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Deep Gnome (Svirfneblin) Small humanoid (gnome), neutral good 1/2 100 xp

  • Armor class 15 (chain shirt)
  • Hit points 16 (3d6+6)
  • Speed 20 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 12 (+1)
  • WIS 10 (0)
  • CHA 9 (-1)

Skills: Investigation +3, Perception +2, Stealth +4

Senses: Darkvision 120 ft., PP 12

Languages: Gnomish, Terran, Undercommon

Challenge: 1/2 (100 xp)

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

Gnome Cunning: The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

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

At will: nondetection (self only)
1/day each: blindness/deafness, blur, disguise self

Actions

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

Poisoned Dart: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Gnoll Fang of Yeenoghu Medium fiend (gnoll), chaotic evil 4 1,100 xp

  • Armor class 14 (hide armor)
  • Hit points 65 (10d8+20)
  • Speed 30 ft.
  • STR 17 (+3)
  • DEX 15 (+2)
  • CON 15 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 13 (+1)

Save Throws: Con +4, Wis +2, Cha +3

Senses: Darkvision 60 ft., PP 10

Languages: Abyssal, Gnoll

Challenge: 4 (1,100 xp)

Rampage: When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

Actions

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

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage.

Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.

Gnoll Pack Lord Medium humanoid (gnoll), chaotic evil 2 450 xp

  • Armor class 15 (chain shirt)
  • Hit points 49 (9d8+9)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 8 (-1)
  • WIS 11 (0)
  • CHA 9 (-1)

Senses: Darkvision 60 ft., PP 10

Languages: Gnoll

Challenge: 2 (450 xp)

Rampage: When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

Actions

Multiattack: The gnoll makes two attacks, either with its glaive or its longbow, and uses its Incite Rampage if it can.

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

Glaive: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) slashing damage.

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

Invite Rampage (Recharge 5-6): One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll ad has the Rampage trait.

Gnoll Medium humanoid (gnoll), chaotic evil 1/2 100 xp

  • Armor class 15 (hide armor, shield)
  • Hit points 22 (5d8)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 12 (+1)
  • CON 11 (0)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 7 (-2)

Senses: Darkvision 60 ft., PP 10

Languages: Gnoll

Challenge: 1/2 (100 xp)

Rampage: When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage.

Spear: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.

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

Githzerai Zerth Medium humanoid (gith), lawful neutral 6 2,300 xp

  • Armor class 17
  • Hit points 84 (13d8+26)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 18 (+4)
  • CON 15 (+2)
  • INT 16 (+3)
  • WIS 17 (+3)
  • CHA 12 (+1)

Save Throws: Str +4, Dex +7, Int +6, Wis +6

Skills: Arcana +6, Insight +6, Perception +6

Senses: PP 16

Languages: Gith

Challenge: 6 (2,300 xp)

Innate Spellcasting: The githzerai's spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: mage hand (the hand is invisible)
3/day each: feather fall, jump, see invisibility, shield
1/day each: phantasmal killer, plane shift

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

Actions

Multiattack: The githzerai makes two unarmed strikes.

Unarmed Strike: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage plus 13 (3d8) psychic damage. This is a magic weapon attack.

Githzerai Monk Medium humanoid (gith), lawful neutral 2 450 xp

  • Armor class 14
  • Hit points 38 (7d8+7)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 10 (0)

Save Throws: Str +3, Dex +4, Int +3, Wis +4

Skills: Insight +4, Perception +4

Senses: PP 14

Languages: Gith

Challenge: 2 (450 xp)

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

At will: mage hand (the hand is invisible)
3/day each: feather fall, jump, see invisibility, shield

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

Actions

Multiattack: The githzerai makes two unarmed strikes.

Unarmed Strike: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage plus 9 (2d8) psychic damage. This is a magic weapon attack.

Githyanki Knight Medium humanoid (gith), lawful evil 8 3,900 xp

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

Save Throws: Con +5, Int +5, Wis +5

Senses: PP 12

Languages: Gith

Challenge: 8 (3,900 xp)

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

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

Actions

Multiattack: The githyanki makes two silver greatsword attacks.

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

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

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

Save Throws: Con +3, Int +3, Wis +3

Senses: PP 11

Languages: Gith

Challenge: 3 (700 xp)

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

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

Actions

Multiattack: The githyanki makes two greatsword attacks.

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

Gibbering Mouther Medium aberration, neutral 2 450 xp

  • Armor class 9
  • Hit points 67 (9d8+27)
  • Speed 10 ft., swim 10 ft.
  • STR 10 (0)
  • DEX 8 (-1)
  • CON 16 (+3)
  • INT 3 (-4)
  • WIS 10 (0)
  • CHA 6 (-2)

Condition Immunities: prone

Senses: Darkvision 60 ft., PP 10

Languages: ---

Challenge: 2 (450 xp)

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

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

Actions

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

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

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

Storm Giant Huge giant, chaotic good 13 10,000 xp

  • Armor class 16 (scale mail)
  • Hit points 230 (20d12+100)
  • Speed 50 ft., swim 50 ft.
  • STR 29 (+9)
  • DEX 14 (+2)
  • CON 20 (+5)
  • INT 16 (+3)
  • WIS 18 (+4)
  • CHA 18 (+4)

Save Throws: Str +14, Con +10, Wis +9, Cha +9

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

Damage Resistances: cold

Damage Immunities: lightning, thunder

Senses: PP 19

Languages: Common, Giant

Challenge: 13 (10,000 xp)

Amphibious: The giant can breathe air and water.

Innate Spellcasting: The giant's spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

At will: detect magic, feather fall, leviate. light
3/day each: control weather, water breathing

Actions

Multiattack: The giant makes two greatsword attacks.

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

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

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

Stone Giant Huge giant, neutral 7 2,900 xp

  • Armor class 17 (natural armor)
  • Hit points 126 (11d12+55)
  • Speed 40 ft.
  • STR 23 (+6)
  • DEX 15 (+2)
  • CON 20 (+5)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 9 (-1)

Save Throws: Dex +5, Con +8, Wis +4

Skills: Athletics +12, Perception +4

Senses: Darkvision 60 ft., PP 14

Languages: Giant

Challenge: 7 (2,900 xp)

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

Actions

Multiattack: The giant makes two greatclub attacks.

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

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

Reactions

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

Hill Giant Huge giant, chaotic evil 5 1,800 xp

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

Skills: Perception +2

Senses: PP 12

Languages: Giant

Challenge: 5 (1,800 xp)

Actions

Multiattack: The giant makes two greatclub attacks.

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

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

Frost Giant Huge giant, neutral evil 8 3,900 xp

  • Armor class 15 (patchwork armor)
  • Hit points 138 (12d12+60)
  • Speed 40 ft.
  • STR 23 (+6)
  • DEX 9 (-1)
  • CON 21 (+5)
  • INT 9 (-1)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: Con +8, Wis +3, Cha +4

Skills: Athletics +9, Perception +3

Damage Immunities: cold

Senses: PP 13

Languages: Giant

Challenge: 8 (3,900 xp)

Actions

Multiattack: The giant makes two greataxe attacks.

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

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

Fire Giant Huge giant, lawful evil 9 5,000 xp

  • Armor class 18 (plate)
  • Hit points 162 (13d12+78)
  • Speed 30 ft.
  • STR 25 (+7)
  • DEX 9 (-1)
  • CON 23 (+6)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 13 (+1)

Save Throws: Dex +3, Con +10, Cha +5

Skills: Athletics +11, Perception +6

Damage Immunities: fire

Senses: PP 16

Languages: Giant

Challenge: 9 (5,000 xp)

Actions

Multiattack: The giant makes two greatsword attacks.

Greatsword: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 28 (6d6+7) slashing damage.

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

Cloud Giant Huge giant, neutral good (50%) or neutral evil (50%) 9 5,000 xp

  • Armor class 14 (natural armor)
  • Hit points 200 (16d12+96)
  • Speed 40 ft.
  • STR 27 (+8)
  • DEX 10 (0)
  • CON 22 (+6)
  • INT 12 (+1)
  • WIS 16 (+3)
  • CHA 16 (+3)

Save Throws: Con +9, Wis +7, Cha +7

Skills: Insight +7, Perception +7

Senses: PP 17

Languages: Common, Giant

Challenge: 9 (5,000 xp)

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

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

At will: detect magic, fog cloud, light
3/day each: feather fall, fly, misty step, telekinesis
1/day each: control weather, gaseous form,

Actions

Multiattack: The giant makes two morningstar attacks.

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

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

Ghoul Medium undead, chaotic evil 1 200 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 6 (-2)

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: Darkvision 60 ft., PP 10

Languages: Common

Challenge: 1 (200 xp)

,

Actions

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

Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Ghast Medium undead, chaotic evil 2 450 xp

  • Armor class 13
  • Hit points 36 (8d8)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 17 (+3)
  • CON 10 (0)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 8 (-1)

Damage Resistances: necrotic

Condition Immunities: charmed, exhaustion, poisoned

Senses: Darkvision 60 ft., PP 10

Languages: Common

Challenge: 2 (450 xp)

Stench: Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.

Turning Defiance: The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

Actions

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8+3) piercing damage.

Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Ghost Medium undead, any alignment 4 1,100 xp

  • Armor class 11
  • Hit points 45 (10d8)
  • Speed 0 ft., fly 40 ft.
  • STR 7 (-2)
  • DEX 13 (+1)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 17 (+3)

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

Damage Immunities: cold, necrotic, poison

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

Senses: Darkvision 60 ft., PP 11

Languages: any languages it knew in life

Challenge: 4 (1,100 xp)

Ethereal Sight: The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

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

Actions

Withering Touch: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6+3) necrotic damage.

Etherealness: The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and viae versa, yet it can't affect or be affected by anything on the other plane.

Horrifying Visage: Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

Possession (Recharge 6): One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost, the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Marid Large elemental, chaotic neutral 11 7,200 xp

  • Armor class 17 (natural armor)
  • Hit points 229 (17d10+136)
  • Speed 30 ft., fly 60 ft., swim 90 ft.
  • STR 22 (+6)
  • DEX 12 (+1)
  • CON 26 (+8)
  • INT 18 (+4)
  • WIS 17 (+3)
  • CHA 18 (+4)

Save Throws: Dex +5, Wis +7, Cha +8

Damage Resistances: acid, cold, lightning

Senses: Blindsight 30 ft., Darkvision 120 ft., PP 13

Languages: Aquan

Challenge: 11 (7,200 xp)

Amphibious: The marid can breathe air and water.

Elemental Demise: If the marid dies, its body disintegrates in a burst of water and foam, leaving behind only equipment the marid was wearing or carrying.

Innate Spellcasting: The marid'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: create or destroy water, detect evil and good, detect magic, fog cloud, purify food and drink
3/day: tongues, water breathing, water walk
1/day each: conjure elemental (water elemental only), control water, gaseous form, invisibility, plane shift,

Actions

Multiattack: The marid makes two trident attacks.

Trident: Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d6+6) piercing damage, or 15 (2d8+6) piercing damage if used with two hands to make a melee attack.

Water jet: The marid magically shoots water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the marid and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone.

Efreeti Large elemental, lawful evil 11 7,200 xp

  • Armor class 17 (natural armor)
  • Hit points 200 (16d10+112)
  • Speed 40 ft., fly 60 ft.
  • STR 22 (+6)
  • DEX 12 (+1)
  • CON 24 (+7)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 16 (+3)

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

Damage Immunities: Fire

Senses: Darkvision 120 ft., PP 12

Languages: Ignan

Challenge: 11 (7,200 xp)

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

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

At will: detect magic
3/day: enlarge/reduce, tongues
1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire,

Actions

Multiattack: The efreeti makes two scimitar attacks or uses its Hurl Flame twice.

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

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

Djinni Large elemental, chaotic good 11 7,200 xp

  • Armor class 17 (natural armor)
  • Hit points 161 (14d10+84)
  • Speed 30 ft., fly 60 ft.
  • STR 21 (+5)
  • DEX 15 (+2)
  • CON 22 (+6)
  • INT 15 (+2)
  • WIS 16 (+3)
  • CHA 20 (+5)

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

Damage Immunities: lightning, thunder

Senses: Darkvision 120 ft., PP 13

Languages: Auran

Challenge: 11 (7,200 xp)

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

Innate Spellcasting: The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, detect magic, thunderwave
3/day each: create food and water (can create wine instead of water), tongues, wind walk
1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift

Actions

Multiattack: The djinni makes three scimitar attacks.

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

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

Dao Large elemental, neutral evil 11 7,200 xp

  • Armor class 18 (natural armor)
  • Hit points 187 (15d10+105)
  • Speed 30 ft., burrow 30 ft., fly 30 ft.
  • STR 23 (+6)
  • DEX 12 (+1)
  • CON 24 (+7)
  • INT 12 (+1)
  • WIS 13 (+1)
  • CHA 14 (+2)

Save Throws: Int +5, Wis +5, Cha +6

Condition Immunities: petrified

Senses: Darkvision 120 ft., PP 11

Languages: Terran

Challenge: 11 (7,200 xp)

Earth Glide: The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao oesn't disturb the material it moves through.

Elemental Demise: If the dao dies, its body disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying.

Innate Spellcasting: The dao's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, detect magic, stone shape
3/day each: passwall, move earth, tongues
1/day each: conjure elemental (earth elemental only), gaseous form, invisibility, phantasmal killer, plane shift, wall of stone

Sure-Footed: The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Multiattack: The dao makes two fist attacks or two maul attacks.

Fist: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.

Maul: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6+6) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Strength check or be knocked prone.

Gargoyle Medium elemental, chaotic evil 2 450 xp

  • Armor class 15 (natural armor)
  • Hit points 52 (7d8+21)
  • Speed 30 ft., fly 60 ft.
  • STR 15 (+2)
  • DEX 11 (0)
  • CON 16 (+3)
  • INT 6 (-2)
  • WIS 11 (0)
  • CHA 7 (-2)

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

Damage Immunities: poison

Condition Immunities: exhaustion, petrified, poisoned

Senses: Darkvision 60 ft., PP 10

Languages: Terran

Challenge: 2 (450 xp)

False Appearance: While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.,,

Actions

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

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

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

Galeb Duhr Medium elemental, neutral 6 2,300 xp

  • Armor class 16 (natural armor)
  • Hit points 85 (9d8+45)
  • Speed 15 ft., (30 ft. when rolling, 60 ft. rolling downhill)
  • STR 20 (+5)
  • DEX 14 (+2)
  • CON 20 (+5)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 11 (0)

Damage Resistances: bludgeoning, piercing and slashing from nonmagical weapons

Damage Immunities: poison

Condition Immunities: exhaustion, paralyzed, poisoned, petrified

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

Languages: Terran

Challenge: 6 (2,300 xp)

False Appearance: While the galeb duhr remains motionless, it is indistinguishable from a normal boulder.

Rolling Charge: If the galeb duhr rolls at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.,,

Actions

Slam: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) bludgeoning damage.

Animate Boulders (1/Day): The galeb duhr magically animates up to two boulders it can see within 60 feet of it. A boulder has statistics like those of a galeb duhr, except it has Intelligence 1 and Charisma 1, it can't be charmed or frightened, and it lacks this action option. A boulder remains animated as long as the galeb duhr maintains concentration, up to l minute (as if concentrating on a spell).

Violet Fungus Medium plant, unaligned 1/4 50 xp

  • Armor class 5
  • Hit points 18 (4d8)
  • Speed 5 ft.
  • STR 3 (-4)
  • DEX 1 (-5)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 3 (-4)
  • CHA 1 (-5)

Condition Immunities: blinded, deafened, frightened

Senses: Blindsight 30 ft. (blind beyond this radius), PP 6

Languages: ---

Challenge: 1/4 (50 xp)

False Appearance: While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.,

Actions

Multiattack: The fungus makes 1d4 Rotting Touch attacks.

Rotting Touch: Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4 (1d8) necrotic damage.

Shrieker Medium plant, unaligned 0 10 xp

  • Armor class 5
  • Hit points 13 (3d8)
  • Speed 0 ft.
  • STR 1 (-5)
  • DEX 1 (-5)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 3 (-4)
  • CHA 1 (-5)

Condition Immunities: blinded, deafened, frightened

Senses: Blindsight 30 ft. (blind beyond this radius), PP 6

Languages: ---

Challenge: 0 (10 xp)

False Appearance: While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.,,

Actions

Reactions

Shriek: When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward.

Gas Spore Large plant, unaligned 1/2 100 xp

  • Armor class 5
  • Hit points 1 (1d10-4)
  • Speed 0 ft., 10 ft. (hover)
  • STR 5 (-3)
  • DEX 1 (-5)
  • CON 3 (-4)
  • INT 1 (-5)
  • WIS 1 (-5)
  • CHA 1 (-5)

Damage Immunities: poison

Condition Immunities: blinded, deafened, frightened, paralyzed, poisoned, prone

Senses: Blindsight 30 ft. (blind beyond this radius), PP 5

Languages: ---

Challenge: 1/2 (100 xp)

Death Burst: The gas spore explodes when it drops to 0 hit points. Each creature within 20 feet of it must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage and become infected with a disease on a failed save. Creatures immune to the poisoned condition are immune to this disease.
Spores invade an infected creature's system, killing the creature in a number of hours equal to 1d12 + the creature's Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 Tiny gas spores that grow to full size in 7 days.

Eerie Resemblance: The gas spore resembles a beholder. A creature that can see the gas spore can discern its true nature with a successful DC 15 Intelligence (Nature) check.,,

Actions

Touch: Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 poison damage, and the creature must succeed on a DC 10 Constitution saving throw or become infected with the disease described in the Death Burst trait.

Fomorian Huge giant, chaotic evil 8 3,900 xp

  • Armor class 14 (natural armor)
  • Hit points 149 (13d12+65)
  • Speed 30 ft.
  • STR 23 (+6)
  • DEX 10 (0)
  • CON 20 (+5)
  • INT 9 (-1)
  • WIS 14 (+2)
  • CHA 6 (-2)

Skills: Perception +8, Stealth +3

Senses: Darkvision 120 ft., PP 18

Languages: Giant, Undercommon

Challenge: 8 (3,900 xp)

Actions

Multiattack: The fomorian attacks twice with its greatclub or makes one greatclub attack and uses Evil Eye once.

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

Evil Eye: The fomorian magically forces a creature it can see within 60 feet of it to make a DC 14 Charisma saving throw. The creature takes 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one.

Curse of the Evil Eye (Recharges after a Short or Long Rest): With a stare, the fomorian uses Evil Eye, but on a failed save, the creature is also cursed with magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity.
The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success.

Flumph small aberration, lawful good 1/8 25 xp

  • Armor class 12
  • Hit points 7 (2d6)
  • Speed 5 ft., fly 30 ft.
  • STR 6 (-2)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 14 (+2)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Arcana +4, History +4, Religion +4

Senses: Darkvision 60 ft., PP 12

Languages: understands Undercommon but can't speak, Telepathy 60 ft.

Challenge: 1/8 (25 xp)

Advanced Telepathy: The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy.

Prone Deficiency: If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.

Telepathic Shroud: The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.,

Actions

Tendrils: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.

Stench Spray (1/Day): Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while within 5 feet of the coated
creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.

Flameskull Tiny undead, neutral evil 4 1,100 xp

  • Armor class 13
  • Hit points 40 (9d4+18)
  • Speed 0 ft., fly 40 ft.
  • STR 1 (-5)
  • DEX 17 (+3)
  • CON 14 (+2)
  • INT 16 (+3)
  • WIS 10 (0)
  • CHA 11 (0)

Skills: Arcana +5, Perception +2

Damage Resistances: lightning, necrotic, piercing

Damage Immunities: cold, fire, poison

Condition Immunities: charmed, frightened, paralyzed, poisoned

Senses: Darkvision 60 ft., PP 12

Languages: Common

Challenge: 4 (1,100 xp)

Illumination: The flameskull sheds either dim light in a 15-foot radius, or a bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action.

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

Rejuvenation: The the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprikled on its remains or a dispel magic or remove curse spell is cast on them.,,

Actions

Multiattack: The flameskull makes two attacks with its Fire Ray.

Fire Ray: Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage.

Features cont.

Spellcasting: The flameskull is a 5th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13, +5 to hit with spell attacks). The flameskull knows the following spells from the wizard's spell list:

Cantrips (at will): mage hand
1st Level (3 slots): magic missile, shield
2nd Level (2 slots): blur, flaming sphere
3rd level (1 slot): fireball

Faerie Dragon Tiny dragon, chaotic good 1 and 2 200 xp

  • Armor class 15
  • Hit points 14 (4d4+4)
  • Speed 10 ft., fly 60 ft.
  • STR 3 (-4)
  • DEX 20 (+5)
  • CON 13 (+1)
  • INT 14 (+2)
  • WIS 12 (+1)
  • CHA 16 (+3)

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

Senses: Darkvision 60 ft., PP 13

Languages: Draconic, Sylvan

Challenge: 1 and 2 (200 xp)

Ascending CR: red, orange and yellow are CR1, green, blue, indigo and violet are CR2

Superior Invisibility: As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

Limited Telepathy: Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

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

Actions

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Euphoria Breath (Recharge 5-6): The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:
1-4: The target takes no action or bonus action and uses all of its movement to move in a random direction.
5-6: The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.

Features cont.

Innate Spellcasting: The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

Red, 1/day each: dancing lights, mage hand, minor illusion
Orange, 1/day: color spray
Yellow, 1/day: mirror image
Green, 1/day: suggestion
Blue, 1/day: major image
Indigo, 1/day: hallucinatory terrain
Violet, 1/day: polymorph

Ettin Large giant, chaotic evil 4 1,100 xp

  • Armor class 12 (natural armor)
  • Hit points 85 (10d10+30)
  • Speed 40 ft.
  • STR 21 (+5)
  • DEX 8 (-1)
  • CON 17 (+3)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 8 (-1)

Skills: Perception +4

Senses: Darkvision 60 ft., PP 14

Languages: Giant, Orc

Challenge: 4 (1,100 xp)

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

Wakeful: When one of the ettin's heads is asleep, its other head is awake.,

Actions

Multiattack: The ettin makes two attacks: one with its battleaxe and one with its morningstar.

Battleaxe: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.

Morningstar: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage.

Ettercap Medium monstrosity, neutral evil 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 44 (8d8+8)
  • Speed 30 ft., climb 30 ft.
  • STR 14 (+2)
  • DEX 15 (+2)
  • CON 13 (+1)
  • INT 7 (-2)
  • WIS 12 (+1)
  • CHA 8 (-1)

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

Senses: Darkvision 60 ft., PP 13

Languages: ---

Challenge: 2 (450 xp)

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

Web Sense: While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.

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

Actions

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

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature 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: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage.

Web (Recharge 5-6): Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage.

Empyrean Huge celestial (titan), chaotic good (75%) or neutral evil (25%) 23 32,500 xp

  • Armor class 22 (natural armor)
  • Hit points 313 (19d12+190)
  • Speed 50 ft., fly 50 ft., swim 50 ft.
  • STR 30 (+10)
  • DEX 21 (+5)
  • CON 30 (+10)
  • INT 21 (+5)
  • WIS 22 (+6)
  • CHA 27 (+8)

Save Throws: Str +17, Int +12, Wis +13, Cha +15

Skills: Insight +13, Persuasion +15

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

Senses: Truesight 120 ft., PP 16

Languages: all

Challenge: 23 (32,500 xp)

Innate Spellcasting: The empyrean's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: greater restoration, pass without trace, water breathing, water walk
1/day each: commune, dispel evil and good, earthquake, fire storm, plane shift (self only)

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

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

Magic Weapon: The empyrean's weapon attacks are magical.,

Actions

Maul: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6+10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the empyrean's next turn.

Bolt: Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (empyrean's choice): acid, cold, fire, force, lightning, radiant, or thunder.

Legendary Actions

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

Attack: The empyrean makes one attack.
Bolster: The empyrean bolsters all non hostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can't be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of the empyrean's next turn.
Trembling Strike (Costs 2 Actions): The empyrean strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of the empyrean must succeed on a DC 25 Strength saving throw or be knocked prone.

Drow Priestess of Lolth Medium humanoid (elf), neutral evil 8 3,900 xp

  • Armor class 16 (scale armor)
  • Hit points 71 (13d8+13)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 13 (+1)
  • WIS 17 (+3)
  • CHA 18 (+4)

Save Throws: Con +4, Wis +6, Cha +7

Skills: Insight +6, Perception +6, Religion +46, Deception +5, Perception +4, Stealth +5

Senses: Darkvision 120 ft., PP 16

Languages: Elvish, Undercommon

Challenge: 8 (3,900 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 15). She 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 two scourge attacks.

Scourge: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage plus 17 (5d6) poison damage.

Summon Demon (1/Day): The drow magically summons a yochlos with a 30 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

Features cont.

Spellcasting: The drow is a 10th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared:

Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy
lst level (4 slots): animal friendship, cure wounds, detect poison
2nd level (3 slots): lesser restoration, protection from poison, web
3rd level (3 slots): conjure animals (2 giant spiders), dispel magic
4th level (3 slots): divination, freedom of movement
5th level (2 slots): insect plague, mass cure wounds

Drow Mage Medium humanoid (elf), neutral evil 7 2,900 xp

  • Armor class 12 (15 with mage armor)
  • Hit points 45 (10d8)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 17 (+3)
  • WIS 13 (+1)
  • CHA 12 (+1)

Skills: Arcana +6, Deception +5, Perception +4, Stealth +5

Senses: Darkvision 120 ft., PP 14

Languages: Elvish, Undercommon

Challenge: 7 (2,900 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 12). 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.

Actions

Staff: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands, plus 3 (1d6) poison damage.

Summon Demon (1/Day): The drow magically summons a quasit, or attempts to summon a shadow demon with a 50 percent chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

Features cont.

Spellcasting: The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared:

Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost
lst level (4 slots): mage armor, magic missile, shield, witch bolt
2nd level (3 slots): alter self, misty step, web
3rd level (3 slots): fly, lightning bolt
4th level (3 slots): Evard's black tentacles, greater invisibility
5th level (2 slots): cloudkill

Drow Elite Warrior Medium humanoid (elf), neutral evil 5 1,800 xp

  • Armor class 18 (studded leather, shield)
  • Hit points 71 (11d8+22)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 18 (+4)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 13 (+1)
  • CHA 12 (+1)

Save Throws: Dex +7, Con +5, Wis +4

Skills: Perception +4, Stealth +10

Senses: Darkvision 120 ft., PP 14

Languages: Elvish, Undercommon

Challenge: 5 (1,800 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 spellcasting ability is Charisma (spell save DC 12). 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.

Actions

Multiattack: The drow makes two shortsword attacks.

Shortsword: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) poison damage.

Hand Crossbow: Ranged Weapon Attack: +7 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 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Reactions

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

Drow Medium humanoid (elf), neutral evil 1/4 50 xp

  • Armor class 15 (chain shirt)
  • Hit points 13 (3d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 11 (0)
  • WIS 11 (0)
  • CHA 12 (+1)

Skills: Perception +2, Stealth +4

Senses: Darkvision 120 ft., PP 12

Languages: Elvish, Undercommon

Challenge: 1/4 (50 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 spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:

At will: dancing lights
1/day each: darkness, faerie fire

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

Actions

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

Hand Crossbow: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) 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 wakes up if it takes damage or if another creature takes an action to shake it awake.

Water Elemental Large elemental, neutral 5 1,800 xp

  • Armor class 14 (natural armor)
  • Hit points 114 (12d10+48)
  • Speed 30 ft., swim 90 ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 18 (+4)
  • INT 5 (-3)
  • WIS 10 (0)
  • CHA 8 (-1)

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

Damage Immunities: poison

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

Languages: Aquan

Challenge: 5 (1,800 xp)

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

Freeze: If the elemental takes cold damage, it partially freezes, its speed is reduced by 20 feet until the end of its next turn.

Actions

Multiattack: The elemental makes two slam attacks.

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

Whelm (Recharge 4-6): Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8+4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.
The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8+4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.

Fire Elemental Large elemental, neutral 5 1,800 xp

  • Armor class 13
  • Hit points 102 (12d10+36)
  • Speed 50 ft.
  • STR 10 (0)
  • DEX 17 (+3)
  • CON 16 (+3)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 7 (-2)

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

Damage Immunities: fire, poison

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

Senses: Darkvision 60 ft., PP 10

Languages: Ignan

Challenge: 5 (1,800 xp)

Fire Form: The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental 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 and catches fire, until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Illumination: The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Water Susceptibilit: For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.,

Actions

Multiattack: The elemental makes two touch attacks.

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

Earth Elemental Large elemental, neutral 5 1,800 xp

  • Armor class 17 (natural armor)
  • Hit points 126 (12d10+60)
  • Speed 30 ft., burrow 30 ft.
  • STR 20 (+5)
  • DEX 8 (-1)
  • CON 20 (+5)
  • INT 5 (-3)
  • WIS 10 (0)
  • CHA 5 (-3)

Damage Resistances: bludgeoning, piercing and slashing from nonmagical weapons

Damage Immunities: poison

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

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

Languages: Terran

Challenge: 5 (1,800 xp)

Damage Vulnerabilities: Thunder.

Earth Glide: The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

Siege Monster: The elemental deals double damage to objectsand structures.,

Actions

Multiattack: The elemental makes two slam attacks.

Slam: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) bludgeoning damage.

Air Elemental Large elemental, neutral 5 1,800 xp

  • Armor class 15
  • Hit points 90 (12d10+24)
  • Speed 0 ft., fly 90 ft. (hover)
  • STR 14 (+2)
  • DEX 20 (+5)
  • CON 14 (+2)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 6 (-2)

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

Damage Immunities: poison

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

Senses: Darkvision 60 ft., PP 10

Languages: Auran

Challenge: 5 (1,800 xp)

Air Form: The elemental 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 elemental makes two slam attacks.

Slam: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage.

Whirlwind (Recharge 4-6): Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8+2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

Duergar Medium humanoid (dwarf), lawful evil 1 200 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: 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.

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

Actions

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.

War Pick: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage, or 11 (2d8+2) piercing damage while enlarged.

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, or 9 (2d6+2) piercing damage while enlarged.

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

Dryad Medium fey, neutral 1 200 xp

  • Armor class 11 (16 with barkskin)
  • Hit points 22 (5d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 12 (+1)
  • CON 11 (0)
  • INT 14 (+2)
  • WIS 15 (+2)
  • CHA 18 (+4)

Skills: Perception +4, Stealth +5

Senses: Darkvision 60 ft., PP 14

Languages: Elvish, Sylvan

Challenge: 1 (200 xp)

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

At will: druidcraft
3/day each: entangle, goodberry
1/day each: barkskin, pass without trace, shillelagh

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

Speak with Beasts and Plants: The dryad can communicate with beasts and plants as if they shared a language.

Tree Stride: Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger.

Actions

Club: Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage or 8 (1d8+4) bludgeoning damage with shillelagh.

Fey Charm: The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.
Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.
The dryad can have no more than one humanoid and up to three beasts charmed at a time.

Drider Spellcaster Large monstrosity, chaotic evil 6 2,300 xp

  • Armor class 19 (natural armor)
  • Hit points 123 (13d10+52)
  • Speed 30 ft., climb 30 ft.
  • STR 16 (+3)
  • DEX 16 (+3)
  • CON 18 (+4)
  • INT 13 (+1)
  • WIS 16 (+3)
  • CHA 12 (+1)

Skills: Perception +5, Stealth +9

Senses: Darkvision 120 ft., PP 15

Languages: Elvish, Undercommon

Challenge: 6 (2,300 xp)

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

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

At will: dancing lights
1/day each: darkness, faerie fire

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

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

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

Actions

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

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

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

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

Features cont.

Spellcasting: The drider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The drider has the following spells prepared from the cleric spell list:

Cantrips (at will): poison spray, thaumaturgy
1st level (4 slots): bane, detect magic, sanctuary
2nd level (3 slots): hold person, silence
3rd level (3 slots): clairvoyance, dispel magic
4th level (2 slots): divination, freedom of movement

Drider Large monstrosity, chaotic evil 6 2,300 xp

  • Armor class 19 (natural armor)
  • Hit points 123 (13d10+52)
  • Speed 30 ft., climb 30 ft.
  • STR 16 (+3)
  • DEX 16 (+3)
  • CON 18 (+4)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 12 (+1)

Skills: Perception +5, Stealth +9

Senses: Darkvision 120 ft., PP 15

Languages: Elvish, Undercommon

Challenge: 6 (2,300 xp)

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

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

At will: dancing lights
1/day each: darkness, faerie fire

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

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

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

Actions

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

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

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

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

Dragon Turtle Gargantuan Dragon, neutral 17 18,000 xp

  • Armor class 20 (natural armor)
  • Hit points 341 (22d20+110)
  • Speed 20 ft., swim 40 ft.
  • STR 25 (+7)
  • DEX 10 (0)
  • CON 20 (+5)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 12 (+1)

Save Throws: Dex +5, Con +10, Wis +6

Damage Immunities: fire

Condition Immunities: Darkvision 120 ft., PP 11

Languages: Aquan, Draconic

Challenge: 17 (18,000 xp)

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

Actions

Multiattack: The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one trail attack in place of its two claw attacks.

Bite: Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 26 (3d10+7) piercing damage.

Claw: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d8+7) slashing damage.

Tail: Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 26 (3d12+7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.

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

Silver Dragon Wyrmling Medium dragon, lawful good 2 450 xp

  • Armor class 17 (natural armor)
  • Hit points 45 (6d8+18)
  • Speed 30 ft., fly 60 ft.
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 17 (+3)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 15 (+2)

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

Skills: Perception +4, Stealth +2

Damage Immunities: cold

Senses: Blindsight 10 ft., Darkvision 60 ft., PP 14

Languages: Draconic

Challenge: 2 (450 xp)

,

Actions

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

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

Cold Breath: The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath: The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Young Silver Dragon Large dragon, lawful good 9 5,000 xp

  • Armor class 18 (natural armor)
  • Hit points 168 (16d10+80)
  • Speed 40 ft., fly 80 ft.
  • STR 23 (+6)
  • DEX 10 (0)
  • CON 21 (+5)
  • INT 14 (+2)
  • WIS 11 (0)
  • CHA 19 (+4)

Save Throws: Dex +4, Con +9, Wis +4, Cha +8

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

Damage Immunities: cold

Senses: Blindsight 30 ft., Darkvision 120 ft., PP 18

Languages: Common, Draconic

Challenge: 9 (5,000 xp)

,,

Actions

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

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

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

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

Cold Breath: The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath: The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Adult Silver Dragon (2/2) Huge dragon, lawful good 16 15,000 xp

  • Armor class 19 (natural armor)
  • Hit points 243 (18d12+126)
  • Speed 40 ft., fly 80 ft.
  • STR 27 (+8)
  • DEX 10 (0)
  • CON 25 (+7)
  • INT 16 (+3)
  • WIS 13 (+1)
  • CHA 21 (+5)

Save Throws: Dex +5, Con +12, Wis +6, Cha +10

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

Damage Immunities: cold

Senses: Blindsight 60 ft., Darkvision 120 ft., PP 21

Languages: Common, Draconic

Challenge: 16 (15,000 xp)

,

Actions

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

Legendary Actions

The 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. The dragon regains spent legendary actions at the start of its 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 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Adult Silver Dragon (1/2) Huge dragon, lawful good 16 15,000 xp

  • Armor class 19 (natural armor)
  • Hit points 243 (18d12+126)
  • Speed 40 ft., fly 80 ft.
  • STR 27 (+8)
  • DEX 10 (0)
  • CON 25 (+7)
  • INT 16 (+3)
  • WIS 13 (+1)
  • CHA 21 (+5)

Save Throws: Dex +5, Con +12, Wis +6, Cha +10

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

Damage Immunities: cold

Senses: Blindsight 60 ft., Darkvision 120 ft., PP 21

Languages: Common, Draconic

Challenge: 16 (15,000 xp)

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: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage.

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

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

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

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

Cold Breath: The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath: The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Ancient Silver Dragon (2/2) Gargantuan dragon, lawful good 23 32,500 xp

  • Armor class 22 (natural armor)
  • Hit points 487 (25d20+225)
  • Speed 40 ft., fly 80 ft.
  • STR 30 (+10)
  • DEX 10 (0)
  • CON 29 (+9)
  • INT 18 (+4)
  • WIS 15 (+2)
  • CHA 23 (+6)

Save Throws: Dex +7, Con +16, Wis +9, Cha +13

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

Damage Immunities: cold

Senses: Blindsight 60 ft., Darkvision 120 ft., PP 26

Languages: Common, Draconic

Challenge: 23 (32,500 xp)

,

Actions

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

Legendary Actions

The 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. The dragon regains spent legendary actions at the start of its 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 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Ancient Silver Dragon (1/2) Gargantuan dragon, lawful good 23 32,500 xp

  • Armor class 22 (natural armor)
  • Hit points 487 (25d20+225)
  • Speed 40 ft., fly 80 ft.
  • STR 30 (+10)
  • DEX 10 (0)
  • CON 29 (+9)
  • INT 18 (+4)
  • WIS 15 (+2)
  • CHA 23 (+6)

Save Throws: Dex +7, Con +16, Wis +9, Cha +13

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

Damage Immunities: cold

Senses: Blindsight 60 ft., Darkvision 120 ft., PP 26

Languages: Common, Draconic

Challenge: 23 (32,500 xp)

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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage.

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

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

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

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

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

Gold Dragon Wyrmling Medium dragon, lawful good 3 700 xp

  • Armor class 17 (natural armor)
  • Hit points 60 (8d8+24)
  • Speed 30 ft., fly 60 ft., swim 30 ft.
  • STR 19 (+4)
  • DEX 14 (+2)
  • CON 17 (+3)
  • INT 14 (+2)
  • WIS 11 (0)
  • CHA 16 (+3)

Save Throws: Dex +4, Con +6, Wis +2, Cha +5

Skills: Perception +4, Stealth +4

Damage Immunities: fire

Senses: Blindsight 10 ft., Darkvision 60 ft., PP 14

Languages: Draconic

Challenge: 3 (700 xp)

Amphibious: The dragon can breathe air and water.,

Actions

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

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

Fire Breath: The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath: The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Young Gold Dragon Large dragon, lawful good 10 5,900 xp

  • Armor class 18 (natural armor)
  • Hit points 178 (17d10+85)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 23 (+6)
  • DEX 14 (+2)
  • CON 21 (+5)
  • INT 16 (+3)
  • WIS 13 (+1)
  • CHA 20 (+5)

Save Throws: Dex +6, Con +9, Wis +5, Cha +9

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

Damage Immunities: fire

Senses: Blindsight 30 ft., Darkvision 120 ft., PP 19

Languages: Common, Draconic

Challenge: 10 (5,900 xp)

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

Actions

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

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

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

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

Fire Breath: The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath: The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Adult Gold Dragon (2/2) Huge dragon, lawful good 17 18,000 xp

  • Armor class 19 (natural armor)
  • Hit points 256 (19d12+133)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 27 (+8)
  • DEX 14 (+2)
  • CON 25 (+7)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 24 (+7)

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

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

Damage Immunities: fire

Senses: Blindsight 60 ft., Darkvision 120 ft., PP 24

Languages: Common, Draconic

Challenge: 17 (18,000 xp)

Actions

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

Legendary Actions

The 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. The dragon regains spent legendary actions at the start of its 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 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Adult Gold Dragon (1/2) Huge dragon, lawful good 17 18,000 xp

  • Armor class 19 (natural armor)
  • Hit points 256 (19d12+133)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 27 (+8)
  • DEX 14 (+2)
  • CON 25 (+7)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 24 (+7)

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

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

Damage Immunities: fire

Senses: Blindsight 60 ft., Darkvision 120 ft., PP 24

Languages: Common, Draconic

Challenge: 17 (18,000 xp)

Amphibious: The dragon can breathe air and water.

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

Actions

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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage.

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

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

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

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

Fire Breath: The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath: The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Ancient Gold Dragon (2/2) Gargantuan dragon, lawful good 24 36,500 xp

  • Armor class 22 (natural armor)
  • Hit points 546 (28d20+252)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 30 (+10)
  • DEX 14 (+2)
  • CON 29 (+9)
  • INT 18 (+4)
  • WIS 17 (+3)
  • CHA 28 (+9)

Save Throws: Dex +9, Con +16, Wis +10, Cha +16

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

Damage Immunities: fire

Senses: Blindsight 60 ft., Darkvision 120 ft., PP 27

Languages: Common, Draconic

Challenge: 24 (36,500 xp)

Actions

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

Legendary Actions

The 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. The dragon regains spent legendary actions at the start of its 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 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Ancient Gold Dragon (1/2) Gargantuan dragon, lawful good 24 36,500 xp

  • Armor class 22 (natural armor)
  • Hit points 546 (28d20+252)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 30 (+10)
  • DEX 14 (+2)
  • CON 29 (+9)
  • INT 18 (+4)
  • WIS 17 (+3)
  • CHA 28 (+9)

Save Throws: Dex +9, Con +16, Wis +10, Cha +16

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

Damage Immunities: fire

Senses: Blindsight 60 ft., Darkvision 120 ft., PP 27

Languages: Common, Draconic

Challenge: 24 (36,500 xp)

Amphibious: The dragon can breathe air and water.

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

Actions

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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage.

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

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

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

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

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

Copper Dragon Wyrmling Medium dragon, chaotic good 1 200 xp

  • Armor class 16 (natural armor)
  • Hit points 22 (4d8+4)
  • Speed 30 ft., climb 30 ft., fly 60 ft.
  • STR 15 (+2)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 14 (+2)
  • WIS 11 (0)
  • CHA 13 (+1)

Save Throws: Dex +3, Con +3, Wis +2, Cha +3

Skills: Perception +4, Stealth +3

Damage Immunities: acid

Senses: Blindsight 10 ft., Darkvision 60 ft., PP 14

Languages: Common, Draconic

Challenge: 1 (200 xp)

Actions

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

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

Acid Breath: The dragon exhales acid in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.
Slowing Breath: The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Young Copper Dragon Large dragon, chaotic good 7 2,900 xp

  • Armor class 17 (natural armor)
  • Hit points 119 (14d10+42)
  • Speed 40 ft., climb 40 ft., fly 80 ft.
  • STR 19 (+4)
  • DEX 12 (+1)
  • CON 17 (+3)
  • INT 16 (+3)
  • WIS 13 (+1)
  • CHA 15 (+2)

Save Throws: Dex +4, Con +6, Wis +4, Cha +5

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

Damage Immunities: acid

Senses: Blindsight 30 ft., Darkvision 120 ft., PP 17

Languages: Common, Draconic

Challenge: 7 (2,900 xp)

Actions

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

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

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

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

Acid Breath: The dragon exhales acid in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one.
Slowing Breath: The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Adult Copper Dragon (2/2) Huge dragon, chaotic good 14 11,500 xp

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

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

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

Damage Immunities: acid

Senses: Blindsight 60 ft., Darkvision 120 ft., PP 22

Languages: Common, Draconic

Challenge: 14 (11,500 xp)

,,

Actions

Legendary Actions

The 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. The dragon regains spent legendary actions at the start of its 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 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Adult Copper Dragon (1/2) Huge dragon, chaotic good 14 11,500 xp

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

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

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

Damage Immunities: acid

Senses: Blindsight 60 ft., Darkvision 120 ft., PP 22

Languages: Common, Draconic

Challenge: 14 (11,500 xp)

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.

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

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

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

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

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

Ancient Copper Dragon (2/2) Gargantuan dragon, chaotic good 21 27,500 xp

  • Armor class 21 (natural armor)
  • Hit points 350 (20d20+140)
  • Speed 40 ft., climb 40 ft., fly 80 ft.
  • STR 27 (+8)
  • DEX 12 (+1)
  • CON 25 (+7)
  • INT 20 (+5)
  • WIS 17 (+3)
  • CHA 19 (+4)

Save Throws: Dex +8, Con +14, Wis +10, Cha +11

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

Damage Immunities: acid

Senses: Blindsight 60 ft., Darkvision 120 ft., PP 27

Languages: Common, Draconic

Challenge: 21 (27,500 xp)

,

Actions

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

Legendary Actions

The 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. The dragon regains spent legendary actions at the start of its 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 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Ancient Copper Dragon (1/2) Gargantuan dragon, chaotic good 21 27,500 xp

  • Armor class 21 (natural armor)
  • Hit points 350 (20d20+140)
  • Speed 40 ft., climb 40 ft., fly 80 ft.
  • STR 27 (+8)
  • DEX 12 (+1)
  • CON 25 (+7)
  • INT 20 (+5)
  • WIS 17 (+3)
  • CHA 19 (+4)

Save Throws: Dex +8, Con +14, Wis +10, Cha +11

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

Damage Immunities: acid

Senses: Blindsight 60 ft., Darkvision 120 ft., PP 27

Languages: Common, Draconic

Challenge: 21 (27,500 xp)

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

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

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

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

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

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

Bronze Dragon Wyrmling Medium dragon, lawful good 2 450 xp

  • Armor class 17 (natural armor)
  • Hit points 32 (5d8+10)
  • Speed 30 ft., fly 60 ft., swim 30 ft.
  • STR 17 (+3)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 15 (+2)

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

Skills: Perception +4, Stealth +2

Damage Immunities: lightning

Senses: Blindsight 10 ft., Darkvision 60 ft., PP 14

Languages: Draconic

Challenge: 2 (450 xp)

Amphibious: The dragon can breathe air and water.

Actions

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

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

Lightning Breath: The Dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath: The Dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must make a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.

Young Bronze Dragon Large dragon, lawful good 8 3,900 xp

  • Armor class 18 (natural armor)
  • Hit points 142 (15d10+60)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 21 (+5)
  • DEX 10 (0)
  • CON 19 (+4)
  • INT 14 (+2)
  • WIS 13 (+1)
  • CHA 17 (+3)

Save Throws: Dex +3, Con +7, Wis +4, Cha +6

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

Damage Immunities: lightning

Senses: Blindsight 30 ft., Darkvision 120 ft., PP 17

Languages: Common, Draconic

Challenge: 8 (3,900 xp)

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

Actions

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

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

Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.

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

Lightning Breath: The Dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath: The Dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must make a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.

Adult Bronze Dragon (2/2) Huge dragon, lawful good 15 13,000 xp

  • Armor class 19 (natural armor)
  • Hit points 212 (17d12+102)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 25 (+7)
  • DEX 10 (0)
  • CON 23 (+6)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 19 (+4)

Save Throws: Dex +5, Con +11, Wis +7, Cha +9

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

Damage Immunities: lightning

Senses: Blindsight 60 ft., Darkvision 120 ft., PP 22

Languages: Common, Draconic

Challenge: 15 (13,000 xp)

,,

Actions

Legendary Actions

The 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. The dragon regains spent legendary actions at the start of its 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 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Adult Bronze Dragon (1/2) Huge dragon, lawful good 15 13,000 xp

  • Armor class 19 (natural armor)
  • Hit points 212 (17d12+102)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 25 (+7)
  • DEX 10 (0)
  • CON 23 (+6)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 19 (+4)

Save Throws: Dex +5, Con +11, Wis +7, Cha +9

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

Damage Immunities: lightning

Senses: Blindsight 60 ft., Darkvision 120 ft., PP 22

Languages: Common, Draconic

Challenge: 15 (13,000 xp)

Amphibious: The dragon can breathe air and water.

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

Actions

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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) piercing damage.
Claw: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage.
Tail: Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8+7) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapon (Recharge 5-6): The dragon uses one of the following breath weapons:
Lightning Breath: The Dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath: The Dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must make a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

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

Ancient Bronze Dragon (2/2) Gargantuan dragon, lawful good 22 30,000 xp

  • Armor class 22 (natural armor)
  • Hit points 444 (24d20+192)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 29 (+9)
  • DEX 10 (0)
  • CON 27 (+8)
  • INT 18 (+4)
  • WIS 17 (+3)
  • CHA 21 (+5)

Save Throws: Dex +7, Con +15, Wis +10, Cha +12

Skills: Insight +10, Perception +17, Stealth +6

Damage Immunities: lightning

Senses: Blindsight 60 ft., Darkvision 120 ft., PP 27

Languages: Common, Draconic

Challenge: 22 (30,000 xp)

,,

Actions

Legendary Actions

The 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. The dragon regains spent legendary actions at the start of its 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 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Ancient Bronze Dragon (1/2) Gargantuan dragon, lawful good 22 30,000 xp

  • Armor class 22 (natural armor)
  • Hit points 444 (24d20+192)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 29 (+9)
  • DEX 10 (0)
  • CON 27 (+8)
  • INT 18 (+4)
  • WIS 17 (+3)
  • CHA 21 (+5)

Save Throws: Dex +7, Con +15, Wis +10, Cha +12

Skills: Insight +10, Perception +17, Stealth +6

Damage Immunities: lightning

Senses: Blindsight 60 ft., Darkvision 120 ft., PP 27

Languages: Common, Draconic

Challenge: 22 (30,000 xp)

Amphibious: The dragon can breathe air and water.

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

Actions

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: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10+9) piercing damage.
Claw: Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6+9) slashing damage.
Tail: Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8+9) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

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

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

Brass Dragon Wyrmling Medium dragon, chaotic good 1 200 xp

  • Armor class 16 (natural armor)
  • Hit points 16 (3d8+3)
  • Speed 30 ft., burrow 15 ft., fly 60 ft.
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 13 (+1)

Save Throws: Dex +2, Con +3, Wis +2, Cha +3

Skills: Perception +4, Stealth +2

Damage Immunities: fire

Senses: Blindsight 10 ft., Darkvision 60 ft., PP 14

Languages: Draconic

Challenge: 1 (200 xp)

,

Actions

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

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

Fire Breath: The Dragon exhales fire in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath: The Dragon exhales sleep gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw or fall unconscious for 1 minutes. This Effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Young Brass Dragon Large dragon, chaotic good 6 2,300 xp

  • Armor class 17 (natural armor)
  • Hit points 110 (13d10+39)
  • Speed 40 ft., burrow 20 ft., fly 80 ft.
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 17 (+3)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 15 (+2)

Save Throws: Dex +5, Con +8, Wis +5, Cha +7

Skills: Perception +10, Persuasion +7, Stealth +5

Damage Immunities: fire

Senses: Blindsight 30 ft., Darkvision 120 ft., PP 20

Languages: Common, Draconic

Challenge: 6 (2,300 xp)

Actions

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

Bite: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage.

Claw: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage

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

Fire Breath: The Dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath: The Dragon exhales sleep gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This Effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Adult Brass Dragon Huge dragon, chaotic good 13 10,000 xp

  • Armor class 18 (natural armor)
  • Hit points 172 (15d12+75)
  • Speed 40 ft., burrow 30 ft., fly 80 ft.
  • STR 23 (+6)
  • DEX 10 (0)
  • CON 21 (+5)
  • INT 14 (+2)
  • WIS 13 (+1)
  • CHA 17 (+3)

Save Throws: Dex +5, Con +10, Wis +6, Cha +8

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

Damage Immunities: fire

Senses: Blindsight 60 ft., Darkvision 120 ft., PP 21

Languages: Common, Draconic

Challenge: 13 (10,000 xp)

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.
Claw: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage
Tail: Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6): The dragon uses one of the following breath weapons:
Fire Breath: The Dragon exhales fire in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 49 (13d6) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath: The Dragon exhales sleep gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This Effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Legendary Actions

The 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. The dragon regains spent legendary actions at the start of its 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 feet 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.

Ancient Brass Dragon (2/2) Gargantuan dragon, chaotic good 20 24,500 xp

  • Armor class 20 (natural armor)
  • Hit points 297 (17d20+119)
  • Speed 40 ft., burrow 40 ft., fly 80 ft.
  • STR 27 (+8)
  • DEX 10 (0)
  • CON 25 (+7)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 19 (+4)

Save Throws: Dex +6, Con +13, Wis +8, Cha +10

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

Damage Immunities: fire

Senses: Blindsight 60 ft., Darkvision 120 ft., PP 24

Languages: Common, Draconic

Challenge: 20 (24,500 xp)

,

Actions

Legendary Actions

The 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. The dragon regains spent legendary actions at the start of its 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 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Ancient Brass Dragon (1/2) Gargantuan dragon, chaotic good 20 24,500 xp

  • Armor class 20 (natural armor)
  • Hit points 297 (17d20+119)
  • Speed 40 ft., burrow 40 ft., fly 80 ft.
  • STR 27 (+8)
  • DEX 10 (0)
  • CON 25 (+7)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 19 (+4)

Save Throws: Dex +6, Con +13, Wis +8, Cha +10

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

Damage Immunities: fire

Senses: Blindsight 60 ft., Darkvision 120 ft., PP 24

Languages: Common, Draconic

Challenge: 20 (24,500 xp)

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: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage.
Claw: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage.
Tail: Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

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

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

White Dragon Wyrmling Medium dragon, chaotic evil 2 450 xp

  • Armor class 16 (natural armor)
  • Hit points 32 (5d8+10)
  • Speed 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 5 (-3)
  • WIS 10 (0)
  • CHA 11 (0)

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

Skills: Perception +4, Stealth +2

Damage Immunities: cold

Senses: Blindsight 10 ft., Darkvision 60 ft., PP 14

Languages: Draconic

Challenge: 2 (450 xp)

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 2 (1d4) cold damage.

Cold Breath (Recharge 5-6): The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.

Young White Dragon Large dragon, chaotic evil 6 2,300 xp

  • Armor class 17 (natural armor)
  • Hit points 133 (14d10+56)
  • Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 18 (+4)
  • INT 6 (-2)
  • WIS 11 (0)
  • CHA 12 (+1)

Save Throws: Dex +3, Con +7, Wis +3, Cha +4

Skills: Perception +6, Stealth +3

Damage Immunities: cold

Senses: Blindsight 30 ft., Darkvision 120 ft., PP 16

Languages: Common, Draconic

Challenge: 6 (2,300 xp)

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

Actions

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

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

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

Cold Breath (Recharge 5-6): The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.

Adult White Dragon Huge dragon, chaotic evil 13 10,000 xp

  • Armor class 18 (natural armor)
  • Hit points 200 (16d12+96)
  • Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
  • STR 22 (+6)
  • DEX 10 (0)
  • CON 22 (+6)
  • INT 8 (-1)
  • WIS 12 (+1)
  • CHA 12 (+1)

Save Throws: Dex +5, Con +11, Wis +6, Cha +6

Skills: Perception +11, Stealth +5

Damage Immunities: cold

Senses: Blindsight 60 ft., Darkvision 120 ft., PP 21

Languages: Common, Draconic

Challenge: 13 (10,000 xp)

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

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

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) cold 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 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Cold Breath (Recharge 5-6): The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The 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. The dragon regains spent legendary actions at the start of its 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 15 feet 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.

Ancient White Dragon Gargantuan dragon, chaotic evil 20 24,500 xp

  • Armor class 20 (natural armor)
  • Hit points 333 (18d20+144)
  • Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.
  • STR 26 (+8)
  • DEX 10 (0)
  • CON 26 (+8)
  • INT 10 (0)
  • WIS 13 (+1)
  • CHA 14 (+2)

Save Throws: Dex +6, Con +14, Wis +7, Cha +8

Skills: Perception +13, Stealth +6

Damage Immunities: cold

Senses: Blindsight 60 ft., Darkvision 120 ft., PP 23

Languages: Common, Draconic

Challenge: 20 (24,500 xp)

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

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

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

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

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

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

Cold Breath (Recharge 5-6): The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The 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. The dragon regains spent legendary actions at the start of its 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 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Red Dragon Wyrmling Medium dragon, chaotic evil 4 1,100 xp

  • Armor class 17 (natural armor)
  • Hit points 75 (10d8+30)
  • Speed 30 ft., climb 30 ft., fly 60 ft.
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 17 (+3)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 15 (+2)

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

Skills: Perception +4, Stealth +2

Damage Immunities: fire

Senses: Blindsight 10 ft., Darkvision 60 ft., PP 14

Languages: Draconic

Challenge: 4 (1,100 xp)

,

Actions

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

Fire Breath (Recharge 5-6): The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Young Red Dragon Large dragon, chaotic evil 10 5,900 xp

  • Armor class 18 (natural armor)
  • Hit points 178 (17d10+85)
  • Speed 40 ft., climb 40 ft., fly 80 ft.
  • STR 23 (+6)
  • DEX 10 (0)
  • CON 21 (+5)
  • INT 14 (+2)
  • WIS 11 (0)
  • CHA 19 (+4)

Save Throws: Dex +4, Con +9, Wis +4, Cha +8

Skills: Perception +8, Stealth +4

Damage Immunities: fire

Senses: Blindsight 30 ft., Darkvision 120 ft., PP 18

Languages: Common, Draconic

Challenge: 10 (5,900 xp)

,

Actions

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

Bite: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 3 (1d6) fire damage.

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

Fire Breath (Recharge 5-6): The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

Adult Red Dragon Huge dragon, chaotic evil 17 18,000 xp

  • Armor class 19 (natural armor)
  • Hit points 256 (19d12+133)
  • Speed 40 ft., climb 40 ft., fly 80 ft.
  • STR 27 (+8)
  • DEX 10 (0)
  • CON 25 (+7)
  • INT 16 (+3)
  • WIS 13 (+1)
  • CHA 21 (+5)

Save Throws: Dex +6, Con +13, Wis +7, Cha +11

Skills: Perception +13, Stealth +6

Damage Immunities: fire

Senses: Blindsight 60 ft., Darkvision 120 ft., PP 23

Languages: Common, Draconic

Challenge: 17 (18,000 xp)

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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage plus 7 (2d6) fire damage.

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

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

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

Fire Breath (Recharge 5-6): The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The 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. The dragon regains spent legendary actions at the start of its 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 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Ancient Red Dragon Gargantuan dragon, chaotic evil 24 36,500 xp

  • Armor class 22 (natural armor)
  • Hit points 546 (28d20+252)
  • Speed 40 ft., climb 40 ft., fly 80 ft.
  • STR 30 (+10)
  • DEX 10 (0)
  • CON 29 (+9)
  • INT 18 (+4)
  • WIS 15 (+2)
  • CHA 23 (+6)

Save Throws: Dex +7, Con +16, Wis +9, Cha +13

Skills: Perception +16, Stealth +7

Damage Immunities: fire

Senses: Blindsight 60 ft., Darkvision 120 ft., PP 26

Languages: Common, Draconic

Challenge: 24 (36,500 xp)

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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage plus 14 (4d6) fire damage.

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

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

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

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

Legendary Actions

The 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. The dragon regains spent legendary actions at the start of its 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 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Green Dragon Wyrmling Medium dragon, Lawful evil 2 450 xp

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

Save Throws: Dex +3, Con +3, Wis +2, Cha +3

Skills: Perception +4, Stealth +3

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Blindsight 10 ft., Darkvision 60 ft., PP 14

Languages: Draconic

Challenge: 2 (450 xp)

Amphibious: The dragon can breathe air and water.,

Actions

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

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

Young Green Dragon Large dragon, Lawful evil 8 3,900 xp

  • Armor class 18 (natural armor)
  • Hit points 136 (16d10+48)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 19 (+4)
  • DEX 12 (+1)
  • CON 17 (+3)
  • INT 16 (+3)
  • WIS 13 (+1)
  • CHA 15 (+2)

Save Throws: Dex +4, Con +6, Wis +4, Cha +5

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

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Blindsight 30 ft., Darkvision 120 ft., PP 17

Languages: Common, Draconic

Challenge: 8 (3,900 xp)

Amphibious: The dragon can breathe air and water.

Actions

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

Bite: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage plus 7 (2d6) poison damage.

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

Poison Breath (Recharge 5-6): The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Adult Green Dragon Huge dragon, Lawful evil 15 13,000 xp

  • Armor class 19 (natural armor)
  • Hit points 207 (18d12+90)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 23 (+6)
  • DEX 12 (+1)
  • CON 21 (+5)
  • INT 18 (+4)
  • WIS 15 (+2)
  • CHA 17 (+3)

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

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

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Blindsight 60 ft., Darkvision 120 ft., PP 22

Languages: Common, Draconic

Challenge: 15 (13,000 xp)

Amphibious: The dragon can breathe air and water.

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

Actions

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 7 (2d6) poison damage.

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

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

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

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

Legendary Actions

The 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. The dragon regains spent legendary actions at the start of its 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 feet 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.

Ancient Green Dragon Gargantuan dragon, Lawful evil 22 30,000 xp

  • Armor class 21 (natural armor)
  • Hit points 385 (22d20+154)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 27 (+8)
  • DEX 12 (+1)
  • CON 25 (+7)
  • INT 20 (+5)
  • WIS 17 (+3)
  • CHA 19 (+4)

Save Throws: Dex +8, Con +14, Wis +10, Cha +11

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

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Blindsight 60 ft., Darkvision 120 ft., PP 27

Languages: Common, Draconic

Challenge: 22 (30,000 xp)

Amphibious: The dragon can breathe air and water.

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

Actions

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

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

Tail: Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8+7) bludgeoning damage.

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

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

Legendary Actions

The 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. The dragon regains spent legendary actions at the start of its 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 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Blue Dragon Wyrmling Medium dragon, Lawful evil 3 700 xp

  • Armor class 17 (natural armor)
  • Hit points 52 (8d8+16)
  • Speed 30 ft., burrow 15 ft., fly 60 ft.
  • STR 17 (+3)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 15 (+2)

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

Skills: Perception +4, Stealth +2

Damage Immunities: lightning

Senses: Blindsight 10 ft., Darkvision 60 ft., PP 14

Languages: Draconic

Challenge: 3 (700 xp)

,

Actions

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

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

Young Blue Dragon Large dragon, Lawful evil 9 5,000 xp

  • Armor class 18 (natural armor)
  • Hit points 152 (16d10+64)
  • Speed 40 ft., burrow 20 ft., fly 80 ft.
  • STR 21 (+5)
  • DEX 10 (0)
  • CON 19 (+4)
  • INT 14 (+2)
  • WIS 13 (+1)
  • CHA 17 (+3)

Save Throws: Dex +4, Con +8, Wis +5, Cha +7

Skills: Perception +9, Stealth +4

Damage Immunities: lightning

Senses: Blindsight 30 ft., Darkvision 120 ft., PP 19

Languages: Common, Draconic

Challenge: 9 (5,000 xp)

,

Actions

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

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

Claw: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.

Lightning Breath (Recharge 5-6): The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

Adult Blue Dragon Huge dragon, Lawful evil 16 15,000 xp

  • Armor class 19 (natural armor)
  • Hit points 225 (18d12+108)
  • Speed 40 ft., burrow 30 ft., fly 80 ft.
  • STR 25 (+7)
  • DEX 10 (0)
  • CON 23 (+6)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 19 (+4)

Save Throws: Dex +5, Con +11, Wis +7, Cha +9

Skills: Perception +12, Stealth +5

Damage Immunities: lightning

Senses: Blindsight 60 ft., Darkvision 120 ft., PP 22

Languages: Common, Draconic

Challenge: 16 (15,000 xp)

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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) piercing damage plus 5 (1d10) lightning damage.

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

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

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

Lightning Breath (Recharge 5-6): The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The 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. The dragon regains spent legendary actions at the start of its 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 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Ancient Blue Dragon Gargantuan dragon, Lawful evil 23 32,500 xp

  • Armor class 22 (natural armor)
  • Hit points 481 (26d20+208)
  • Speed 40 ft., burrow 40 ft., fly 80 ft.
  • STR 29 (+9)
  • DEX 10 (0)
  • CON 27 (+8)
  • INT 18 (+4)
  • WIS 17 (+3)
  • CHA 21 (+5)

Save Throws: Dex +7, Con +15, Wis +10, Cha +12

Skills: Perception +17, Stealth +7

Damage Immunities: lightning

Senses: Blindsight 60 ft., Darkvision 120 ft., PP 27

Languages: Common, Draconic

Challenge: 23 (32,500 xp)

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

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

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

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

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

Legendary Actions

The 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. The dragon regains spent legendary actions at the start of its 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 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Black Dragon Wyrmling Medium dragon, chaotic evil 2 450 xp

  • Armor class 17 (natural armor)
  • Hit points 33 (6d8+6)
  • Speed 30 ft., fly 60 ft., swim 30 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 13 (+1)

Save Throws: Dex +4, Con +3, Wis +2, Cha +3

Skills: Perception +4, Stealth +4

Damage Immunities: acid

Senses: Blindsight 10 ft., Darkvision 60 ft., PP 14

Languages: Draconic

Challenge: 2 (450 xp)

Amphibious: The dragon can breathe air and water.,

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 2 (1d4) acid damage.

Acid Breath (Recharge 5-6): The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

Young Black Dragon Large dragon, chaotic evil 7 2,900 xp

  • Armor class 18 (natural armor)
  • Hit points 127 (15d10+45)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 19 (+4)
  • DEX 14 (+2)
  • CON 17 (+3)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 15 (+2)

Save Throws: Dex +5, Con +6, Wis +3, Cha +5

Skills: Perception +6, Stealth +5

Damage Immunities: acid

Senses: Blindsight 30 ft., Darkvision 120 ft., PP 16

Languages: Common, Draconic

Challenge: 7 (2,900 xp)

Amphibious: The dragon can breathe air and water.,

Actions

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

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

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

Acid Breath (Recharge 5-6): The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.

Adult Black 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 +7

Damage Immunities: acid

Senses: Blindsight 60 ft., Darkvision 120 ft., PP 21

Languages: Common, Draconic

Challenge: 14 (11,500 xp)

Amphibious: The dragon can breathe air and water.

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

Actions

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) acid damage.

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

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

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

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

Legendary Actions

The 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. The dragon regains spent legendary actions at the start of its 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 feet 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.

Ancient Black Dragon Gargantuan dragon, chaotic evil 21 27,500 xp

  • Armor class 22 (natural armor)
  • Hit points 367 (21d20+147)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 27 (+8)
  • DEX 14 (+2)
  • CON 25 (+7)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 19 (+4)

Save Throws: Dex +9, Con +14, Wis +9, Cha +11

Skills: Perception +16, Stealth +9

Damage Immunities: acid

Senses: Blindsight 60 ft., Darkvision 120 ft., PP 26

Languages: Common, Draconic

Challenge: 21 (27,500 xp)

Amphibious: The dragon can breathe air and water.

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

Actions

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

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

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

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

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

Legendary Actions

The 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. The dragon regains spent legendary actions at the start of its 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 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Young Red Shadow Dragon Large dragon, chaotic evil 13 10,000 xp

  • Armor class 18 (natural armor)
  • Hit points 178 (17d10+85)
  • Speed 40 ft., climb 40 ft., fly 80 ft.
  • STR 23 (+6)
  • DEX 10 (0)
  • CON 21 (+5)
  • INT 14 (+2)
  • WIS 11 (0)
  • CHA 19 (+4)

Save Throws: Dex +4, Con +9, Wis +4, Cha +8

Skills: Perception +8, Stealth +8

Damage Resistances: necrotic

Damage Immunities: fire

Senses: Blindsight 30 ft., Darkvision 120 ft., PP 18

Languages: Common, Draconic

Challenge: 13 (10,000 xp)

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.

Actions

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

Bite: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 3 (1d6) necrotic damage.

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

Shadow Breath (Recharge 5-6): The dragon exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) 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.

Adult Blue Dracolich Huge undead, lawful evil 17 18,000 xp

  • Armor class 19 (natural armor)
  • Hit points 225 (18d12+108)
  • Speed 40 ft., burrow 30 ft., fly 80 ft.
  • STR 25 (+7)
  • DEX 10 (0)
  • CON 23 (+6)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 19 (+4)

Save Throws: Dex +5, Con +11, Wis +7, Cha +9

Skills: Perception +12, Stealth +5

Damage Resistances: necrotic

Damage Immunities: lightning poison

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

Senses: Blindsight 60 ft., Darkvision 120 ft., PP 22

Languages: Common, Draconic

Challenge: 17 (18,000 xp)

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

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

Actions

Multiattack: The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) piercing damage plus 5 (1d10) lightning damage.
Claw: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage.
Tail Spine: Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8++7) bludgeoning damage.
Frightful Presence: Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dracolich's Frightful Presence for the next 24 hours.
Lightning Breath (Recharge 5-6): The dracolich exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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

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

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., PP 11

Languages: Common

Challenge: 3 (700 xp)

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.

Displacer Beast Large monstrosity, lawful evil 3 700 xp

  • Armor class 13 (natural armor)
  • Hit points 85 (10d10+30)
  • Speed 40 ft.
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 8 (-1)

Senses: Darkvision 60 ft., PP 11

Languages: ---

Challenge: 3 (700 xp)

Avoidance: If the displacer beast is subjected to an effect that allows it to make a 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.

Displacement: The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.

Actions

Multiattack: The displacer beast makes two attacks with its tentacles.

Tentacle: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6+) bludgeoning damage plus 3 (1d6) piercing damage.

Tyrannosaurus Rex Huge beast, unaligned 8 3,900 xp

  • Armor class 13 (natural armor)
  • Hit points 136 (13d12+52)
  • Speed 50 ft.
  • STR 25 (+7)
  • DEX 10 (0)
  • CON 19 (+4)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 9 (-1)

Skills: Perception +4

Senses: PP 14

Languages: ---

Challenge: 8 (3,900 xp)

Actions

Multiattack: The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

Bite: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12+7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.

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

Triceratops Huge beast, unaligned 5 1,800 xp

  • Armor class 13 (natural armor)
  • Hit points 95 (10d12+30)
  • Speed 50 ft.
  • STR 22 (+6)
  • DEX 9 (-1)
  • CON 17 (+3)
  • INT 2 (-4)
  • WIS 11 (0)
  • CHA 5 (-3)

Senses: PP 10

Languages: ---

Challenge: 5 (1,800 xp)

Trampling Charge: If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action.,

Actions

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

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

Pteranodon Medium beast, unaligned 1/4 50 xp

  • Armor class 13 (natural armor)
  • Hit points 13 (3d8)
  • Speed 10 ft., fly 60 ft.
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 2 (-4)
  • WIS 9 (-1)
  • CHA 5 (-3)

Skills: Perception +1

Senses: PP 11

Languages: ---

Challenge: 1/4 (50 xp)

Flyby: The pteranodo doesn't provoke an opportunity attack when it flies out of an enemy's reach.,

Actions

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) piercing damage.

Plesiosaurus Large beast, unaligned 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 68 (8d10+24)
  • Speed 20 ft., 40 ft.
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 5 (-3)

Skills: Perception +3, Stealth +4

Senses: PP 13

Languages: ---

Challenge: 2 (450 xp)

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

Actions

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

Ankylosaurus Huge beast, unaligned 3 700 xp

  • Armor class 15 (natural armor)
  • Hit points 68 (8d12+16)
  • Speed 30 ft.
  • STR 19 (+4)
  • DEX 11 (0)
  • CON 15 (+2)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 5 (-3)

Senses: PP 11

Languages: ---

Challenge: 3 (700 xp)

,

Actions

Tail: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6+4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Allosaurus Large beast, unaligned 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 51 (6d10+18)
  • Speed 60 ft.
  • STR 19 (+4)
  • DEX 13 (+1)
  • CON 17 (+3)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 5 (-3)

Skills: Perception +5

Senses: PP 15

Languages: ---

Challenge: 2 (450 xp)

Pounce: If the allosaurus moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the allosaurus can make one bite attack against it as a bonus action.,

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage.

Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.

Spined Devil Small fiend (devil), lawful evil 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 22 (5d6+5)
  • Speed 20 ft., fly 40 ft.
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 14 (+2)
  • CHA 8 (-1)

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

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: Darkvision 120 ft., PP 12

Languages: Infernal, Telepathy 120 ft.

Challenge: 2 (450 xp)

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

Flyby: The devil doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Limited Spines: The devil has twelve tail spines. Used spines regrow by the time the devil finishes a long rest.

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

Actions

Multiattack: The devil makes two attacks: one with its bite and one with its fork, or two with its tail spines.

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

Fork: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.

Tail Spine: Ranged Weapon Attack: +4 to hit, range 20/80 ft., one target. Hit: 4 (1d4+2) piercing damage plus 3 (1d6) fire damage.

Pit Fiend Large fiend (devil), lawful evil 20 25,000 xp

  • Armor class 19 (natural armor)
  • Hit points 300 (24d10+168)
  • Speed 30 ft., fly 60 ft.
  • STR 26 (+8)
  • DEX 14 (+2)
  • CON 24 (+7)
  • INT 22 (+6)
  • WIS 18 (+4)
  • CHA 24 (+7)

Save Throws: Dex +8, Con +13, Wis +10

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

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: Truesight 120 ft., PP 14

Languages: Infernal, Telepathy 120 ft.

Challenge: 20 (25,000 xp)

Fear Aura: Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.
Magic Resistance: The pit fiend has advantage on saving throws against spells and other magical effects.
Magic Weapon: The pit fiend's weapon attacks are magical.

Innate Spellcasting: The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:
At will: detect magic, fireball
3/day each: hold monster, wall of fire,,

Actions

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

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

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

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

Tail: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10+8) bludgeoning damage.

Lemure Medium fiend (devil), lawful evil 0 10 xp

  • Armor class 7
  • Hit points 13 (3d8)
  • Speed 15 ft.
  • STR 10 (0)
  • DEX 5 (-3)
  • CON 11 (0)
  • INT 1 (-5)
  • WIS 11 (0)
  • CHA 3 (-4)

Damage Resistances: cold

Damage Immunities: fire, poison

Condition Immunities: charmed, frightened, poisoned

Senses: Darkvision 120 ft., PP 10

Languages: understand Infernal but can't speak

Challenge: 0 (10 xp)

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

Hellish Rejuvenation: A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good·aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.,

Actions

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

Imp Tiny fiend (devil), lawful evil 1 200 xp

  • Armor class 13
  • Hit points 10 (3d4+3)
  • Speed 20 ft., fly 40 ft.
  • STR 6 (-2)
  • DEX 17 (+3)
  • CON 13 (+1)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 14 (+2)

Skills: Deception +4, Insight +3, Persuasion +4, Stealth +5

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

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: Darkvision 120 ft., PP 11

Languages: Infernal, Common

Challenge: 1 (200 xp)

Shapechanger: The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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

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

Actions

Sting (Bite in Beast Form): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Invisibility: The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.

Ice Devil Large fiend (devil), lawful evil 14 11,500 xp

  • Armor class 18 (natural armor)
  • Hit points 180 (19d10+76)
  • Speed 40 ft.
  • STR 21 (+5)
  • DEX 14 (+2)
  • CON 18 (+4)
  • INT 18 (+4)
  • WIS 15 (+2)
  • CHA 18 (+4)

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

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

Damage Immunities: cold, fire, poison

Condition Immunities: poisoned

Senses: Blindsight 60 ft., Darkvision 120 ft., PP 12

Languages: Infernal, Telepathy 120 ft.

Challenge: 14 (11,500 xp)

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

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

Actions

Multiattack: The devil makes three attacks: one with its bite, one with its claws, and one with its tail.

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

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

Tail: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6+4) bludgeoning damage plus 10 (3d6) cold damage.

Wall of Ice (Recharge 6): The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter.
When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.
The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached, each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.

Horned Devil Large fiend (devil), lawful evil 11 7,200 xp

  • Armor class 18 (natural armor)
  • Hit points 178 (17d10+55)
  • Speed 20 ft., fly 60 ft.
  • STR 22 (+6)
  • DEX 17 (+3)
  • CON 21 (+5)
  • INT 12 (+1)
  • WIS 16 (+3)
  • CHA 17 (+3)

Save Throws: Str +10, Dex +7, Wis +7, Cha +7

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

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: Darkvision 120 ft., PP 13

Languages: Infernal, Telepathy 120 ft.

Challenge: 11 (7,200 xp)

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

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

Actions

Multiattack: The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.

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

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

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

Erinyes Medium fiend (devil), lawful evil 12 8,400 xp

  • Armor class 18 (plate)
  • Hit points 153 (18d8+72)
  • Speed 30 ft., fly 60 ft.
  • STR 18 (+4)
  • DEX 16 (+3)
  • CON 18 (+4)
  • INT 14 (+2)
  • WIS 14 (+2)
  • CHA 18 (+4)

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

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

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: Truesight 120 ft., Telepathy 120 ft.

Languages: Infernal, Telepathy 120 ft.

Challenge: 12 (8,400 xp)

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

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

Actions

Multiattack: The erinyes makes three attacks.

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

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

Reactions

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

Chain Devil Medium fiend (devil), lawful evil 8 3,900 xp

  • Armor class 16 (natural armor)
  • Hit points 85 (10d8+40)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 18 (+4)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 14 (+2)

Save Throws: Con +7, Wis +4, Cha +5

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

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: Darkvision 120 ft., PP 11

Languages: Infernal, Telepathy 120 ft.

Challenge: 8 (3,900 xp)

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

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

Actions

Multiattack: The devil makes two attacks: two with its claws and one with its sting.

Multiattack: The devil makes two melee attacks with its chains.

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

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

Reactions

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

Bone Devil Large fiend (devil), lawful evil 9 5,000 xp

  • Armor class 19 (natural armor)
  • Hit points 142 (15d10+60)
  • Speed 40 ft., fly 40 ft.
  • STR 18 (+4)
  • DEX 16 (+3)
  • CON 18 (+4)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 16 (+3)

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

Skills: Deception +7, Insight +6

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

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: Darkvision 120 ft., PP 12

Languages: Infernal, Telepathy 120 ft.

Challenge: 9 (5,000 xp)

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

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

Actions

Multiattack: The devil makes three attacks: two with its claws and one with its sting.

Claw: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) slashing damage.

Sting: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bearded Devil Medium fiend (devil), lawful evil 3 700 xp

  • Armor class 13 (natural armor)
  • Hit points 52 (8d8+16)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 15 (+2)
  • CON 15 (+2)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 11 (0)

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

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

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: Darkvision 120 ft., PP 10

Languages: Infernal, Telepathy 120 ft.

Challenge: 3 (700 xp)

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

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

Steadfast: The devil can't be frightened while it can see an allied creature within 30 feet of it.

Actions

Multiattack: The devil makes two attacks: one with its beard and one with its glaive.

Beard: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Glaive: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Barbed Devil Medium fiend (devil), lawful evil 5 1,800 xp

  • Armor class 15 (natural armor)
  • Hit points 110 (13d8+52)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 17 (+3)
  • CON 18 (+4)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 14 (+2)

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

Skills: Deception +5, Insight +5, Perception +8

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

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: Darkvision 120 ft., PP 18

Languages: Infernal, Telepathy 120 ft.

Challenge: 5 (1,800 xp)

Barbed Hide: At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.

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

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

Actions

Multiattack: The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.

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

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

Hurl Flame: Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Yochlol Medium fiend (demon, shapechanger), chaotic evil 10 5,900 xp

  • Armor class 15 (natural armor)
  • Hit points 136 (16d8+64)
  • Speed 30 ft., climb 30 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 18 (+4)
  • INT 13 (+1)
  • WIS 15 (+2)
  • CHA 15 (+2)

Save Throws: Dex +6, Int +5, Wis +6, Cha +6

Skills: Deception +10, Insight +6

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

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Darkvision 120 ft., PP 12

Languages: Abyssal, Elvish, Undercommon

Challenge: 10 (5,900 xp)

Shapechanger: The yochlol can use its action to polymorph into a form that resembles a female drow or giant spider, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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

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

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

Actions

Multiattack: The yochlol makes two melee attacks.

Slam (Bite in Spider Form): Melee Weapon Attack: +6 to hit, reach 5 ft. (10 ft. in demon form), one target. Hit: 5 (1d6+2) bludgeoning (piercing in spider form) damage plus 21 (6d6) poison damage.

Mist Form: The yochlol transforms into toxic mist or reverts to its true form. Any equipment it is wearing or carrying is also transformed. It reverts to its true form if it dies.
While in mist form, the yochlol is incapacitated and can't speak. It has a flying speed of 30 feet, can hover, and can pass through any space that isn't airtight. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to nonmagical damage.
While in mist form, the yochlol can enter a creature's space and stop there. Each time that creature starts its turn with the yochlol in its space, the creature must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target is incapacitated.

Features cont.

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

At will: detect thoughts, web
1/day each: dominate person

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., PP 11

Languages: Abyssal, Telepathy 120 ft.

Challenge: 6 (2,300 xp)

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.

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 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., PP 11

Languages: Abyssal, Telepathy 120 ft.

Challenge: 4 (1,100 xp)

Damage Vulnerabilities: radiant

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 hat advantage on the attack roll, 17 (4d6+3) psychic damage.

Quasit Tiny fiend (demon)(shapechanger), chaotic evil 1 200 xp

  • Armor class 13
  • Hit points 7 (3d4)
  • Speed 40 ft.
  • STR 5 (-3)
  • DEX 17 (+3)
  • CON 10 (0)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 10 (0)

Skills: Stealth +5

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

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Darkvision 120 ft., PP 10

Languages: Abyssal, Common

Challenge: 1 (200 xp)

Shapechanger: The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft., fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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

Actions

Claws (Bite in Beast Form): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Scare (1/Day): One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.

Invisibility: The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.

Nalfeshnee Large fiend (demon), chaotic evil 13 10,000 xp

  • Armor class 18 (natural armor)
  • Hit points 184 (16d10+96)
  • Speed 20 ft., fly 30 ft.
  • STR 21 (+5)
  • DEX 10 (0)
  • CON 22 (+6)
  • INT 19 (+4)
  • WIS 12 (+1)
  • CHA 15 (+2)

Save Throws: Con +11, Int +9, Wis +6, Cha +7

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

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Truesight 120 ft., PP 11

Languages: Abyssal, Telepathy 120 ft.

Challenge: 13 (10,000 xp)

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

Actions

Multiattack: The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.

Bite: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10+5) piercing damage.

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

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

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

Marilith Large fiend (demon), chaotic evil 16 15,000 xp

  • Armor class 18 (natural armor)
  • Hit points 189 (18d10+90)
  • Speed 40 ft.
  • STR 18 (+4)
  • DEX 20 (+5)
  • CON 20 (+5)
  • INT 18 (+4)
  • WIS 16 (+3)
  • CHA 20 (+5)

Save Throws: Str +9, Con +10, Wis +8, Cha +10

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

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Truesight 120 ft., PP 13

Languages: Abyssal, Telepathy 120 ft.

Challenge: 16 (15,000 xp)

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

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

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

Actions

Multiattack: The marilith makes seven attacks: six with its longswords and one with its tail.

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

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

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

Reactions

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

Manes Small fiend (demon), chaotic evil 1/8 25 xp

  • Armor class 9
  • Hit points 9 (2d6+2)
  • Speed 20 ft.
  • STR 10 (0)
  • DEX 9 (-1)
  • CON 13 (+1)
  • INT 3 (-4)
  • WIS 8 (-1)
  • CHA 4 (-3)

Damage Resistances: cold, fire, lightning

Damage Immunities: poison

Condition Immunities: charmed, frightened, poisoned

Senses: Darkvision 60 ft., PP 9

Languages: understands Abyssal but can't speak

Challenge: 1/8 (25 xp)

Actions

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

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

  • Armor class 16 (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, piercing and slashing damage from nonmagical weapons

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Darkvision 120 ft., PP 11

Languages: Abyssal, Telepathy 120 ft.

Challenge: 8 (3,900 xp)

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

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

Actions

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.

Goristro Huge fiend (demon), chaotic evil 17 18,000 xp

  • Armor class 19 (natural armor)
  • Hit points 310 (23d12+161)
  • Speed 40 ft.
  • STR 25 (+7)
  • DEX 11 (0)
  • CON 25 (+7)
  • INT 6 (-2)
  • WIS 13 (+1)
  • CHA 14 (+2)

Save Throws: Str +13, Dex +6, Con +13, Wis +7

Skills: Perception +7

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

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Darkvision 120 ft., PP 17

Languages: Abyssal

Challenge: 17 (18,000 xp)

Charge: If the goristro moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 38 (7d10) piercing damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away and knocked prone.

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

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

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

Actions

Multiattack: The goristro makes three attacks: two with its fists and one with its hoof.

Fist: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) bludgeoning damage.

Hoof: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d10+7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.

Gore: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 45 (7d10+7) piercing damage.

Glabrezu Large fiend (demon), chaotic evil 9 5,000 xp

  • Armor class 17 (natural armor)
  • Hit points 157 (15d10+75)
  • Speed 40 ft.
  • STR 20 (+5)
  • DEX 15 (+2)
  • CON 21 (+5)
  • INT 19 (+4)
  • WIS 17 (+3)
  • CHA 16 (+3)

Save Throws: Str +9, Con +9, Wis +7, Cha +7

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

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Truesight 120 ft., PP 13

Languages: Abyssal, Telepathy 120 ft.

Challenge: 9 (5,000 xp)

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

At will: darkness, detect magic, dispel magic
1/day each: confusion, fly, power word stun

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

Actions

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

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

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

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

  • Armor class 15 (natural armor)
  • Hit points 84 (13d10+13)
  • Speed 20 ft., fly 60 ft.
  • STR 15 (+2)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 14 (+2)
  • CHA 10 (0)

Save Throws: Dex +5, Wis +4

Skills: Perception +5

Damage Resistances: cold, fire, lightning

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Blindsight 10 ft., Darkvision 120 ft., PP 15

Languages: Abyssal, Telepathy 120 ft.

Challenge: 6 (2,300 xp)

Drone: The chasme produces a horrid droning sound to which demons are immune. Any other creature that starts its turn with in 30 feet of the chasme must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. A creature that can't hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours.
Magic Resistance: The chasme has advantage on saving throws against spells and other magical effects.
Spider Climb: The chasme can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.,,

Actions

Proboscis: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6+2) piercing damage plus 24 (7d6) necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration.

Dretch Small fiend (demon), chaotic evil 1/4 50 xp

  • Armor class 11 (natural armor)
  • Hit points 18 (4D6+4)
  • Speed 20 ft.
  • STR 11 (0)
  • DEX 11 (0)
  • CON 12 (+1)
  • INT 5 (-3)
  • WIS 8 (-1)
  • CHA 3 (-4)

Damage Resistances: cold, fire, lightning

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Darkvision 60 ft., PP 9

Languages: Abyssal, Telepathy 60 ft. (only with creatures that understand Abyssal)

Challenge: 1/4 (50 xp)

,

Actions

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

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

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

Fetid Cloud (1/Day): A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.

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

  • Armor class 15 (natural armor)
  • Hit points 68 (8d10+24)
  • Speed 30 ft., climb 30 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., PP 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 (1d10+4) bludgeoning damage.

Balor Huge fiend (demon), chaotic evil 19 22,000 xp

  • Armor class 19 (natural armor)
  • Hit points 262 (21d12+126)
  • Speed 40 ft., fly 80 ft.
  • STR 26 (+8)
  • DEX 15 (+2)
  • CON 22 (+6)
  • INT 20 (+5)
  • WIS 16 (+3)
  • CHA 22 (+6)

Save Throws: Str +14, Con +12, Wis +9, Cha +12

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

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: Truesight 120 ft., PP 13

Languages: Abyssal, Telepathy 120 ft.

Challenge: 19 (22,000 xp)

Death Throes: When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.
Fire Aura: At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
Magic Resistance: The balor has advantage on saving throws against spells and other magical effects.
Magic Weapons: The balor's weapon attacks are magical.,,

Actions

Multiattack: The balor makes two attacks: one with its longsword and one with its whip.

Longsword: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.

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

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

Demilich Tiny undead, neutral evil 18 20,000 xp

  • Armor class 20 (natural armor)
  • Hit points 80 (20d4)
  • Speed 0 ft., 30 f.
  • STR 1 (-5)
  • DEX 20 (+5)
  • CON 10 (0)
  • INT 20 (+5)
  • WIS 17 (+3)
  • CHA 20 (+5)

Save Throws: Con +6, Int +11, Wis +9, Cha +11

Damage Resistances: bludgeoning, piercing and slashing from magic weapons

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

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

Senses: Truesight 120 ft., PP 13

Languages: ---

Challenge: 18 (20,000 xp)

Avoidance: If the demilich is subjected to an effect that allows it to make a 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.

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

Turn Immunity: The demilich is immune to effects that turn undead.,

Actions

Howl (Recharge 5-6): The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC 15 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn.

Life Drain: The demilich targets up to three creatures that it can see within 10 feet of it. Each target must succeed on a DC 19 Constitution saving throw or take 21 (6d6) necrotic damage, and the demilich regains hit points equal to the total damage dealt to all targets.

Legendary Actions

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

Flight: The demilich flies up to half its flying speed.
Cloud of Dust: The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 15 Constitution saving throw or be blinded until the end of the demilich's next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich's next turn.
Energy Drain (Costs 2 Actions): Each creature within 30 feet of the demilich must make a DC 15 Constitution saving throw. On a failed save, the creature's hit point maximum is magically reduced by 10 (3d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. A creature's hit point maximum can be restored with the greater restoration spell or similar magic.
Vile Curse (Costs 3 Actions): The demilich targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.

Death Knight Medium undead, chaotic evil 17 18,000 xp

  • Armor class 20 (plate, shield)
  • Hit points 180 (19d8+95)
  • Speed 30 ft.
  • STR 20 (+5)
  • DEX 11 (0)
  • CON 20 (+5)
  • INT 12 (+1)
  • WIS 16 (+3)
  • CHA 18 (+4)

Save Throws: Dex +6, Wis +9, Cha +10

Damage Immunities: necrotic, poison

Condition Immunities: exhaustion, frightened, poisoned

Senses: Darkvision 120 ft., PP 13

Languages: Abyssal, Common

Challenge: 17 (18,000 xp)

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

Marshal Undead: Unless the death knight is in capacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.

Spellcasting: The death knight is a 19th-level spell caster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared:

1st level (4 slots): command, compelled duel, searing smite
2nd level (3 slots): hold person, magic weapon
3rd level (3 slots): dispel magic, elemental weapon
4th level (3 slots): banishment, staggering smite
5th level (2 slots): destructive wave (necrotic),

Actions

Multiattack: The death knight makes three longsword attacks.

Longsword: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage, or 10 (1d10+5) slashing damage if used with two hands, plus 18 (4d8) necrotic damage.

Hellfire Orb (1/Day): The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot·radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.

Reactions

Parry: The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon.

Darkmantle Small monstrosity, unaligned 1/2 100 xp

  • Armor class 11
  • Hit points 22 (5d6+5)
  • Speed 10 ft., fly 30 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., PP 10

Languages: --

Challenge: 1/2 (100 xp)

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 (1d6+3) bludgeoning damage, and the dark mantle 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 13 Strength check as an action. On its turn, the dark mantle 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 dark mantle 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.

Cyclops Huge giant, chaotic neutral 6 2,300 xp

  • Armor class 14 (natural armor)
  • Hit points 138 (12d12+60)
  • Speed 30 ft.
  • STR 22 (+6)
  • DEX 11 (0)
  • CON 20 (+5)
  • INT 8 (-1)
  • WIS 6 (-2)
  • CHA 10 (0)

Senses: PP 8

Languages: Giant

Challenge: 6 (2,300 xp)

Poor Depth Perception: The cyclops has disadvantage on any attack roll against a target more than 30 feet away.

Actions

Multiattack: The cyclops makes two greatclub attacks.

Greatclub: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8+6) bludgeoning damage.

Rock: Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10+6) bludgeoning damage.

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 beyod this radius), PP 10

Languages: understands Common but can't speak

Challenge: 0 (10 xp)

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.

Couatl Medium celestial, lawful good 4 1,100 xp

  • Armor class 19 (natural armor)
  • 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 weapons

Senses: Truesight 120 ft., PP 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 only verbal components:

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

Magic Weapon: 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 detects 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.

Cockatrice Small monstrosity, unaligned 1/2 100 xp

  • Armor class 11
  • Hit points 27 (6d6+6)
  • Speed 20 ft., fly 40 ft.
  • STR 6 (-2)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 13 (+1)
  • CHA 5 (-3)

Senses: Darkvision 60 ft., PP 11

Languages: ---

Challenge: 1/2 (100 xp)

,,

Actions

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.

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., PP 11

Languages: Deep Speech, Undercommon

Challenge: 8 (3,900 xp)

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 target. Hit: 10 (2d6+3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it.If 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.

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., PP 14

Languages: understands Deep Speech but can't speak

Challenge: 4 (1,100 xp)

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.

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., PP 18

Languages: understands Draconic but can't speak

Challenge: 6 (2,300 xp)

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.

Centaur Large monstrosity, neutral good 2 450 xp

  • Armor class 12
  • Hit points 45 (6d10+12)
  • Speed 50 ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 9 (-1)
  • WIS 13 (+1)
  • CHA 11 (0)

Skills: Athletics +6, Perception +3, Survival +3

Senses: PP 13

Languages: Elvish, Sylvan

Challenge: 2 (450 xp)

Charge: If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.

Actions

Multiattack: The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.

Pike: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10+4) piercing damage.

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

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

Carrion Crawler Large monstrosity, unaligned 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 51 (6d10+18)
  • Speed 30 ft., climb 30 ft.
  • STR 14 (+2)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 1 (-5)
  • WIS 12 (+1)
  • CHA 5 (-3)

Skills: Perception +3

Senses: Darkvision 60 ft., PP 13

Languages: ---

Challenge: 2 (450 xp)

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

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

Actions

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

Tentacles: Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 4 (1d4+2) poison damage, and the target 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 poison on itself on a success.

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage.

Cambion Medium fiend, any evil alignment 5 1,800 xp

  • Armor class 19 (scale mail)
  • Hit points 82 (11d8+33)
  • Speed 30 ft., fly 60 ft.
  • STR 18 (+4)
  • DEX 18 (+4)
  • CON 16 (+3)
  • INT 14 (+2)
  • WIS 12 (+1)
  • CHA 16 (+3)

Save Throws: Str +7, Con +6, Int +5, Cha +6

Skills: Deception +6, Intimidation +6, Perception +4, Stealth +7

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

Senses: Darkvision 60 ft., PP 14

Languages: Abyssal, Common, Infernal

Challenge: 5 (1,800 xp)

Fiendish Blessing: The AC of the cambion includes its Charisma bonus.

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

3/day each: alter self, command, detect magic
1/day: plane shift (self only)

Actions

Multiattack: The cambion makes two melee attacks or uses its Fire Ray twice.

Spear: 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, plus 3 (1d6) fire damage.

Fire Ray: Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage.

Fiendish Charm: One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion's spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the cambion's Fiendish Charm for the next 24 hours.

Bullywug Medium humanoid (bullywug), neutral evil 1/4 50 xp

  • Armor class 15 (hide armor, shield)
  • Hit points 11 (2d8+2)
  • Speed 20 ft., swim 40 ft.
  • STR 12 (+1)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 7 (-2)

Skills: Stealth +3

Senses: PP 10

Languages: Bullywug

Challenge: 1/4 (50 xp)

Amphibious: The bullywug can breathe air and water.

Speak with Frogs and Toads: The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.

Swamp Camouflage: The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Standing Leap: The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.,

Actions

Multiattack: The bullywug makes two melee attacks: one with its bite and one with its spear.

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

Spear: Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft, or range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.

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., Tremmorsense 60 ft., PP 16

Languages: ---

Challenge: 5 (1,800 xp)

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 within range, the creature instead falls prone in the bulette's space.

Bugbear Chief Medium humanoid (goblinoid), chaotic evil 3 700 xp

  • Armor class 17 (chain shirt, shield)
  • Hit points 65 (10d8+20)
  • Speed 30 ft.
  • STR 17 (+3)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 11 (0)

Skills: Intimidation +2, Stealth +6, Survival +3

Senses: Darkvision 60 ft., PP 11

Languages: Common, Goblin

Challenge: 3 (700 xp)

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

Heart of Hruggek: The bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.

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

Multiattack: The bugbear makes two melee attacks.

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

Javelin: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6+3) piercing damage in melee or 6 (1d6+3) piercing damage at range.

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., PP 10

Languages: Common, Goblin

Challenge: 1 (200 xp)

Brute: A melee weapon attack 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 or Ranged 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.

Vine Blight Medium plant, neutral evil 1/2 100 xp

  • Armor class 12 (natural armor)
  • Hit points 26 (4d8+8)
  • Speed 10 ft.
  • STR 15 (+2)
  • DEX 8 (-1)
  • CON 14 (+2)
  • INT 5 (-3)
  • WIS 10 (0)
  • CHA 3 (-4)

Skills: Stealth +1

Condition Immunities: blinded, deafened

Senses: Blindsight 60 ft (blind beyond this radius), PP 10

Languages: Common

Challenge: 1/2 (100 xp)

False Appearance: While the blight remains motionless, it is indistinguishable from a tangle of vines.,

Actions

Constrict: Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6+2) bludgeoning damage, and a Large or smaller target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the blight can't constrict another target.

Entangling Plants (Recharge 5-6): Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for non plant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing itself or another entangled creature within reach on a success.

Needle Blight Medium plant, neutral evil 1/4 50 xp

  • Armor class 12 (natural armor)
  • Hit points 11 (2d8+2)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 4 (-3)
  • WIS 8 (-1)
  • CHA 3 (-4)

Condition Immunities: blinded, deafened

Senses: Blindsight 60 ft. (blind beyond this radius), PP 9

Languages: understands Common but can't speak

Challenge: 1/4 (50 xp)

,

Actions

Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) piercing damage.

Needles: Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 8 (2d6+1) piercing damage.

Twig Blight Small plant, neutral evil 1/8 25 xp

  • Armor class 13 (natural armor)
  • Hit points 4 (1d6+1)
  • Speed 20 ft.
  • STR 6 (-2)
  • DEX 13 (+1)
  • CON 12 (+1)
  • INT 4 (-3)
  • WIS 8 (-1)
  • CHA 3 (-4)

Skills: Stealth +3

Condition Immunities: blinded, deafened

Senses: Blingsight 60 ft. (blind beyond this radius), PP 9

Languages: undertands Common but can't speak

Challenge: 1/8 (25 xp)

Damage Vulnerabilities: fire

False Appearance: While the blight remains motionless, it is indistinguishable from a dead shrub.,,

Actions

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

Spectator Medium aberration, lawful neutral 3 700 xp

  • Armor class 14 (natural armor)
  • Hit points 39 (6d8+12)
  • Speed 0 ft., fly 30 ft. (hover)
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Perception +6

Senses: Darkvision 120 ft., PP 16

Languages: Deep Speechm Undercommon, Telepathy 120 ft.

Challenge: 3 (700 xp)

,,

Actions

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

Eye Rays: The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once per turn:

1. Confusion Ray: The target must succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of its next turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn.
2. Paralyzing Ray: The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Fear Ray: The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4. Wounding Ray: The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.

Create Food and Water: The spectator magically creates enough food and water to sustain itself for 24 hours.

Reactions

Spell Reflection: If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

Death Tyrant (2/2) Large undead, lawful evil 14 11,500 xp

  • Armor class 19 (natural armor)
  • Hit points 287 (25d10+50)
  • Speed 0 ft., fly 20 ft. (hover)
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 19 (+4)
  • WIS 15 (+2)
  • CHA 19 (+4)

Save Throws: Str +5, Con +7, Int +9, Wis +7, Cha +9

Skills: Perception +12

Damage Immunities: poison

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

Senses: Darkvision 120 ft., PP 22

Languages: Deep Speech, Undercommon

Challenge: 14 (11,500 xp)

,,

Actions

7. Sleep Ray: The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
8. Petrification Ray: The targeted creature must make a DC 17 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
9. Disintegration Ray: If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller non magical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
10. Death Ray: The targeted creature must succeed on a DC 17 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points

Legendary Actions

The death tyrant can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn. The beholder regains spent legendary actions at the start of its turn.

Eye Ray: The beholder uses one random eye ray.

Death Tyrant (1/2) Large undead, lawful evil 14 11,500 xp

  • Armor class 19 (natural armor)
  • Hit points 287 (25d10+50)
  • Speed 0 ft., fly 20 ft. (hover)
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 19 (+4)
  • WIS 15 (+2)
  • CHA 19 (+4)

Save Throws: Str +5, Con +7, Int +9, Wis +7, Cha +9

Skills: Perception +12

Damage Immunities: poison

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

Senses: Darkvision 120 ft., PP 22

Languages: Deep Speech, Undercommon

Challenge: 14 (11,500 xp)

Negative Energy Cone: The death tyrant's central eye emits an invisible, magical 150-foot cone of negative energy. At the start of each of its turns, the tyrant decides which way the cone faces and whether the cone is active.
Any creature in that area can't regain hit points. Any humanoid that dies there becomes a zombie under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Eye Rays:
The death tyrant shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

1. Charm Ray: The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by the tyrant for 1 hour, or until the tyrant harms the creature.
2. Paralyzing Ray: The targeted creature must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Fear Ray: The targeted creature must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4. Slowing Ray: The targeted creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5. Enervation Ray: The targeted creature must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
6. Telekinetic Ray: If the target is a creature, it must succeed on a DC 17 Strength saving throw or the tyrant moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the tyrant's next turn or until the tyrant is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The tyrant can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

Beholder (2/2) large aberration, lawful evil 13 10,000 xp

  • Armor class 18 (natural armor)
  • Hit points 180 (19d10+76)
  • Speed 0 ft., fly 20 ft. (hover)
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 18 (+4)
  • INT 17 (+3)
  • WIS 15 (+2)
  • CHA 17 (+3)

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

Skills: Perception +12

Condition Immunities: prone

Senses: Darkvision 120 ft., PP 22

Languages: Deep Speech, Undercommon

Challenge: 13 (10,000 xp)

Actions

7. Sleep Ray: The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
8. Petrification Ray: The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
9. Disintegration Ray: If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit
points, its body becomes a pile of fine gray dust. If the target is a Large or smaller non magical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
10. Death Ray: The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Legendary Actions

The beholder can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn. The beholder regains spent legendary actions at the start of its turn.

Eye Ray: The beholder uses one random eye ray.

Beholder (1/2) large aberration, lawful evil 13 10,000 xp

  • Armor class 18 (natural armor)
  • Hit points 180 (19d10+76)
  • Speed 0 ft., fly 20 ft. (hover)
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 18 (+4)
  • INT 17 (+3)
  • WIS 15 (+2)
  • CHA 17 (+3)

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

Skills: Perception +12

Condition Immunities: prone

Senses: Darkvision 120 ft., PP 22

Languages: Deep Speech, Undercommon

Challenge: 13 (10,000 xp)

Antimagic Cone: The beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays.,

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Eye Rays: The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

1. Charm Ray: The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.
2. Paralyzing Ray: The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Fear Ray: The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4. Slowing Ray: The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't
take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5. Enervation Ray: The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
6. Telekinetic Ray: If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

Behir Huge monstrosity, neutral evil 11 7,200 xp

  • Armor class 17 (natural armor)
  • Hit points 168 (16d12+64)
  • Speed 50 ft., climb 40 ft.
  • STR 23 (+6)
  • DEX 16 (+3)
  • CON 18 (+4)
  • INT 7 (-2)
  • WIS 14 (+2)
  • CHA 12 (+1)

Skills: Perception +6, Stealth +7

Damage Immunities: lightning

Senses: Darkvision 90 ft., PP 16

Languages: Draconic

Challenge: 11 (7,200 xp)

Actions

Multiattack: The Behir makes two attacks: one with its bite and one to constrict.

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

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

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

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

Basilisk Medium monstrosity, unaligned 3 700 xp

  • Armor class 15 (natural armor)
  • Hit points 52 (6d6+16)
  • Speed 20 ft.
  • STR 26 (+8)
  • DEX 8 (-1)
  • CON 15 (+2)
  • INT 2 (-4)
  • WIS 8 (-1)
  • CHA 7 (-2)

Senses: Darkvision 60 ft., PP 9

Languages: ---

Challenge: 3 (700 xp)

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

Actions

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

Banshee Medium undead, chaotic evil 4 1,100 xp

  • Armor class 12
  • Hit points 58 (13d8)
  • Speed 0 ft., fly 40 ft. (hover)
  • STR 1 (-5)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 17 (+3)

Save Throws: Wis +2, Cha +4

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

Damage Immunities: cold, necrotic, poison

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

Senses: Darkvision 60 ft. PP 10

Languages: Common, Elvish

Challenge: 4 (1,100 xp)

Detect Life: The banshee can magically sense the presence of living creatures up to 5 miles away. She knows the general direction they're in but not their exact locations.

Incorporeal Movement: The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.,

Actions

Corrupting Touch: Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6+2) necrotic damage.

Horrifying Visage: Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the banshee's Horrifying Visage for the next 24 hours.

Wail (1/Day): The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.

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: PP 11

Languages: Ignan

Challenge: 2 (450 xp)

Heated Body: A creature that touches the azer or hits it with a melee attack while within 5 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 additional10 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.

Ankheg Large monstrosity, unaligned 2 450 xp

  • Armor class 14/11 (natural armor/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., PP 11

Languages: ---

Challenge: 2 (450 xp)

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (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.

Rug of Smothering Large construct, unaligned 2 450 xp

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

Damage Immunities: poison, psychic

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

Senses: blindsight 60 ft. (blind beyond radius), PP 6

Languages: ---

Challenge: 2 (450 xp)

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

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

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

Actions

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

Flying Sword Small construct, unaligned 1 50 xp

  • Armor class 17 (natural armor)
  • Hit points 17 (5d6)
  • Speed 0 ft., fly 50 ft.
  • 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 radius), PP 7

Languages: ---

Challenge: 1 (50 xp)

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.

Animated Armor Medium construct, unaligned 1 200 xp

  • Armor class 18 (natural armor)
  • Hit points 33 (6d8+6)
  • Speed 25 ft.
  • STR 14 (+2)
  • DEX 11 (0)
  • CON 13 (+1)
  • INT 1 (-5)
  • WIS 3 (-4)
  • CHA 1 (-5)

Damage Immunities: poison, psychic

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

Senses: blindsight 60 ft. (blind beyond radius), PP 6

Languages: ---

Challenge: 1 (200 xp)

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

False Appearance: While the armor remains motionless, it is indistinguishable from a normal suit of armor.

Actions

Multiattack: The armor makes two melee attacks.

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

Solar Large celestial, lawful good 21 33,000 xp

  • Armor class 21 (natural armor)
  • Hit points 243 (18d10+144)
  • Speed 50 ft., fly 150 ft.
  • STR 26 (+8)
  • DEX 22 (+6)
  • CON 26 (+8)
  • INT 25 (+7)
  • WIS 25 (+7)
  • CHA 30 (+10)

Save Throws: Int +14, Wis +14, Cha +17

Skills: Perception +14

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

Damage Immunities: necrotic, poison

Condition Immunities: charmed, exhaustion, frightened, poisoned

Senses: Truesight 120 ft., PP 24

Languages: all, Telepathy 120 ft.

Challenge: 21 (33,000 xp)

Angelic Weapons: The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
Divine Awareness: The solar knows if it hears a lie.
Innate Spellcasting: The solar's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, resurrection
1/day each: commune, control weather

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

Actions

Multiattack: The solar makes two melee attacks.
Greatsword: Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6+8) slashing damage plus 27 (6d8) radiant damage.
Slaying Longbow: Ranged Weapon Attack: +13 to hit, range 120/600 ft., one target. Hit: 15 (2d8+6) piercing damage plus 27 (6d8)radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Flying Sword: The Solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.
Healing Touch (4/Day): The solar touches another creature. The target magically regains 40 (8d8+4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary Actions

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

Teleport: The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Searing Burst (Costs 2 Actions): The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on afailed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions): The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

Planetar Large celestial, lawful good 16 15,000 xp

  • Armor class 19 (natural armor)
  • Hit points 200 (16d10+112)
  • Speed 40 ft., fly 120 ft.
  • STR 24 (+7)
  • DEX 20 (+5)
  • CON 24 (+7)
  • INT 19 (+4)
  • WIS 22 (+6)
  • CHA 25 (+7)

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

Skills: Perception +11

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

Condition Immunities: charmed, exhaustion, frightened

Senses: Truesight 120 ft., PP 21

Languages: all, Telepathy 120 ft.

Challenge: 16 (15,000 xp)

Angelic Weapons: The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
Divine Awareness: The planetar knows if it hears a lie.
Innate Spellcasting: The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, flame strike, raise dead
1/day each: commune, control weather, insect plague

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

Actions

Multiattack: The planetar makes two melee attacks.

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

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

Deva Medium celestial, lawful good 10 5,900 xp

  • Armor class 17 (natural armor)
  • Hit points 136 (16d8+64)
  • Speed 30 ft., fly 90 ft.
  • STR 18 (+4)
  • DEX 18 (+4)
  • CON 18 (+4)
  • INT 17 (+3)
  • WIS 20 (+5)
  • CHA 20 (+5)

Save Throws: Wis +9, Cha +9

Skills: Insight +7, Perception +9

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

Condition Immunities: charmed, exhaustion, frightened

Senses: Darkvision 120 ft., PP 19

Languages: all, Telepathy 120 ft.

Challenge: 10 (5,900 xp)

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

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

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

Actions

Multiattack: The deva makes two melee attacks.

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

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

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

Aboleth 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., PP 20

Languages: Deep Speech, Telepathy 120 ft.

Challenge: 10 (5,900 xp)

Amphibious. The aboleth can breathe air and water.

Mucous Cloud: While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 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.

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: PP 15

Languages: 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.