None
Dive Attack
Bleesing of Aerdrie, Innate Spellcasting, Normal Spellcasting
Skirmisher
Dive Attack
Magic Resistance, Innate Spellcasting, Touch of Undeath, Legendary Resistance
Passive State, Drown
Amphibious, Mucous Cloud, Probing Telepathy, Legendary, Lair
Amphibious, Mucous Cloud, Probing Telepathy, Legendary, Lair, Normal Spellcasting
Amphibious, Mucous Cloud, Probing Telepath, Legendary, Lair
Amphibious, Mucous Cloud, Probing Telepath, Legendary, Lair, Innate Spellcasting
Amphibious, Mucous Cloud, Probing Telepathy, Legendary, Lair, Innate Spellcasting
Legendary, Amphibious, Aquatic, Infectious Touch, Limited Magic Immunity, Magic Weapons, Mucous Cloud, Potent Psionic, Probing Telepathy, Psionic Mastery, Unstoppable
Amphibious, Mucous Cloud, Probing Telepath
Brute, Deific Resistance, Epic Speed, Immutable Form, Innate Spellcasting, Limited Magic Immunity, Magic Weapons, Regeneration
Nightmare Visage, Deific Resistance, Legendary, Immutable FOrm, Innate Spellcasting, Limited Magic Immunity, Magic Weapons, Regeneration, Savage Attacker
Deific Resistance, Immutable FOrm, Innate Spellcasting, Learned Magic Immunity, Magic Resistance, Magic Weapons, Spell Suck, Legendary
Aura of Heat, Deific Resistance, Illumination, Immutable Form, Innate SPellcasting, Limited Magic Immunity, Elemental Attacks, Magma Form, Regeneration
Deific Resistance, Legendary, Incorporeal Movemente, Innate Spellcasting, Limited Magic Immunity, Magic Weapons, Null Time Field, Regeneration, Shadow Form, Time Leech
Aura of Cold, Colossal, Innate SPellcasting, Limited Magic Immunity, Elemental Attacks, Multiple Limbs, Regeneration, SIege Monster, Trample, Legendary
Avoidance, Legendary Resistance, Turn Immunity
None
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.
Spellcasting.The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with
spell attacks). The acolyte has following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary,
Flyby, Improved Critical, Legendary Resistance
Angelic Weapons, Divine Awareness, The Forger's Artifacts, Heaven's Edge, Hellbreaker, Voidcutter, Heaven's Storm, Innate Spellcasting, Fused Divinity, Legendary Resistance, Magic Resistance, Solar Sight, Lair
Healing Faith, The True Adjudicator
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.
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 Resistance (3/Day).If the dragon fails a saving throw, it can choose to succeed instead.
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.
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.,,
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 Resistance (3/Day).If the dragon fails a saving throw, it can choose to succeed instead.
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.
,
Brute, Duelist, Legendary Resistance, Learned Magic, Lover's Defense, Lover's Protection, Lover's Sword, Lover's Vanguard, Magic Weapons, Master of Combat, Undying Devotion, Lair
5
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.
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.
1800
Dwarven Resilience
Amphibious
Incorporeal Movement
Magical Inversion, Weight the Scales, Normal Spellcasting
Keen Hearing, Keen Sight
Pack Tactics, Surprise Attack
Bite.
Melee Weapon Attack:+4 to hit, reach 5 ft., one target.
Hit:4 (1d6 + 1) piercing damage.
Pack Tactics.
The drake has advantage on an attack roll against a creature if at least one of the drake's allies is within 5 feet of the creature and the ally isn't incapacitated.
Surprise Attack.
If the drake 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.,
Standing Leap, Dig
Pack Tactics
Expand
Angelic Weapons, Innate Spellcasting, Magic Resistance, Ethereal Sight, Etherealness, Divine Enemy
Sunlight Sensitivity
Immutable Form, Magic Resistance, Magic Weapons, Pseudo-Consciousness, Reactive
Creator and Destroyer, Alpha and Omega, Deific Demand, Gestation, Offering to the Infinite
ANgelic Weapons Magic Resistance, Shapechanger, innate Spellcasting
Banishment, Celestial Weapons, Dive, Innate Spellcasting
Angelic Weapons, Innate Spellcasting, Magic Resistance
Angelic Weapons, Innate Spellcasting, Magic Resistance
Angelic Weapons, Divine Awareness, Innate Spellcasting, Magic Resistance
Angelic Weapons, Divine Awareness, Innate Spellcasting, Magic Resistance, Normal Spellcasting
Angelic Weapons, Divine Awareness, Innate Spellcasting, Magic Resistance, Legendary
Angelic Weapons, Divine Awareness, Innate Spellcasting, Magic Resistance, Legendary, Normal Spellcasting
Angelic Vengeance, Angelic Weapons, Divine Blessing, Magic Resistance, Innate SPellcasting
200
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.
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.,,
Antimagic Susceptibility, False Appearance, Normal Spellcasting
Antimagic Susceptibility, False Appearance, Normal Spellcasting
Antimagic, False
Antimagic Susceptibility, False Appearance, Swarm
False, None
Antimagic Susceptibility, False Appearance
Antimagic Susceptiblity, False Appearance, Swarm
ANtimagic Susceptibility, False Appearance
Antimagic, False
Antimagic, Damage Transfer, False
Antimagic Susceptiblity, Damage Transfer, False Appearance
Durable, Equipment, Magic Resistance, Spiteful Defense
Antimagic Susceptibility, False Appearance, Charge
None
Acidic Blood
Multiattack. The troll makes three attacks: one with its bite
and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't
function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.
Amphibious. Can breath water or air.,,
Shapechanger, Normal Spellcasting, Spider Climb, Web Sense, Web Walker
Banishment, Fey Lords, Innate Spellcasting, Unstoppable, Limited Magic Immunity, Magic Weapons, Regeneration, Keen Smell, Witch Queen, Mimicry, Slippery Mind, Normal Spellcasting, Veil of Containment, Legendary
Banishment, Fey Lords, Innate Spellcasting, Unstoppable, Limited Magic Immunity, Magic Weapons, Regeneration, Gifts of Titania, Superior Invisibility, Legendary
Banishment, Fey Lords, Innate Spellcasting, Unstoppable, Limited Magic Immunity, Magic Weapons, Regeneration, Change Form, Deflect Missiles, Elusive, Evasion, Feline Reflexes, Flurry of Blows, Keen Senses, Open Hand, Pack Tactics, Sneak Attack, Running Leap, Uncanny Dodge, Legendary
Banishment, Fey Lords, Innate Spellcasting, Unstoppable, Limited Magic Immunity, Magic Weapons, Regeneration, CHange Form, FEline Reflexes, Grappler, Keen Senses, Vulnerable Attack, Pack Tactics, Pounce, Rake, Running Leap, Vulnerable Attack, Legendary
Banishment, Fey Lords, Innate Spellcasting, Unstoppable, Limited Magic Immunity, Magic Weapons, Regeneration, Charge, Legendary
Banishment, Fey Lords, Innate Spellcasting, Unstoppable, Limited Magic Immunity, Magic Weapons, Regeneration, Charge, Finish the Fallen, Banishing Smite, Legendary
Banishment, Fey Lords, Innate Spellcasting, Unstoppable, Limited Magic Immunity, Magic Weapons, Regeneration, Charge, Trample, Legendary
Banishment, Fey Lords, Innate Spellcasting, Unstoppable, Limited Magic Immunity, Magic Weapons, Regeneration, Colossal, Deep Magic, False Appearance, Siege Monster, Trample, Legendary
Banishment, Fey Lords, Innate Spellcasting, Unstoppable, Limited Magic Immunity, Magic Weapons, Regeneration, Favored Enemy, Favored Terrain, Fey Touched, Fionnghuala's Talents, Fighting Styles, Mobile, Sharpshooter, Summons, Legendary
Dash, Keen Senses, Magic Resistance, Magic Weapons, Pack Tactics
Banishment, Fey Lords, Innate Spellcasting, Unstoppable, Limited Magic Immunity, Magic Weapons, Regeneration, Charge, Staggering Smite, Legendary
Banishment, Fey Lords, Innate Spellcasting, Unstoppable, Limited Magic Immunity, Magic Weapons, Regeneration, Cold Hearted, Slippery as Ice, Mistress of Winter, Icy Steps, Winter's Chill, Legendary
Ice Spikes
Banishment, Fey Lords, Innate Spellcasting, Unstoppable, Limited Magic Immunity, Magic Weapons, Regeneration, Incorporeal, Legendary
Banishment, Fey Lords, Innate Spellcasting, Unstoppable, Limited Magic Immunity, Magic Weapons, Regeneration, Aura of Air and Darkness, Black Diamond, Incorporeal, Invisible, Legendary
Banishment, Fey Lords, Innate Spellcasting, Unstoppable, Limited Magic Immunity, Magic Weapons, Regeneration, Blurred Movement, Reactive, Legendary
Banishment, Fey Lords, Innate Spellcasting, Unstoppable, Limited Magic Immunity, Magic Weapons, Regeneration, Cunning Action, Keen Senses, Lord of Beasts, Master Hunter, Speak with Beasts, Speak with Plants, Slayer, Twist, Legendary
Banishment, Fey Lords, Innate Spellcasting, Unstoppable, Limited Magic Immunity, Magic Weapons, Regeneration, Charge, Defenders Rage, Forrest Lord, Legendary
Banishment, Fey Lords, Innate Spellcasting, Unstoppable, Limited Magic Immunity, Magic Weapons, Regeneration, Gold Sense, Lucky, Superior Invisibility, Legendary
Legendary Resistance, Fey Ancestry, Normal Spellcasting
Colossal, Dash, Keen Sense, Magic Resistance, magic Weapons, Pack Tactics, Swarm, Swarm Resistance, Swarm Tactics
Banishment, Fey Lords, Innate Spellcasting, Unstoppable, Limited Magic Immunity, Magic Weapons, Regeneration, Chill the Heart, Lord of Winter, Legendary
Banishment, Fey Lords, Innate Spellcasting, Unstoppable, Limited Magic Immunity, Magic Weapons, Regeneration, Incorporeal, Legendary
Banishment, Fey Lords, Innate Spellcasting, Unstoppable, Limited Magic Immunity, Magic Weapons, Regeneration, Speak with Beasts, Speak with Plants, Tree Stride, Legendary
Magic Resistance
Magic Resistance, Normal Spellcasting
Magic Resistance
Magic Resistance, Normal Spellcasting, Trumpet
Amphibious, Charger, Chomp, COlossal, Innate Spellcasting, Limited Magic Immunity, Magic Weapons, Might of the Ancient, SIege Monster, One-Eyed, Vicious Bite, Water Sense, Wounded Shell, Legendary
Renegeration, Slime Trail, Sticky
Spider Climb, Web Sense, Web Walker
Anger of a Gentle Soul, Divine Awareness, Golden Wings, Angelic Weapons, Innate SPellcasting, Legendary Resistance, Magic Resistance, Solar Sight, Lair
Dive Attack, Flyby, Keen Sight
Dive Attack, Flyby, Keen Sight
Dive Attack, FLyby, Keen Sight
Aura of Courage, Jack of All Trades, King's Inspiration, Improved Divine Smite, Divine Health, Mage Slayer, Magic Weapons, Shield Master, Divine Sense, Normal Spellcasting
Standing Leap
Multiattack. The assassin makes two shortsword attacks.
Shortsword. Melee Weapon Attack:+7 to hit, reach 5 ft., one target.
Hit:6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Light Crossbow. Ranged Weapon Attack:+7 to hit, range 80/320 ft., one target.
Hit:7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Assassinate.During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
Evasion.If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack (1/Turn).The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
,,
False Appearance
Charge
Charge
Charge, Hold Breath
Swarm
Antimagic Cone, Astral Entity, Demiplanar Donjon, Legendary, Magic Weapons, Sever Silver Cord
None
Magic Resistance, Negative Energy Aura, Turn Resistance Aura, Legendary
Incorporeal Movement, Turning Immunity
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.
Damage vulnerabilities: fire
False Appearance. While the tree remains motionless, it is
indistinguishable from a normal tree.,,
False Appearance
Dagger. Melee or Ranged Weapon Attack:+5 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target.
Hit: 5 (1d4 + 3) piercing damage.
Special Equipment.
Azbara has two scrolls of mage armor.
Potent Cantrips.
When Azbara casts an evocation cantrip and misses, or the target succeeds on its saving throw, the target still takes half the cantrip's damage but suffers no other effect.
Sculpt Spells.
When Azbara casts an evocation spell that affects other creatures that he can see, he can choose a number of them equal to 1 + the spell's level to succeed on their saving throws against the spell. Those creatures take no damage if they would normally take half damage from the spell.
Spellcasting.
Azbara is a 6th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Azbara has the following spells prepared from the wizard spell list:
Cantrips (at will): mage hand, restidigitation, ray of frost,shocking grasp
1st level (4 slots): fog cloud, magic missile, shield, thunderwave
2nd level (3 slots): invisibility, misty step, scorching ray
3rd level (3 slots): counterspell, dispel magic, fireball,,
Heated Body, Heated Weapons, Illumination
Heated Body, Heated Weapons, Illumination, Master Crafted Weapons
Heated Body, Heated Weapons, Illumination
Divine Awareness, Divine Aegis, Dymwyn, Innate Spellcasting, Legendary Resistance, Magic Resistance, Solar Sight, The Warden's Anger, The Warden's Aura, Lair
Multi-Armed Defense
Multi-Armed Defense
Psychic Focus
False, Siege
Dwarven Toughness, Normal Spellcasting
Legendary, Lair
Resonant Connection, Shadow Stealth
Scimitar. Melee Weapon Attack:+3 to hit, reach 5 ft., one target.
Hit:4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack:+3 to hit, range 80 ft./320 ft., one target.
Hit: 5 (1d8 + 1) piercing damage.
,,
None
Ethereal Jaunt
Ethereal Jaunt
Petrification Resistance, Normal SPellcasting
Detect Life, Incorporeal Movement
Detect Life, Ethereal Sight, Incorporeal Movement, Timed Etherealness
5
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.
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.,,
1800
Shapechanger, Fire Banishment, Keen Smell, Innate Spellcasting
Shapechanger, Fire Banishment, Keen Smell, Innate Spellcasting
Barbed Hide, Devil's Sight, Magic Resistance
Petrifying Gaze
Petrifying Gaze
Amphibious, Petrifying Gaze
None
None
Dive Attack, Flyby Attack, Magic Resistance, Missile Deflection
Puncture
Magic Weapons, Pounce, Regeneration, Shapechanger
Feed, Frightful Presence
Clumsy Moves, Limited Amphibiousness
Clumsy Moves, Dark Devotion, Limited Amphibiousness
Lair, Innate Spellcasting, Normal Spellcasting, Clumsy Moves, Kraken's Blessing, Limited Amphibiousness, Legendary
None
Devil's Sight, Magic Resistance, Steadfast
Devil's Sight, Magic Resistance, Steadfast, Normal Spellcasting
Lightning Blood
None
Amphibious, Cone of Light
Stunning Gaze, Death Throes
Aggressive, Mimicry
Antimagic Cone
Antimagic Cone, Lair, Legendary
Thought Shield, Innate Spellcasting
Smoke Form
Spectral Duplicate, Innate Spellcasting
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:9 (1d12 + 3) slashing damage.
Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.,,
Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 5 (1d6 +2) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 7 (2d4 + 2) slashing damage.
Keen Smell. The bear has advantage on WIS (Perception) checks that rely on smell.,
None
Normal Spellcasting
Bond of the Black Earth
Unarmored Defense, Unarmored Movement
Death Burst, Normal Spellcasting
Decaying Steel, One with the Dark, Magic Resistance
Brilliant Battler, Legendary Resistance
Blackstar Resistance, Charge, Magic Weapons, Pack Tactics
Multiattack.
Blagothkus attacks twice with his morningstar.
Morningstar.
Melee Weapon Attack:+10 to hit, reach 10 ft., one target.
Hit:21 (3d8 + 8) piercing damage.
Keen Smell.
Blagothkus has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting.
Blagothkus can innately cast the following spells (spell save DC 15), requiring no material components:
3/day each: fog cloud, levitate
Spellcasting.
Blagothkus is a 5th-level Spellcaster that uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Blagothkus has the following spells
prepared from the wizard spell list:
Cantrips (at will): light, mage hand, prestidigitation
1st level (4 slots): detect magic, identify, magic missile, shield
2nd level (3 slots): gust of wind, misty step, shatter
3rd level (2 slots): fly, lightning bolt
Death Burst, False Appearance, Poisonous Weapons
False Appearance
Needle Burst
None
False, Siege
False Appearance
False Appearance
None
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Amorphous, Changing Form, Spider Climb
Transfusion, Innate Spellcasting
Catoptric Travel, Mirror Bound, Sunlight Weakness
Aura of Annihilation, Death Gazer, Sunlight Hypersensitivity
Boggle Oil, Dimensional Rift, Uncanny Smell
Dune Shifter
9
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.
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.,,
5000
Rejuvenation, Shadow Stealth
Charge, Illumination
Deathly Echoes, Feverish Hunger
Ephemeral, Glow, Incorporeal Movement, Kin Awareness
Ephemeral, Incorporeal Movement, Invisibility
Keen Hearing, Keen Smell, Pack Tactics, Pounce, Relentless Pursuer, Frightening Speed, Savage Attacker, Limited Magic Resistance, Magic Weapons, Unstoppable
Innate Spellcasting
Inanimate, Reinforcements
Organization
Brute, Surprise Attack
Brute, Precise Attacker, Surprise Attack
Brute, Surprise Attack, Normal Spellcasting
Brute, Hearth of Hruggek, Surprise Attack
Standing Leap
Standing Leap, Stifling Heat, Tunneler
Standing Leap, Stifling Heat, Tunneler
Amphibious, Speak with Frogs, Speak with Toads, Swamp Camouflage, Standing Leap
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.
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.,
Amphibious, Speak with Frogs, Speak with Toads, Standing Leap, Swam Camouflage
Amphibious, Speak with Frogs, Speak with Toads, Standing Leap, Swamp Camouflage
Amphibious, Speak with Frogs, Speak with Toads, Standing Leap, Swam Camouflage, Normal Spellcasting
False Appearance, Poison Burst
False Appearance
False Appearance
False Appearance, Underground Plant
Magic Resistance, Summon Specters
Cold Healing, Keen Smell, Mold Mulch
Fiendish Blessing, Innate Spellcasting
Legendary Resistance, Assassinate, Broodmother's Grasp, Spider Climb, Web Sense, Web Walker, Lair
Multiattack. Othelstan attacks twice with his flail or spear, or makes two ranged attacks with his spears.
Flail. Melee Weapon Attack: +7to hit, reach 5 ft., one target.
Hit:8 ( 1d8 + 4) bludgeoning damage.
Spear. Melee or Ranged Weapon Attack:+7 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target.
Hit: 7 ( 1d6 + 4) piercing damage.
Action Surge (Recharges when Othelstan Finishes a Short or Long Rest). On his turn, Othelstan can take one additional action.
Tiamat's Blessing of Retribution.When Othelstan takes damage that reduces him to 0 hit points, he immediately
regains 20 hit points. If he has 20 hit points or fewer at the end of his next turn, he dies.
Scuttle
Scuttle
Scuttle
Scuttle
Legendary Resistance, Magic Resistance, Siege Monster, Lao Shun Skull, Armored Legs
None
None
Keen Smell, Spider Climb
Multiattack. The carrion crawler makes two attacks: one with its tentacles and one with its bite.
Tentacles. Melee Weapon Attack: +8 to hit, reach 10ft., one creature. Hit: 4 (1 d4 + 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.
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.,
Keen Smell, Stench
Ant Pheromones, Heavy Lifter, Spider Climb, Vitriolic Innards
Ant Pheromones, Heavy Lifter, Spider Climb, Vitriolic Innards
Ant Pheromones, Heavy Lifter, Protect the Queen, Spider Climb, Vitriolic Innards
Ant Pheromones, Heavy Lifter, Pack Tactics, Relentless, Spider Climb, Vitriolic Innards
Ant Pheromones, Heavy Lifter, Spider Climb, Vitriolic Innards
Adhesive Filament, Flammable Blood, Spider Climb
TEMP
Charge
Archer's Eye, Light-footed
Charge
Brute, Charge, Rampage
Unstable Form
6
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 unti l the creature finishes a long rest or until it is affected by a spell like greater restoration .
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 automaticall y 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 ce ilin gs, without needing to make an ability check.
2300
None
None
None
None
None
None
None
Fey Ancestry, Sunlight Sensitivity, Web Sense, Web Walker
Fey Ancestry, Normal Spellcasting, Spider Climb, Sunlight Sensitivity, Web Sense, Web Walker
Aberrant Quickness, Boneless, Spider Climb
None
1100
Amphibious, Sense Magic
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.
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.,,
Evasion, Innate Spellcasting
Spider Climb
Hide in Plain Sight, Immutable Form, Legendary Resistance, Magic Resistance, Magic Weapons, Perfect Self-Control, Psychic Absorption, Spider Climb
False Appearance, Magic Resistance, Regeneration
Echolocation, Keen Hearing, Lunge, Misophonia
Divine Awareness, Eldritch Touch, Eldritch Weapons, Eldritch Wings, Far Realms Effect, Innate Spellcasting, Legendary Resistance, Magic Resistance, Solar Sight, Lair
Damage Transfer, False Appearance, Light Sensitivity
Damage Transfer, DOminate Cloakers, False Appearance, Light Sensitivity, Magic Resistance, Normal Spellcasting
Earth Armor, Magic Resistance
Magic Resistance
Magic Resistance
False Appearance, Magic Resistance
Innate Spellcasting
Amorphous, Sand Glider, Transmutation Susceptibility
None
Agile Flyer, Fragile Inner Ear, Paralyzing Gaze
Innate Spellcasting, Icewalking, Implements of Ice, Icy Regeneration
Icy Regeneration, Fell Binding
Colossal, Colossal Resistance, Lightning Absorption, Lightning Fists, Immutable Form, Magic Resistance, Magic Weapons, Rage, Spark of Life, Siege Monster
Colossal, Colossal Resistance, Immutable Form, Magic Resistance, Magic Weapons, Siege Monster, Unbreakable Stone
Amorphous, Aura of lassitude, Feed
Color Blight, Immunity to Feed
Club. Melee Weapon Attack:+2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.
,
Corpses, Spider Climb, Stench of Death
Spider Climb
Innate Spellcasting, Magic Weapons, Shielded Mind
Nondetection, Pounce, Spell Turning
Illumination, Telepathic Shroud
Illumination, Innate Spellcasting, Swarm, Telepathic Shroud
Turn Immunity
Bite. Melee Weapon Attack:+4 to hit, reach 5 ft., one creature.
Hit:7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
Hold Breath. The crocodile can hold its breath for 15 minutes.
Keen Smell
Shapechanger, Limited Magic Immunity, Magic Weapons, Legendary, Lair
Shapechanger, Limited Magic Immunity, Magic Weapons, Legendary, Lair, Innate Spellcasting
Shapechanger, Limited Magic Immunity, Magic Weapons, Legendary, Lair, Regeneration, Uncanny Strength
Shapechanger, Limited Magic Immunity, Magic Weapons, Legendary, Lair, Innate Spellcasting
Shapechanger, Limited Magic Immunity, Magic Weapons, Legendary, Lair, Innate Spellcasting
Echolocation, Keen Hearing, Regeneration
Echolocation, Keen Hearing, Regeneration
Echolocation, Keen Hearing, Flying Leap, Regeneration
Normal Spellcasting
None
Bonded Mount
Shapechanger, Olhydra's Armor, Normal Spellcasting
Chilling Mist
Cold Aura, Elemental Resistance, Ice Walk, Innate SPellcasting, Magic Resistance, Magic Weapons, Shardstorm, Regeneration, Legendary
Multiattack. The fanatic makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting. The fanatic is a 4th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon,,
None
None
Scimitar. Melee Weapon Attack:+3 to hit, reach 5 ft., one creature.
Hit:4 (1d6 + 1) slashing damage.
Dark Devotion.The cultist has advantage on saving throws against being charmed or frightened.
False Appearance, Siege Monster
No Smell, Rejuvenation, Turn Immunity
Amphibious, Dominating Presence, Innate Spellcasting, Magic Resistance, Magic Weapons, Master Schemer, Unstoppable
Poor Depth Perception
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.
Poor Depth Perception. The cyclops has disadvantage on any attack roll against a target more than 30 feet away.,,
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.
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.,,
Sneak Attack, Standing Leap
Sneak Attack, Standing Leap, Innate Spellcasting
TEMP
Undead Fortitude
Daylight Intolerance, Magic Resistance, Spell Imprinting
The Warping Truth
The Warping Truth
The Warping Truth
Immutable, Aberrant COnstruct, The Warping Truth
The Warping Truth, Organization
Immutable, Aberrant COnstruct, The Warping Truth
Unceasing Attack
The Warping Truth
Death Flash, Light Sensitivity
Death Burn
Echolocation, False Appearance
Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (ld6 + 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 ta rget.
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 itselffrom 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 min utes (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.
Echolocation. The darkmantle can't use its blindsight
whi le deafened.
False Appearance. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.,
Magic Resistance, Spell Immunity, Weak Armor
Molt
Magic Resistance, Marshal Undead, Spellcasting
Shadow Jaunt
Innate Spellcasting, Normal Spellcasting, Turn Resistance
Innate Spellcasting, Normal Spellcasting, Turn Resistance
Innate Spellcasting, Sunlight Sensitivity
None
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 30/120ft ., 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.
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,,
Shapechanger, Amphibious
Magic Resistance, Legendary
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) piercing damage.
,
False Appearance
COrrosive Slime
Amphibious, Otherworldly Perception, Discorporation, Slippery, innate Spellcasting, Legendary Resistance, Magic Resistance, Magic Weapons
Cloak of Protection, Discorporation, Innate Spellcasting, magic Weapons, Legendary Resistance, Limited Magic Immunity, Shapechanger, Normal Spellcasting
Chameleon Skin, Discorporation, Dark Nature, Foul Skin, Leap, Innate Spellcasting, legendary Resistance, magic Resistance, Magic Weapons, Stench, VIcious Bite
Aura of Destruction, Brute, Discorporation, Keen Smell, Innate Spellcasting, Legendary Resistance, Magic Resistance, magic Weapons, Regeneration
Avoidance, Legendary Resistance, Turn Immunity, Legendary, Lair
Brute, Colossal, Discorporation, Grasping Tentacles, Limited Magic Immunity, Magic Weapons, Multiple Heads, SIege Monster
Charge, Innate Spellcasting, Labyrinthine Recall, Legendary, Magic Resistance, Magic Weapons, Reckless, Lair
Death Throes, Demonic Weapons, Demonic Resistance, Abyssal Aura, Innate Spellcasting, Magic Resistance, Regeneration
Charge, Colossal, Labyrinthine Recall, Magic Resistance, magic Weapons, Siege Monster
Innate Spellcasting, Legendary, Magic Resistance, Lair, Magic Weapons, Two Heads
Innate Spellcasting, Legendary, Lair, Magic Resistance, Magic Weapons, Undetectable
Shapechanger, Innate Spellcasting, Legendary, Lair, Magic Resistance, Magic Weapons
Foul, Innate Spellcasting, Legendary, Lair, Magic Resistance, Magic Weapons, Regeneration, Spider Climb
Brute, Innate SPellcasting, Iron Wrath, Magic Weapons, Rage
Banishment, Innate Spellcasting, Legendary Resistance, Limited Magic Immunity, Magic Weapons, Lover's Lash, Lover's Revenge, Profane Beauty, Reflect Enchantment, Regeneration, Shapechanger, Telepathic Bond
Wand of Orcus, Innate Spellcasting, Legendary, Lair, Magic Resistance, Magic Weapons, Master of Undeath
Banishment, Innate Spellcasting, Legendary Resistance, Limited Magic Immunity, Magic Weapons, Abyssal Vehemence, Incorporeal
Banishment, Innate Spellcasting, Legendary Resistance, Limited Magic Immunity, Magic Weapons, Juggernaut, Reactive
Brute, Death Throes, Fire Aura, Innate Spellcasting, Magic Resistance
Innate Spellcasting, Legendary, Lair, Magic Resistance, Magic Weapons, Rampage
Innate Spellcasting, Legendary, Lair, Magic Resistance, Magic Weapons
Ambusher, Flyby
None
Amorphous, False Appearance, Foment Madness, Magic Resistance
Magical Resistance, Soulbrandt, Legendary Resistance
Magic Resistance, Magic Weapons
Innate Spellcasting
Death Throes, Fire Aura, Magic Resistance, Magic Weapons
Death Throes, Fire Aura, Magic Resistance, Magic Weapons, Innate Spellcasting
Innate Spellcasting, Reckless, Running Leap
Innate Spellcasting, Rend Armor
Chameleon, Keen Smell, Magic Resistance, Magic Weapons, Piercing Claws, Innate Spellcasting
Trampling Charge, Magic Resistance
Rotting Presence, Standing Leap, Sure-Footed
Drone, Magic Resistance, Spider Climb
Fey Ancestry, Innate Spellcasting
None
Innate Spellcasting
Incorporeal Movement, Innate Spellcasting, Magic Resistance, Violate Corpse
Charming Gaze, Lethal Allure, Magic Resistance, Shapechanger
Magic Resistance, Noxious Wounds
Magic Resistance
Innate Spellcasting, Magic Resistance
Charge, Labyrinthine Recall, Magic Resistance, Siege
Magic Resistance, Stench
Magic Resistance, Stench, Innate Spellcasting
Death Burst
None
Magic Resistance, Magic Weapons, Reactive
Magic Resistance, Magic Weapons, Reactive, Innate Spellcasting, Change Shape
Assume Form, Magic Resistance
Rampage
Innate Spellcasting, Legendary, Magic Resistance, Magic Weapons
Silent Step, Spider Climb, Web Sense, Web Walker
Demonic Shadows, Devour Soul, Magic Resistance, Magic Weapons
Magic Resistance
Magic Resistance, Innate Spellcasting
Shapechanger, Magic Resistance
Magic Resistance, Reckless
Crippling Fear
Blood Furor, Magic Resistance
Magic Resistance, Siege Monster
Incorporeal Movement, Light Sensitivity, Shadow Stealth
Rampage
Contamination, Innate Spellcasting, Legendary, Magic Resistance
Magic Resistance
Magic Resistance, Innate Spellcasting
Amphibious, Corrupt Water, Magic Resistance, Undertow
Shapechanger, Magic Resistance, Spider Climb, Innate Spellcasting, Web Walker
Magic Resistance, Sunlight Sensitivity
Hooked Shortspeak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit 1 (1d4-1) piercing damage. if the target is a creature, the derro can choose to deal no damage and try to trip the target instead, in which case the target must succeed on a DC 9 Strength saving throw or fall prone.
Light Repeating Crossbow. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit (1d8+2) piercing damage.
Insanity. The ferro has advantage on saving throws against being charmed or frightened.
Magic Resistance. The terror has advantage on saving throws against spells and other magical effects.
Sunlight Sensitivity. While in sunlight, the ferro has disadvantage on attack rolls, as well as on Wisdom(Perception) checks that rely on sight.,,
Magic Resistance, Normal Spellcasting, Sunlight Sensitivity
Echolocation, Keen Hearing
Acid Cloud, Armored Exoskeleton, Colossal, Limited Magic Immunity, Magic Weapons, Siege of Monster, Trampling Charge
Colossal, Devastating Poison, Limited Magic Resistance, magic Weapons, Ravenous
Colossal, Crush, Devastating Poison, Limited Magic Resistance, magic Weapons
Colossal, Devastating poison, Limited Magic Resistance, Pounce, Magic Weapons, Ravenous, Spider Climb, Web Sense, Web Walker
Devil's Sight, Magic Resistance, Magic Weapons, Shadow Stealth
Devil's Sight, Magic Resistance, Magic Weapons, Normal Spellcasting
Devil's Sight, Innate Spellcasting, Magic Resistance, Magic Weapons
Devil's SIght, Magic Resistance, Magic Weapons
Devil's Sight, Magic Resistance, Magic Weapons, Reckless
Devil's Sight, Innate Spellcasting, Magic Resistance
Banishment, Innate SPellcasting, Infernal Resistance, Magic Immunity, Magic Weapons, Infernal Step, Keen Hearing, Keen Smell, Magic Resistance, Pack Tactics, Rend, Regenreation, Savage Attacker
Keen Hearing, Keen SMell, Magic Resistance, Magic Weapons, Pack Tactics, Regeneration, Savage Attacker, Snow Camouflage, Unstoppable
Dreadful, Innate Spellcasting, Legendary Resistance, Magic Resistance, Magic Weapons, Regeneration, Lair
Banishment, Innate SPellcasting, Infernal Resistance, Magic Immunity, Magic Weapons, Infernal Step, Morningstar Master, Pack Tactics, Regeneration, Superior Critical
Banishment, Innate SPellcasting, Legendary Resistance, Limited Magic Immunity, Magic Weapons, Aura of Pain, Death Curse, Malicious Woe
Banishment, Innate SPellcasting, Legendary Resistance, Limited Magic Immunity, Magic Weapons, Iron COrrosion, Rod of Dispater
Banishment, Innate SPellcasting, Legendary Resistance, Limited Magic Immunity, Magic Weapons, Unwavering Charm
Innate Spellcasting, Legendary, Lair, Magic Resistance, Magic Weapons, Regeneration
Banishment, Innate SPellcasting, Legendary Resistance, Limited Magic Immunity, Magic Weapons, Confusion Aura, Reactive, Nettle, Spite
Infernal Despair, Innate Spellcasting, Legendary, Magic Resistance, Lair, Magic Weapons, Regeneration
Banishment, Innate SPellcasting, Legendary Resistance, Limited Magic Immunity, Magic Weapons, Death Throes, Cruel Necessity, Stygian Depths, Icy Tomb
Banishment, Innate SPellcasting, Legendary Resistance, Limited Magic Immunity, Magic Weapons, Poison Skin, Mammon's Gaze, Nose for Business
Innate Spellcasting, Legendary, Lair, Magic Resistance, Magic Weapons, Regeneration
Innate Spellcasting, Legendary, Lair, Magic Resistance, Magic Weapons, Regeneration, Ventriloquism
Devil's Sight, Fiery Weapons, Innate Spellcasting, Legendary, Lair, Magic Resistance, Regeneration
Barbed Hide, Devil's Sight, Magic Resistance
Devil's Sight, Magic Resistance, Steadfast
Devil's Sight, Magic Resistance
Devil's Sight, Magic Resistance, Fear Aura, Innate Spellcasting
Devil's Sight, Magic Resistance
Devil's Sight, Fear Aura, Innate Spellcasting, Magic Resistance, Regeneration
Hellish Weapons, Magic Resistance
Innate Spellcasting, magic Resistance, Magic Weapons
Barbed Hide, Devil's Sight, Innate Spellcasting, Magic Resistance
Almost Invisible, Keen Smell, Magic Resistance, Pounce
Immutable Form, Magic Resistance
None
None
Devil's Sight, Magic Resistance
Devil's Sight, Magic Resistance
Devil's Sight, Magic Resistance, Fear Aura
Devil's Sight, Magic Resistance, Regeneration
Devil's Sight, Magic Resistance, Innate Spellcasting
Shapechanger, Devil's Sight, Magic Resistance
Shapechanger, Devil's Sight, Magic Resistance, Innate Spellcasting
Devil's Sight, Hellish Rejuvenation
Devil's Sight, Magic Resistance
Diabolical Sense, Infernal Tack, Magic Resistance
Cloud of Vermin, Hunger-Driven
Invisibility Field, Magic Resistance
Fear Aura, Magic Resistance, Magic Weapon, Innate Spellcasting
Fear Aura, Magic Resistance, Magic Weapon, Innate Spellcasting, Regeneration
Fear Aura, Magic Resistance, Magic Weapon, Innate Spellcasting
Devil's Sight, Flyby, Limited Spines, Magic Resistance
None
Keen Smell, Standing Leap
Eyes of the Hunter, Magic Resistance, Nightmare Feast, Shadow Dweller
Pounce
None
None
Charge, Undirectional Velocity
None
Swarm
Pounce
None
None
None
None
Charge
Hold Breath
Crushing Jaws, Keen Sense, Primitive Mind, Prismatic Blur, Prismatic Emanations, Magic Weapons, Unstoppable
Flyby
Dive Attack, FLyby
Charge, Hold Breath, Underwater Camouflage
Hold Breath, Underwater Camouflage
None
Trampling Charge
Keen Smell
None
Pack Tactics
Flyby, Hold Breath, Keen Smell
Expunged Swarm
Avoidance, Displacement
Multiattack. The displacer beast makes two attacks with its tentacles.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10ft, one target. Hit 7 (1d6 +4) bludgeoning damage plus 3 (1d6) piercing damage.
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 attakc, this trait is disrupted until the end of its next turn. This trait is also dirupted while the displacer beast is incapacitaded or has a speed of 0.,,
Avoidance, Displacement
Stone Glide, Magic Resistance, Magic Weapons, Rejuvenation, Normal Spellcasting, Stone Camouflage, TUrn Resistance, Unstoppable,, Legendary