Party level: to



Change class color:
Back to default color


Show pictures:



I disabled ads for you!
Download PDF
Liked it?
Support on Boosty

Support on Patreon


Contacts:
if you have any ideas, email me

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

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

Aarakocra

Aarakocra Medium humanoid (aarakocra), neutral good 1/4 50 xp

  • Armor class 12
  • Hit points 13 (3d8)
  • Speed 20 ft.
    fly 50 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 11 (0)

Skills: Perception +5

Senses: passive Perception 15

Languages: Aarakocra, Auran

Challenge: 1/4 (50 xp)

Dive Attack. If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.

Actions

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

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

Aboleth

Aboleth Large aberration, lawful evil 10 5,900 xp

  • Armor class 17 (natural armor)
  • Hit points 135 (18d10 + 36)
  • Speed 10 ft.
    swim 40 ft.
  • STR 21 (+5)
  • DEX 9 (-1)
  • CON 15 (+2)
  • INT 18 (+4)
  • WIS 15 (+2)
  • CHA 18 (+4)

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

Skills: History +12, Perception +10

Senses: darkvision 120 ft., passive Perception 20

Languages: Deep Speech, telepathy 120 ft.

Challenge: 10 (5,900 xp)

Before the coming of the gods, aboleths lurked in primordial oceans and underground lakes. They reached out with their minds and seized control of the burgeoning life-forms of the mortal realm, making those creatures their slaves. Their dominance made them like gods. Then the true gods appeared, smashing the aboleths' empire and freeing their slaves.

Amphibious. The aboleth can breathe air and water.

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

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

Actions

Multiattack. The aboleth makes three tentacle attacks.

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

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.

Enslave (3/Day). The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.
Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.

Legendary Actions

The aboleth 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 aboleth regains spent legendary actions at the start of its turn.

Detect. The aboleth makes a Wisdom (Perception) check.
Tail Swipe. The aboleth makes one tail attack.
Psychic Drain (Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.

Flying Sword

Flying Sword Small construct, unaligned 1/4 50 xp

  • Armor class 17 (natural armor)
  • Hit points 17 (5d6)
  • Speed 0 ft.
    fly 50 ft. (hover)
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 1 (-5)
  • WIS 5 (-3)
  • CHA 1 (-5)

Save Throws: Dex +4

Damage Immunities: poison, psychic

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

Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 7

Languages:

Challenge: 1/4 (50 xp)

A flying sword dances through the air, fighting with the confidence of a warrior that can't be injured. Swords are the most common weapons animated with magic. Axes, clubs, daggers, maces, spears, and even self-loading crossbows are also known to exist in animated object form.

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

False Appearance. While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.

Actions

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

Ankheg

Ankheg Large monstrosity, unaligned 2 450 xp

  • Armor class 14 (natural armor)
    (11 while prone)
  • Hit points 39 (6d10 + 6)
  • Speed 30 ft.
    burrow 10 ft.
  • STR 17 (+3)
  • DEX 11 (0)
  • CON 13 (+1)
  • INT 1 (-5)
  • WIS 13 (+1)
  • CHA 6 (-2)

Senses: darkvision 60 ft., tremorsense 60 ft., passive Perception 11

Languages:

Challenge: 2 (450 xp)

An ankheg resembles an enormous many-legged insect, its long antennae twitching in response to any movement around it. Its legs end in sharp hooks adapted for burrowing and grasping its prey, and its powerful mandibles can snap a small tree in half.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.

Acid Spray (Recharge 6). The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

Azer

Azer Medium elemental, lawful neutral 2 450 xp

  • Armor class 17 (natural armor, shield)
  • Hit points 39 (6d8 + 12)
  • Speed 30 ft.
  • STR 17 (+3)
  • DEX 12 (+1)
  • CON 15 (+2)
  • INT 12 (+1)
  • WIS 13 (+1)
  • CHA 10 (0)

Save Throws: Con +4

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: passive Perception 11

Languages: Ignan

Challenge: 2 (450 xp)

Natives of the Elemental Plane of Fire, azers are master crafters, expert miners, and sworn foes of the efreet. In appearance and manner, an azer resembles a male dwarf, but this is a facade. Beneath its metallic looking skin, an azer is a being of fire, which outwardly manifests in its fiery hair and beard.

Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

Illumination. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Bugbear

Bugbear Medium humanoid (goblinoid), chaotic evil 1 200 xp

  • Armor class 16 (hide armor, shield)
  • Hit points 27 (5d8 + 5)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 8 (-1)
  • WIS 11 (0)
  • CHA 9 (-1)

Skills: Stealth +6, Survival +2

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Goblin

Challenge: 1 (200 xp)

Bugbears are born for battle and mayhem. Surviving by raiding and hunting, they bully the weak and despise being bossed around, but their love of carnage means they will fight for powerful masters if bloodshed and treasure are assured.

Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

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

Javelin. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.

Bulette

Bulette Large monstrosity, unaligned 5 1,800 xp

  • Armor class 17 (natural armor)
  • Hit points 94 (9d10 + 45)
  • Speed 40 ft.
    burrow 40 ft.
  • STR 19 (+4)
  • DEX 11 (0)
  • CON 21 (+5)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Skills: Perception +6

Senses: darkvision 60 ft., tremorsense 60 ft., passive Perception 16

Languages:

Challenge: 5 (1,800 xp)

A bulette is a massive predator that terrorizes any lands it inhabits. Also called a land shark, it lives only to feed. Irascible and rapacious, bulettes fear no other creature, and they attack with no regard for superior numbers or strength.

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

Actions

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

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

Chimera

Chimera Large monstrosity, chaotic evil 6 2,300 xp

  • Armor class 14 (natural armor)
  • Hit points 114 (12d10 + 48)
  • Speed 30 ft.
    fly 60 ft.
  • STR 19 (+4)
  • DEX 11 (0)
  • CON 19 (+4)
  • INT 3 (-4)
  • WIS 14 (+2)
  • CHA 10 (0)

Skills: Perception +8

Senses: darkvision 60 ft., passive Perception 18

Languages: understands Draconic but can't speak

Challenge: 6 (2,300 xp)

Gifted with demonic cruelty, a chimera serves as a grim reminder of what happens when demon princes find their way to the Material Plane. A typical specimen has the hindquarters of a large goat, the forequarters of a lion, and the leathery wings of a dragon, along with the heads of all three of those creatures. The monster likes to surprise its victims, swooping down from the sky and engulfing prey with its fiery breath before landing.

Actions

Multiattack. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.

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

Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.

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

Fire Breath (Recharge 5-6). The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.

Chuul

Chuul Large aberration, chaotic evil 4 1,100 xp

  • Armor class 16 (natural armor)
  • Hit points 93 (11d10 + 33)
  • Speed 30 ft.
    swim 30 ft.
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 5 (-3)
  • WIS 11 (0)
  • CHA 5 (-3)

Skills: Perception +4

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 14

Languages: understands Deep Speech but can't speak

Challenge: 4 (1,100 xp)

Survivors of the ancient aboleth empire, chuuls are crustaceans the aboleths modified and endowed with sentience. They follow the ingrained directives of their creators, as they have done since the dawn of time.

Amphibious. The chuul can breathe air and water.

Sense Magic. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Actions

Multiattack. The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.

Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.

Tentacles. One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Cloaker

Cloaker Large aberration, chaotic neutral 8 3,900 xp

  • Armor class 14 (natural armor)
  • Hit points 78 (12d10 + 12)
  • Speed 10 ft.
    fly 40 ft.
  • STR 17 (+3)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 13 (+1)
  • WIS 12 (+1)
  • CHA 14 (+2)

Skills: Stealth +5

Senses: darkvision 60 ft., passive Perception 11

Languages: Deep Speech, Undercommon

Challenge: 8 (3,900 xp)

Cloakers earned their names for the resemblance they bear to dark leathery cloaks. Lurking in remote dungeons and caves, these stealthy predators wait to slay lone or injured prey stumbling through the darkness.

Damage Transfer. While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half.

False Appearance. While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.

Light Sensitivity. While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The cloaker makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. lf the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.

Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.

Moan. Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours.

Phantasms (Recharges after a Short or Long Rest). The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.
Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.
A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.

Crawling Claw

Crawling Claw Tiny undead, neutral evil 0 10 xp

  • Armor class 12
  • Hit points 2 (1d4)
  • Speed 20 ft.
    climb 20 ft.
  • STR 13 (+1)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 5 (-3)
  • WIS 10 (0)
  • CHA 4 (-3)

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: blindsight 30 ft. (blind beyond this radius), passive Perception 10

Languages: understands Common but can't speak

Challenge: 0 (10 xp)

Crawling claws are the severed hands of murderers animated by dark magic so that they can go on killing. Wizards and warlocks of a dark bent use crawling claws as extra hands in their labors.

Turn Immunity. The claw is immune to effects that turn undead.

Actions

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning or slashing damage (claw's choice).

Darkmantle

Darkmantle Small monstrosity, unaligned 1/2 100 xp

  • Armor class 11
  • Hit points 22 (5d6 + 5)
  • Speed 10 ft.
    fly 50 ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Skills: Stealth +3

Senses: blindsight 60 ft., passive Perception 10

Languages:

Challenge: 1/2 (100 xp)

A darkmantle clings to cavern ceilings, remaining perfectly still as it waits for creatures to pass beneath it. From a distance, it can pass itself off as a stalactite or a lump of stone. Then it drops from the ceiling and unfurls, surrounding itself with magical darkness as it engulfs and crushes its prey.
Darkmantles are found throughout the Underdark, but they are equally common on the Shadowfell. Thriving in that dark realm, they fill an ecological niche similar to bats on the Material Plane. Intelligent creatures of the Shadowfell sometimes train darkmantles as guardians or companions.

Echolocation. The darkmantle can't use its blindsight while deafened.

False Appearance. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.

Actions

Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (ld6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way.
While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target.
A creature can detach the darkmantle by making a successful DC l3 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.

Darkness Aura (1/Day). A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.

Barlgura

Barlgura Large fiend (demon), chaotic evil 5 1,800 xp

  • Armor class 15 (natural armor)
  • Hit points 68 (8d10 + 24)
  • Speed 40 ft.
    climb 40 ft.
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 7 (-2)
  • WIS 14 (+2)
  • CHA 9 (-1)

Save Throws: Dex +5, Con +6

Skills: Perception +5, Stealth +5

Damage Resistances: cold, fire, lightning

Damage Immunities: poison

Condition Immunities: poisoned

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

Languages: Abyssal, telepathy 120 ft.

Challenge: 5 (1,800 xp)

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

• 1/day each: entangle, phantasmal force
• 2/day each: disguise self, invisibility (self only)

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

Running Leap. The barlgura's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start.

Actions

Multiattack. The barlgura makes three attacks: one with its bite and two with its fists.

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

Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (ldlO + 4) bludgeoning damage.

Hezrou

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

  • Armor class 15 (natural armor)
  • Hit points 136 (13d10 + 65)
  • Speed 30 ft.
  • STR 19 (+4)
  • DEX 17 (+3)
  • CON 20 (+5)
  • INT 5 (-3)
  • WIS 12 (+1)
  • CHA 13 (+1)

Save Throws: Str +7, Con +8, Wis +4

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

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 120 ft., passive Perception 11

Languages: Abyssal, telepathy 120 ft.

Challenge: 8 (3,900 xp)

Hezrous serve as foot soldiers in the demonic hordes of the Abyss. Although physically powerful, they are weak-minded and hezrous can easily be duped into sacrificing themselves by more powerful demons. As they press their attacks into the heart of an enemy's forces, their foul stench can sicken even the toughest foes.

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

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

Actions

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

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

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

Shadow Demon

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

  • Armor class 13
  • Hit points 66 (12d8 + 12)
  • Speed 30 ft.
    fly 30 ft.
  • STR 1 (-5)
  • DEX 17 (+3)
  • CON 12 (+1)
  • INT 14 (+2)
  • WIS 13 (+1)
  • CHA 14 (+2)

Save Throws: Dex +5, Cha +4

Skills: Stealth +7
Damage Vulnerabilities: radiant

Damage Resistances: acid, fire, necrotic, thunder, bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities: cold, lightning, poison

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

Senses: darkvision 120 ft., passive Perception 11

Languages: Abyssal, telepathy 120 ft.

Challenge: 4 (1,100 xp)

Incorporeal Movement. The demon 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.

Light Sensitivity. While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) psychic damage or, if the demon had advantage on the attack roll, 17 (4d6 + 3) psychic damage.

Vrock

Vrock Large fiend (demon), chaotic evil 6 2,300 xp

  • Armor class 15 (natural armor)
  • Hit points 104 (11d10 + 44)
  • Speed 40 ft.
    fly 60 ft.
  • STR 17 (+3)
  • DEX 15 (+2)
  • CON 18 (+4)
  • INT 8 (-1)
  • WIS 13 (+1)
  • CHA 8 (-1)

Save Throws: Dex +5, Wis +4, Cha +2

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

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 120 ft., passive Perception 11

Languages: Abyssal, telepathy 120 ft.

Challenge: 6 (2,300 xp)

Vrocks are dull-witted, capricious fiends that live only to create pain and carnage. A vrock resembles a giant hybrid of humanoid and vulture, its gnarled, bestial body and broad wings stinking of offal.
Vrocks gobble humanoid flesh whenever they can, stunning potential prey with an ear-splitting shriek, then swooplng down to attack with beak and claw. Vrocks can shake their wings, releasing clouds of toxic spores.
Coveting pretty things, vrocks turn against each other for the chance to lay claim to cheap jewelry or ornamental stones. Despite their love of treasure, vrocks are difficult to bribe, seeing no reason to bargain when they can simply take what they want from a would-be bargainer's corpse.

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

Actions

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

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

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

Spores (Recharge 6). A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.

Stunning Screech (1/Day). The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn.

Doppelganger

Doppelganger Medium monstrosity (shapechanger), neutral 3 700 xp

  • Armor class 14
  • Hit points 52 (8d8 + 16)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 18 (+4)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 14 (+2)

Skills: Deception +6, Insight +3

Condition Immunities: charmed

Senses: darkvision 60 ft., passive Perception 11

Languages: Common

Challenge: 3 (700 xp)

Doppelgangers are devious shapeshifters that take on the appearance of other humanoids, throwing off pursuit or luring victims to their doom with misdirection and disguise. Few creatures spread fear, suspicion, and deceit better than doppelgangers. Found in every land and culture, they can take on the guise of any individual of any race.

Shapechanger. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Ambusher. The doppelganger has advantage on attack rolls against any creature it has surprised.

Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Actions

Multiattack. The doppelganger makes two melee attacks.

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

Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

Adult Black Shadow Dragon

Adult Black Shadow Dragon Huge dragon, chaotic evil 14 11,500 xp

  • Armor class 19 (natural armor)
  • Hit points 195 (17d12 + 85)
  • Speed 40 ft., fly 80 ft.
    swim 40 ft.
  • STR 23 (+6)
  • DEX 14 (+2)
  • CON 21 (+5)
  • INT 14 (+2)
  • WIS 13 (+1)
  • CHA 17 (+3)

Save Throws: Dex +7, Con +10, Wis +6, Cha +8

Skills: Perception +11, Stealth +12

Damage Resistances: necrotic

Damage Immunities: acid

Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 21

Languages: Common, Draconic

Challenge: 14 (11,500 xp)

Amphibious. The dragon can breathe air and water.

Living Shadow. While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant.

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

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

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

Actions

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

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) necrotic damage.

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

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

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

Acid Breath (Recharge 5-6). The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.

Legendary Actions

Adult Black Dragon 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. Adult Black Dragon regains spent legendary actions at the start of their turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.