Description
Additional settings
Actions
Legendary Actions
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 dea ls an extra 3 (1d6) damage to the target.
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.
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.
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 lairactions) that the new form has but that it lacks.
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.
Multiattack. The planetar makes 2 melee attacks.
Greatsword. Melee Weapon Attack: +12 to hit, reach 5ft., 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 point and is freed from any curse, disease, poison, blindness, or deafness.
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 Con saving throw against the caster's spell save DC or fall uncons0cious for 1 minute.
False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.
Multiattack. The armor makes 2 melee attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) bludgeoning damage
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 Con 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 flyin, it is indistinguishable from a normal sword.
Longsword. Melee Weapon Attack +3 to hit, reach 5ft., one target. Hit 5 (1d8 + 1) slashing damage
Antimagic Susceptibility. The rug is incapacitated while in the area of an antimagic field. If targeted by 'dispel magic', the tug must succeed on a Con 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 only takes 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.
Smother. Melee Weapon Attack: +S to hit, reach S 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.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., 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 only bite the grappled creature and has advantage on attack rolls to do so.
Acid Spray (Recharge 6). The ankheg sputs acid in a line 30ft. long and 5ft. wide, provided that it has no creature grappled. Each creature in that
line must mak a DC 13 Dex saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a succesful one.
Heated Body. A creature that touches the azor or hits it with a melee attack while whitin 5 feet takes 5 (1d10) fire damage.
Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).
Illumination. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Warhammer. Melee Weapon Attack: +5 to hit, reach 5ft., 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.
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 location.
Incorporeal Movement. The banshee can move through other creatures and object as if they are difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.
Corrupting Touch. Melee Spell Attack: +4 to hit, rech 5ft., one target. Hit: 12 (3d6+2) necrotic damage.
Horrifying Visage. Each non-undead creature within 60ft. Of the banshee that can see her must succeed on a DC 13 Wis saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of it turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a succes. If a target's saving throw is succesfull 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 30ft. of her that can hear her must make a DC 13 Con saving throw. On failure, a creature drops to 0 hit points. On a succes, a creature takes 10 (3d6) psychic damage.
Petrifying Gaze. If a creature starts its turn within 30ft. Of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Con 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 succes 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 suprised can avert its eyes to aviod the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start if 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 30ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze.
Bite. Melee Weapon attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6+3) piercing damage plus 7 (2d6) poison damage.
Multiattack. The behir makes two attacks: one with its bite and one to constrict.
Bite. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 22(3d10+6) piercing damage.
Constrict. Melee Weapon Attack: +10 to hit, reach 5ft., 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 20ft. long and 5ft. wide. Each creature in that line must make a DC 16 Dex saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much 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 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 on creature swallowed at a time.
If the behir takes 30 damage or more in a single turn from the swallowed creature, the behir must succeed on a DC 14 Con saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10ft. of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape frm the corpse by using 15ft. of movement, exiting prone.
Claws. Melee Weapon Attack: +3 to hit, reach 5ft., 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.
False Appereance. While the blight remains motionless, it is indistinguishable from a dead shrub.
Damage Vulnerabilities fire
Claws. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 6(2d4+1) piercing damage.
False Appereance. While the blight remains motionless, it is indistinguishable from a tangle of vines.
Constrict. Melee Weapon Attack: +4 to hit, reach 10ft., 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 sprouts in a 15ft. radius centered on the blight, withering away after 1 minute. For the duration that area is difficult terrain for nonplant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a DC 12 Str saving throw or become restrained. A creature can use its action to make a DC 12 Str check, freeing itself or another entangled creature within reach on succes.
Brute. A melee weapem 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 rakes an extra 7 (2d6) damage from the attack.
Morningstar. Melee weapon Attack: +4 to hit, reach 5ft., one target. Hit 11 (2d8+2) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft. Or range 30/120ft., one target. Hit 9 (2d6+2) piercing damage in melee or 5 (1d6+2) piercing damage at range.
Brute. A melee weapem 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 rakes an e
Multiattack. The bugbear makes two melee attacks.
Morningstar. Melee weapon Attack: +4 to hit, reach 5ft., one target. Hit 11 (2d8+2) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft. Or range 30/120ft., one target. Hit 9 (2d6+2) piercing damage in melee or 5 (1d6+2)