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Acolyte

Acolyte Medium humanoid (any race), any alignment 1/4 50 xp

  • Armor class 10
  • Hit points 9 (2d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Medicine +4, Religion +2

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1/4 (50 xp)

Spellcasting.The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary,

Actions

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

Albino Dwarf Spirit Warrior

Albino Dwarf Spirit Warrior Medium humanoid (dwarf), any alignment 1 200 xp

  • Armor class 13 (hide armour)
  • Hit points 30 (4d8 + 12)
  • Speed 25 ft.
  • STR 13 (+1)
  • DEX 13 (+1)
  • CON 17 (+3)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Perception +4, Stealth + 3, Survival + 4

Damage Resistances: poison

Senses: darkvision 60 ft., passive Perception 14

Languages: Common, Dwarvish

Challenge: 1 (200 xp)

Dwarven Resilience. The dwarf has advantage on saving throws against poison.

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

1/day each: hunter's mark, jump, pass without trace, speak with animals, speak with plants

Actions

Handaxe. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/50 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Albino Dwarf Warrior

Albino Dwarf Warrior Medium humanoid (dwarf), any alignment 1/4 50 xp

  • Armor class 13 (hide armour)
  • Hit points 30 (4d8 + 12)
  • Speed 25 ft.
  • STR 13 (+1)
  • DEX 13 (+1)
  • CON 17 (+3)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Perception +4, Stealth + 3, Survival + 4

Damage Resistances: poison

Senses: darkvision 60 ft., passive Perception 14

Languages: Common, Dwarvish

Challenge: 1/4 (50 xp)

Dwarven Resilience. The dwarf has advantage on saving throws against poison.

Actions

Handaxe. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/50 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Aldani (Lobsterfolk)

Aldani (Lobsterfolk) Medium monstrosity, lawful neutral 1 200 xp

  • Armor class 14 (natural armour)
  • Hit points 49 (9d8 + 9)
  • Speed 20 ft., swim 30 ft.
  • STR 13 (+1)
  • DEX 8 (-1)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 10 (0)

Skills: Perception + 4, Survival + 4

Senses: darkvision 60 ft., passive Perception 14

Languages: Common

Challenge: 1 (200 xp)

Amphibious. The aldani can breathe air and water.

Actions

Multiattack. The aldani makes two attacks with its claws.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, and the target is grappled (escape DC 11). The aldani has two claws, each of which can grapple only one target.

Almiraj

Almiraj Small beast, unaligned 0 10 xp

  • Armor class 13
  • Hit points 3 (1d6)
  • Speed 50 ft.
  • STR 2 (-4)
  • DEX 16 (+3)
  • CON 10 (0)
  • INT 2 (-4)
  • WIS 14 (+2)
  • CHA 10 (0)

Skills: Perception +4, Stealth + 5

Senses: darkvision 30 ft., passive Perception 14

Languages:

Challenge: 0 (10 xp)

Keen Senses. The almiraj has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

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

Assassin Vine

Assassin Vine Large plant, unaligned 3 700 xp

  • Armor class 13 (natural armour)
  • Hit points 85 (10d10 + 30)
  • Speed 5 ft., climb 5 ft.
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 1 (-5)

Damage Resistances: cold, fire

Condition Immunities: blinded, deafened, exhaustion, prone

Senses: blindsight 30 ft., passive Perception 10

Languages:

Challenge: 3 (700 xp)

False Appearance. While the assassin vine remains motionless, it appears indistinguishable from a normal plant.

Actions

Constrict. Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. Hit: The target takes 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns. The vine can constrict only one target at a time.

Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 13 Strength saving throw or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DC 13 Strength (Athletics) checks, freeing itself on a successful check. The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.

Azaka Stormfang

Azaka Stormfang Medium humanoid (human), neutral good 0 xp

  • Armor class 13 (leather armour)
  • Hit points 15 (3d8 + 2)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 12 (+1)
  • WIS 13 (+1)
  • CHA 11 (0)

Skills: Nature +5, Perception +5, Stealth +6, Survival +5

Senses: passive Perception 15

Languages: Common

Challenge: (0 xp)

Keen Hearing and Sight. Azaka has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack. Azaka makes two melee attacks or two ranged attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Bandit

Bandit Medium humanoid (any race), any non-lawful alignment 1/8 25 xp

  • Armor class 12 (leather armor)
  • Hit points 11 (2d8+2)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 10 (0)

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1/8 (25 xp)

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Bandit Captain

Bandit Captain Medium humanoid (any race)), any non-lawful alignment 2 450 xp

  • Armor class 15 (studded leather)
  • Hit points 65 (10d8 + 20)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 14 (+2)
  • WIS 11 (0)
  • CHA 14 (+2)

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

Skills: Athletics +4, Deception +4

Senses: passive Perception 10

Languages: any two languages

Challenge: 2 (450 xp)

Actions

Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

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

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

REACTIONS:
Parry: The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

Batiri (goblin)

Batiri (goblin) Small humanoid (goblinoid), neutral evil 1/4 50 xp

  • Armor class 15 (leather armour, shield)
  • Hit points 7 (2d6)
  • Speed 30 ft.
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 8 (-1)
  • CHA 8 (-1)

Skills: Stealth +6

Senses: darkvision 60 ft., passive Perception 9

Languages: Common, Goblin

Challenge: 1/4 (50 xp)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Batiri Queen

Batiri Queen Small humanoid (goblinoid), neutral evil 1 200 xp

  • Armor class 17 (chain shirt, shield)
  • Hit points 21 (6d6)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 8 (-1)
  • CHA 10 (0)

Skills: Stealth +6

Senses: darkvision 60 ft., passive Perception 9

Languages: Common, Goblin

Challenge: 1 (200 xp)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Multiattack. The goblin makes two attacks with its scimitar. The second attack has disadvantage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120ft., one target. Hit: 3 (1d6) piercing damage.

Batiri Shaman

Batiri Shaman Small humanoid (goblinoid), neutral evil 1/4 50 xp

  • Armor class 15 (leather armour, shield)
  • Hit points 7 (2d6)
  • Speed 30 ft.
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 8 (-1)
  • CHA 8 (-1)

Skills: Stealth +6

Senses: darkvision 60 ft., passive Perception 9

Languages: Common, Goblin

Challenge: 1/4 (50 xp)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Innate Spellcasting. The goblin's innate spellcasting ability is Wisdom. It can cast the following spells, requiring no material components:

1/day each: hunter's mark, jump, pass without trace, speak with animals, speak with plants

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Berserker

Berserker Medium humanoid (any race), any chaotic alignment 2 450 xp

  • Armor class 13 (hide armor)
  • Hit points 67 (9d8+27)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 17 (+3)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 9 (-1)

Senses: passive Perception 10

Languages: any one Language (usually Common)

Challenge: 2 (450 xp)

Reckless. At the start of its turn, the berserker 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

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

Brontosaurus

Brontosaurus Gargantuan beast, unaligned 5 1,800 xp

  • Armor class 15 (natural armour)
  • Hit points 121 (9d20 + 27)
  • Speed 30 ft.
  • STR 21 (+5)
  • DEX 9 (-1)
  • CON 17 (+3)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 7 (-2)

Save Throws: Con + 6

Senses: passive Perception 10

Languages:

Challenge: 5 (1,800 xp)

Actions

Stomp. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.

Tail. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 32 (6d8 + 5) bludgeoning damage.

Chwinga

Chwinga Tiny elemental, neutral 0 0 xp

  • Armor class 15
  • Hit points 5 (2d4)
  • Speed 20 ft., climb 20 ft., swim 20 ft.
  • STR 1 (-5)
  • DEX 20 (+5)
  • CON 10 (0)
  • INT 14 (+2)
  • WIS 16 (+3)
  • CHA 16 (+3)

Skills: Acrobatics +7, Perception +7, Stealth +7

Senses: blindsight 60 ft., passive Perception 17

Languages:

Challenge: 0 (0 xp)

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

Innate Spellcasting. The chwinga's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material or verbal components:

At will: druidcraft, guidance, pass without trace, resistance

Actions

Magical Gift (1/Day). The chwinga targets a humanoid it can see within 5 feet of it. The target gains a supernatural charm of the DM's choice. See chapter 7 of the Dungeon Master's Guide for suggestions.

Natural Shelter. The chwinga magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. The chwinga can't be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn't impair the chwinga's blindsight. The chwinga can use its action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and appears in the shelter's space, but is otherwise unharmed.

Commoner

Commoner Medium humanoid (any race), any alignment 0 10 xp

  • Armor class 10
  • Hit points 4 (1d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 10 (0)

Senses: passive Perception 10

Languages: any one Language (usually Common)

Challenge: 0 (10 xp)

Actions

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

Couatl

Couatl Medium celestial, lawful good 4 1,100 xp

  • Armor class 19 (natural armour)
  • Hit points 97 (13d8 + 39)
  • Speed 30 ft., fly 90 ft.
  • STR 16 (+3)
  • DEX 20 (+5)
  • CON 17 (+3)
  • INT 18 (+4)
  • WIS 20 (+5)
  • CHA 18 (+4)

Save Throws: Con +5, Wis +7, Cha +6

Damage Resistances: radiant

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

Senses: truesight 120 ft., passive Perception 15

Languages: all, telepathy 120 ft.

Challenge: 4 (1,100 xp)

Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, detect magic, detect thoughts
3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield
1/day each: dream, greater restoration, scrying

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

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

Actions

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

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

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

Crocodile

Crocodile Large beast, unaligned 1/2 100 xp

  • Armor class 12 (natural armor)
  • Hit points 19 (3d10+3)
  • Speed 20 ft., swim 30 ft.
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Skills: Stealth +2

Senses: passive Perception 10

Languages:

Challenge: 1/2 (100 xp)

Hold Breath. The crocodile can hold its breath for 15 minutes.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

Cult Fanatic

Cult Fanatic Medium humanoid (any race), any non-good alignment 2 450 xp

  • Armor class 13 (leather)
  • Hit points 33 (6d8+6)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 13 (+1)
  • CHA 14 (+2)

Skills: Deception +4, Persuasion +4, Religion +2

Senses: PP 10

Languages: any one language (usually Common)

Challenge: 2 (450 xp)

Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.

Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon

Actions

Multiattack. The fanatic makes two melee attacks.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Cultist

Cultist Medium humanoid (any race), any non-good alignment 1/8 25 xp

  • Armor class 12 (leather armor)
  • Hit points 9 (2d8)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Deception +2, Religion +2

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1/8 (25 xp)

Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.

Decapus

Decapus Large monstrosity, unaligned 4 1,100 xp

  • Armor class 14 (natural)
  • Hit points 75 (10d10 + 20)
  • Speed 15 ft., climb 30 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 4 (-3)
  • WIS 10 (0)
  • CHA 7 (-2)

Skills: Athletics +4, Perception +2, Stealth +4

Senses: darkvision 60 ft., passive Perception 12

Languages:

Challenge: 4 (1,100 xp)

Actions

Multiattack. The decapus makes two attacks: one with its bite and one with its tentacles.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature grappled by the decapus. Hit: 7 (2d4 + 2) piercing damage.

Tentacles. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 24 (9d4 + 2) bludgeoning damage, or 14 (5d4 + 2) bludgeoning if the decapus is grappling a creature other than the target or if the decapus is on the ground or floor. The target is also grappled (escape DC 14) unless the decapus is already grappling a creature. Until this grapple ends, the target is restrained.

Deinonychus

Deinonychus Medium beast, unaligned 1 200 xp

  • Armor class 13 (natural armour)
  • Hit points 26 (4d8 + 8)
  • Speed 40 ft.
  • STR 15 (+2)
  • DEX 15 (+2)
  • CON 14 (+2)
  • INT 4 (-3)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +3

Senses: passive Perception 13

Languages:

Challenge: 1 (200 xp)

Pounce. If the deinonychus moves at least 20 feet straight toward a creature and then hits it with its claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one bite attack against it as a bonus action.

Actions

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

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

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Dimetrodon

Dimetrodon Medium beast, unaligned 1/4 50 xp

  • Armor class 12 (natural armour)
  • Hit points 19 (3d8 + 6)
  • Speed 30 ft., swim 20 ft.
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Skills: Perception +2

Senses: passive Perception 12

Languages:

Challenge: 1/4 (50 xp)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

Eblis

Eblis Large monstrosity, neutral evil 1 200 xp

  • Armor class 13
  • Hit points 26 (4d10 + 4)
  • Speed 30 ft., fly 40 ft.
  • STR 12 (+1)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Perception +4

Senses: passive Perception 14

Languages: Auran, Common

Challenge: 1 (200 xp)

Innate Spellcasting. The eblis's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:

1/day each: blur, hypnotic pattern, minor illusion

Actions

Multiattack. The eblis attacks twice with its beak.

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

Eku

Eku Medium humanoid (human), lawful good 0 xp

  • Armor class 13 (leather armour)
  • Hit points 42 (6d8 + 15)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 14 (+2)
  • CHA 12 (+1)

Skills: Nature +4, Perception +6, Survival +6

Senses: passive Perception 16

Languages: Common

Challenge: (0 xp)

Keen Hearing. Eku has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Multiattack. Eku makes two melee attacks or two ranged attacks.

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

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Eku (true)

Eku (true) Medium celestial, lawful good 4 1,100 xp

  • Armor class 19 (natural armour)
  • Hit points 97 (13d8 + 39)
  • Speed 30 ft., fly 90 ft.
  • STR 16 (+3)
  • DEX 20 (+5)
  • CON 17 (+3)
  • INT 18 (+4)
  • WIS 20 (+5)
  • CHA 18 (+4)

Save Throws: Con +5, Wis +7, Cha +6

Damage Resistances: radiant

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

Senses: truesight 120 ft., passive Perception 15

Languages: all, telepathy 120 ft.

Challenge: 4 (1,100 xp)

Innate Spellcasting. Eku's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, detect magic, detect thoughts
3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield
1/day each: dream, greater restoration, scrying

Magic Weapons. Eku's weapon attacks are magical.

Shielded Mind. Eku is immune to scrying and to any effect that would sense her emotions, read her thoughts, or detect her location.

Actions

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

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

Change Shape. Eku magically polymorphs into a humanoid or beast that has a Challenge rating equal to or less than its own, or back into her true form. She reverts to her true form if she dies. Any Equipment she is wearing or carrying is absorbed or borne by the new form (Eku's choice).
In a new form, Eku retains her game Statistics and ability to speak, but her AC, Movement modes, Strength, Dexterity, and other Actions are replaced by those of the new form, and she gains any Statistics and capabilities (except Class Features, legendary Actions, and lair actions) that the new form has but that she lacks. If the new form has a bite Attack, Eku can use her bite in that form.

Faroul

Faroul Medium humanoid (human), neutral good 0 xp

  • Armor class 13 (leather armor)
  • Hit points 14 (3d8+1)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 11 (0)

Skills: Nature +4, Perception +5, Stealth +6, Survival +5

Senses: passive Perception 15

Languages: Common

Challenge: (0 xp)

Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.