Claw: Melee Weapon Attack: +8 to hit, reach l5 ft., one target. Hit: 20 (3d10+4) piercing damage. If the target is a creature, the boneclaw can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 14). The boneclaw has two claws. While a claw grapples a target, the claw can attack only that target.

Shadow jump: If the boneclaw is in dim light or darkness, each creature of the boneclaw's choice within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 34 (5d12+2) necrotic damage.
The boneclaw then magically teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it's grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness.

Reactions

Deadly Reach: In response to a visible enemy moving into its reach, the boneclaw makes one claw attack against that enemy. If the attack hits, the boneclaw can make a second claw attack against the target.

Berbalang Medium aberration, neutral evil 2 450 xp

  • Armor class 14 (natural armor)
  • Hit points 38 (11d8-11)
  • Speed 30 ft., fly 40 ft.
  • STR 9 (-1)
  • DEX 16 (+3)
  • CON 9 (-1)
  • INT 17 (+3)
  • WIS 11 (0)
  • CHA 10 (0)

Save Throws: Dex +5, Int +5

Skills: Arcana +5, History +5, Insight +2, Perception +2, Religion +5

Senses: Truesight 120 ft., PP 12

Languages: all, but rarely speaks

Challenge: 2 (450 xp)

Spectral Duplicate (Recharges after a Short or Long Rest): As a bonus action, the berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the duplicate exists, the berbalang is unconscious. A berbalang can have only one duplicate at a time. The duplicate disappears when it or the berbalang drops to 0 hit points or when the berbalang dismisses it (no action required).
The duplicate has the same statistics and knowledge as the berbalang, and everything experienced by the duplicate is known by the berbalang. All damage dealt by the duplicate's
attacks is psychic damage.

Innate Spellcasting: The berbalang's innate spellcasting ability is Intelligence (spell save DC 13). The berbalang can innately cast the following spells, requiring no material components:
At will: speak with dead
l/day: plane shift (self only)

Actions

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

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

Claws: Melee Weapon Attack: +S to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage.

Balhannoth Large aberration, chaotic evil 11 7,200 xp

  • Armor class 17 (natural armor)
  • Hit points 114 (12d10+48)
  • Speed 25 ft., climb 25 ft.
  • STR 17 (+3)
  • DEX 8 (-1)
  • CON 18 (+4)
  • INT 6 (-2)
  • WIS 15 (+2)
  • CHA 8 (-1)

Save Throws: Con +8

Skills: Perception +6

Damage Immunities: blinded

Senses: Blindsight 500 ft. (blind beyond this radius), PP 16

Languages: understands Deep Speech, Telepathy 1 ml.

Challenge: 11 (7,200 xp)

Legendary Resistance (2/Day): If the balhannoth fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The balhannoth makes a bite attack and up to two tentacle attacks, or it makes up to four tentacle attacks.

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (4d10+3) piercing damage.

Tentacle: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 15) and is moved up to 5 feet toward the balhannoth. Until this grapple ends, the target is restrained, and the balhannoth can't use this tentacle against other targets. The balhannoth has four tentacles.

Legendary Actions

The balhannoth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The balhannoth regains spent legendary actions at the start of its turn.

Bite Attack: The balhannoth makes one bite attack against one creature it has grappled.
Teleport: The balhannoth magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see.
Vanish: The balhannoth magically becomes invisible for up to 10 minutes or until immediately after it makes an attack roll.

Astral Dreadnought (2/2) Gargantuan monstrosity (titan), unaligned 21 33,000 xp

  • Armor class 20 (natural armor)
  • Hit points 297 (17d20+119)
  • Speed 15 ft., fly 80 ft. (hover)
  • STR 28 (+9)
  • DEX 7 (-2)
  • CON 25 (+7)
  • INT 5 (-3)
  • WIS 14 (+2)
  • CHA 18 (+4)

Save Throws: Dex +5, Wis +9

Skills: Perception +9

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

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

Senses: Darkvision 120 ft., PP 19

Languages: ---

Challenge: 21 (33,000 xp)

The demiplane resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of the dreadnought's past meals. The dreadnought can't be harmed from within the demiplane. If the dreadnought dies, the demiplane disappears, and everything inside it appears around the corpse. The demiplane is otherwise indestructible.
Legendary Resistance (3/Day): If the astral dreadnought fails a saving throw, it can choose to succeed instead.
Magic Weapons: An astral dreadnought's weapon attacks are magical.
Sever Silver Cord: If the astral dreadnought scores a critical hit against a creature traveling through the Astral Plane by means of the astral projection spell, the dreadnought can cut the target's silver cord instead of dealing damage.

Actions

Astral Dreadnought (1/2) Gargantuan monstrosity (titan), unaligned 21 33,000 xp

  • Armor class 20 (natural armor)
  • Hit points 297 (17d20+119)
  • Speed 15 ft., fly 80 ft. (hover)
  • STR 28 (+9)
  • DEX 7 (-2)
  • CON 25 (+7)
  • INT 5 (-3)
  • WIS 14 (+2)
  • CHA 18 (+4)

Save Throws: Dex +5, Wis +9

Skills: Perception +9

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

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

Senses: Darkvision 120 ft., PP 19

Languages: ---

Challenge: 21 (33,000 xp)

Antimagic Cone: The astral dreadnought's opened eye creates an area of anti magic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the dreadnought decides which way the cone faces. The cone doesn't function while the dreadnought's eye is closed or while the dreadnought is blinded.
Astral Entity: The astral dreadnought can't leave the Astral Plane, nor can it be banished or otherwise transported out of the Astral Plane.
Demiplanar Donjon: Any creature or object that the astral dreadnought swallows is transported to a demiplane that can be entered by no other means except a wish spell or this creature's Donjon Visit ability. A creature can leave the demiplane only by using magic that enables planar travel, such as the plane shift spell.

Actions

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

Bite: Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 36 (5d10+9) piercing damage. If the target is a creature of Huge size or smaller and this damage reduces it to 0 hit points or it is incapacitated, the astral dreadnought swallows it. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the astral dreadnought's Demiplanar Donjon.

Claw: Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 19 (3d6+9) slashing damage.

Legendary Actions

The astral dreadnought can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The dreadnought regains spent legendary actions at the start of its turn.

Claw: The astral dreadnought makes one claw attack.
Donjon Visit (Costs 2 Actions): One creature that is Huge or smaller that the astral dreadnought can see within 60 feet of it must succeed on a DC 19 Charisma saving throw or be magically teleported to an unoccupied space on the floor of the astral dreadnought's Demi planar Donjon. At the end of the target's next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Psychic Projection (Costs 3 Actions): Each creature within 60 feet of the astral dreadnought must make a DC 19 Wisdom saving throw, taking 15 (2d10+4) psychic damage on a failed save, or half as much damage on a successful one.

Allip Medium undead, neutral evil 5 1,800 xp

  • Armor class 13
  • Hit points 40 (9d8)
  • Speed 0 ft., fly 40 ft. (hover)
  • STR 6 (-2)
  • DEX 17 (+3)
  • CON 10 (0)
  • INT 17 (+3)
  • WIS 15 (+2)
  • CHA 16 (+3)

Save Throws: Int +6, Wis +5

Skills: Perception +5, Stealth +6

Damage Resistances: acid, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: cold, necrotic, poison

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

Senses: Darkvision 60 ft., PP 15

Languages: the languages it knew in life

Challenge: 5 (1,800 xp)

Incorporeal Movement: The allip can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Maddening Touch: Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6+3) psychic damage.

Whispers of Madness: The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8+3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip's choice that the allip can see. Constructs and undead are immune to this effect.

Howling Babble (Recharge 6): Each creature within 30 feet of the allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8+3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned. Constructs and undead are immune to this effect.