Psionic Revitalization. The fragment touches one creature that has 0 hit points in the fragment’s space. The target regains 10 hit points, and each creature within 10 feet of the healed creature takes 3 (1d6) psychic damage.
Squirming Dodge. Until the start of the fragment’s next turn, any attack roll made against the fragment has disadvantage, and the fragment makes saving throws with advantage.
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.
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.
Unusual Nature. The defender doesn’t need air, food, drink, or sleep.
Electrified Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) lightning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be grappled (escape DC 13). A creature grappled by the defender takes the damage again at the start of each of the defender’s turns. The defender can have only one creature grappled in this way at a time, and the defender can’t make Electrified Bite attacks while grappling.
Bonus Actions:
Light Beam. The defender emits bright light from its eyes in a 60-foot cone, or it shuts off this light.
Flyby. The observer doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Telepathic Bond. While the observer is within 1 mile of its creator, it can magically convey what it sees to its creator, and the two can communicate telepathically.
Unusual Nature. The observer doesn’t need air, food, drink, or sleep.
Shriek. The observer emits a mechanical shriek until the start of its next turn or until it drops to 0 hit points. This shriek can be heard within a range of 300 feet.
Ashen Creature. When Jhaeros drops to 0 hit points, he explodes in a harmless cloud of ashes, leaving nothing else behind.
Berserk. Whenever Jhaeros starts his turn with 60 hit points or fewer, roll a d6. On a 6, Jhaeros goes berserk. On each of his turns while berserk, Jhaeros attacks the nearest creature he can see. If no creature is near enough to move to and attack, Jhaeros attacks an object, with preference for an object smaller than himself. Once Jhaeros goes berserk, he continues to do so until he is destroyed or regains all his hit points.
Fire Absorption. Whenever Jhaeros is subjected to fire damage, he takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Immutable Form. Jhaeros is immune to any spell or effect that would alter his form.
Magic Resistance. Jhaeros has advantage on saving throws against spells and other magical effects.
Magic Weapons. Jhaeros’s weapon attacks are magical.
Multiattack. Jhaeros makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.
Haste (Recharge 5–6). Until the end of his next turn, Jhaeros magically gains a +2 bonus to his AC, has advantage on Dexterity saving throws, and can use his slam attack as a bonus action.
Magic Resistance. The simulacrum has advantage on saving throws against spells and other magical effects.
Simulacrum. The simulacrum can’t regain expended spell slots or use the properties of the shard solitaire necklace. (The shard solitaire is currently attuned to the Far Realm entity trapped inside.)
If the simulacrum drops to 0 hit points, it turns to snow and melts away, and the shard solitaire necklace teleports to the safe in Zorhanna’s vault tower.
Spellcasting. The simulacrum is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The simulacrum can cast disguise self and invisibility at will and has the following wizard spells prepared:
•Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
•1st level (4 slots): detect magic, identify, mage armor*, magic missile
•2nd level (3 slots): detect thoughts, mirror image, misty step
•3rd level (3 slots): counterspell, fly, lightning bolt
•4th level (3 slots): banishment, fire shield, stoneskin*
•5th level (3 slots): cone of cold, scrying, wall of force
•6th level (1 slot): globe of invulnerability
•7th level (1 slot): teleport
•8th level (1 slot): mind blank*
•9th level (1 slot): time stop
*The simulacrum casts these spells on itself before combat.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing 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.
Ashen Creature. When the armor drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground.
False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.
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 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.
Ashen Creature. When the sword drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground.
False Appearance. While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.
Ashen Creature. When the knight drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground.
Brave. The knight has advantage on saving throws against being frightened.
Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.
Reactions:
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
Ashen Creature. When the shambling mound drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground.
Lightning Absorption. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.
Multiattack. The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Engulf. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.
Ashen Creature. When the veteran drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground.
Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Ashen Creature. When the horse drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground.
Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
See Keys from the Golden Vault, pg. 159
Shapechanger. Eliphas can use his action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into his true form, which is humanoid. His statistics, other than his size and AC, are the same in each form. Any equipment he is wearing or carrying isn’t transformed. He reverts to his true form if he dies.
Keen Smell. Eliphas has advantage on Wisdom (Perception) checks that rely on smell.
Spellcasting (Humanoid or Hybrid Form Only). Eliphas casts one of the following spells, using Intelligence as the spellcasting ability (save DC 15):
•At will: light, minor illusion, prestidigitation
•2/day each: detect magic, fog cloud
•1/day each: phantasmal force, shatter
Multiattack. In bear form, Eliphas makes two claw attacks. In humanoid form, he makes two greataxe attacks. In hybrid form, he can attack like a bear or a humanoid.
Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy.
Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Greataxe (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
Spellcasting. Markos casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):
•1/day each: arms of Hadar, charm person, mage armor
Multiattack. Markos makes two Ceremonial Blade attacks, two Psychic Orb attacks, or one of each.
Ceremonial Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) poison damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become 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.
Psychic Orb. Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 10 (2d6 + 3) psychic damage.
Bonus Actions:
Swap Space. Markos targets one Medium or Small creature he can see within 30 feet of himself. The target must succeed on a DC 13 Constitution saving throw or it teleports, along with any equipment it is wearing or carrying, exchanging positions with Markos.
Antimagic Susceptibility. In an area of antimagic, Prisoner 13’s tattoos and reactions don’t function, and she suffers the following modifications to her statistics: her AC becomes 13, she loses her immunity to psychic damage and the charmed condition, and her Tattooed Strike becomes a melee attack that deals 7 (1d8 + 3) bludgeoning damage on a hit.
Mindlink Tattoos. Prisoner 13 has telepathic links with dozens of agents operating throughout the land. The links allow Prisoner 13 to communicate telepathically with each of these agents while they are both on the same plane of existence.
Mountain Tattoo. Prisoner 13’s AC includes her Constitution modifier.
Shroud Tattoo. Prisoner 13 can’t be targeted by divination spells or any feature that would read her thoughts, and she can’t be perceived through magical scrying sensors. She can’t be contacted telepathically unless she allows such contact.
Multiattack. Prisoner 13 makes two Tattooed Strike attacks.
Tattooed Strike. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit: 12 (2d8 + 3) force damage.
Firestorm Tattoo (Recharge 5–6). Prisoner 13 magically unleashes flame from the tattoo across her back, filling a 20-foot-radius sphere centered on her. Each other creature in that area must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 13 (3d8) fire damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.
Reactions:
Readiness. When a creature Prisoner 13 can see within 60 feet of herself ends its turn, Prisoner 13 makes one Tattooed Strike attack or uses River Tattoo. She can then move up to her speed without provoking opportunity attacks.
Fear of Frogs and Toads. Sythian is frightened while he is within 20 feet of a frog or a toad (of any size) that he can see.
Graz’zt’s Gift. Sythian’s AC includes his Charisma modifier.
Spellcasting. Sythian casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):
•At will: mage hand, prestidigitation
•1/day each: charm person, faerie fire, unseen servant
Multiattack. Sythian makes two Poisoned Shortsword or Poisoned Dart attacks and uses Whispers of Azzagrat.
Poisoned Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 5 (1d10) poison damage.
Poisoned Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 5 (1d10) poison damage.
Whispers of Azzagrat. Each creature in a 15-foot cube originating from Sythian must make a DC 14 Wisdom saving throw. On a failed save, a creature takes 18 (4d8) psychic damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.
Reactions:
Fiendish Rebuke (3/Day). Immediately after a creature within 5 feet of Sythian hits him with an attack roll, Sythian forces that creature to make a DC 14 Constitution saving throw. The creature takes 14 (4d6) fire damage on a failed saving throw, or half as much damage on a successful one.
Force Field. Tockworth generates a magical force field around herself. This force field has 15 hit points and regains all its hit points at the start of each of Tockworth’s turns, but it ceases to function if Tockworth drops to 0 hit points. Any damage Tockworth takes is subtracted from the force field’s hit points first. Each time the force field regains hit points, the following conditions end on Tockworth: grappled, restrained, and stunned.
Spellcasting. Tockworth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 14):
•At will: nondetection (self only)
•2/day: dimension door
•1/day each: blindness/deafness, blur
Multiattack. Tockworth makes three Shortsword or Lightning Discharge attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) force damage.
Lightning Discharge. Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 16 (3d10) lightning damage.
Bonus Actions:
Scalding Steam (Recharge 5–6). Tockworth emits a jet of piping-hot steam in a 15-foot cone. Each creature in that cone must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) poison damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the eldritch horror hatchling can bite only the grappled creature and has advantage on attack rolls to do so.
Acid Spray (Recharge 6). The eldritch horror hatchling 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.
Spellcasting. The eldritch horror casts one of the following spells, requiring no components and using Intelligence as the spellcasting ability (save DC 14):
•2/day each: blindness/deafness, blur
•1/day: project image
Multiattack. The eldritch horror 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 eldritch horror isn’t already constricting a creature, and the target is restrained until this grapple ends.
Lightning Breath (Recharge 5–6). The eldritch horror 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 eldritch horror 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 eldritch horror, and it takes 21 (6d6) acid damage at the start of each of the eldritch horror’s turns. A horror can have only one creature swallowed at a time.
If the eldritch horror takes 30 damage or more on a single turn from the swallowed creature, the horror 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 horror. If the eldritch horror dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7 (2d6) psychic damage.
Weirdly Pliable. The zealot, along with any equipment it is wearing or carrying, is unnaturally flexible. The zealot can move through any space as narrow as 1 inch without squeezing.
Spellcasting (Psionics). The zealot casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 15):
•At will: detect thoughts, minor illusion
•1/day each: arcane gate, hunger of Hadar
Multiattack. The zealot makes one Psychic Rend attack and two Shortsword attacks.
Psychic Rend. Melee or Ranged Spell Attack: +7 to hit, reach 15 ft. or range 120 ft., one target. Hit: 14 (3d6 + 4) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or have the stunned condition until the start of the zealot’s next turn.
Shortsword. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) psychic damage.
Bonus Actions:
Void Warp (Recharge 5–6). The zealot teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself, leaving a churning void in the space it left. Immediately after it teleports, each creature within 30 feet of the void other than the zealot must make a DC 15 Strength saving throw. On a failed save, a creature takes 18 (4d8) force damage and is pulled to the unoccupied space closest to the void. On a successful save, the creature takes half as much damage only. The void then disappears.
Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7 (2d6) psychic damage.
Weirdly Pliable. The zealot, along with any equipment it is wearing or carrying, is unnaturally flexible. The zealot can move through any space as narrow as 1 inch without squeezing.
Spellcasting (Psionics). The zealot casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 15):
•At will: detect thoughts, minor illusion
•1/day each: arcane gate, hunger of Hadar
Multiattack. The zealot makes one Psychic Rend attack and two Shortsword attacks.
Psychic Rend. Melee or Ranged Spell Attack: +7 to hit, reach 15 ft. or range 120 ft., one target. Hit: 14 (3d6 + 4) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or have the stunned condition until the start of the zealot’s next turn.
Shortsword. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) psychic damage.
Mind Blast (Recharge 5–6). The zealot magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and have the stunned condition for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the stunned condition on itself on a success.
Bonus Actions:
Void Warp (Recharge 5–6). The zealot teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself, leaving a churning void in the space it left. Immediately after it teleports, each creature within 30 feet of the void other than the zealot must make a DC 15 Strength saving throw. On a failed save, a creature takes 18 (4d8) force damage and is pulled to the unoccupied space closest to the void. On a successful save, the creature takes half as much damage only. The void then disappears.
8400
Multiattack. The brain breaker makes two Tentacle attacks.
Tentacle. Melee Weapon Attack: +6 to hit, reach 30 ft., one target. Hit: 15 (3d8 + 2) bludgeoning damage. If the target is a Huge or smaller creature, it has the grappled condition (escape DC 14) and takes 9 (1d8 + 5) psychic damage at the start of each of its turns until the grapple ends. The brain breaker can have up to four targets grappled at a time.
Mind Blast (Recharge 5–6). Creatures of the brain breaker’s choice within 60 feet of itself must succeed on a DC 17 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bonus Actions:
Psychic Link. The brain breaker targets one creature with the incapacitated condition that the brain breaker senses with its Creature Sense trait and establishes a psychic link with the target. Until the link ends, the brain breaker can perceive everything the target senses. The target becomes aware that something is linked to its mind once it no longer has the incapacitated condition, and the brain breaker can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the link, doing so with a successful DC 17 Charisma check. If the target breaks the link this way, the target takes 10 (3d6) psychic damage. The link also ends if the target and the brain breaker are more than 1 mile apart. The brain breaker can form psychic links with up to ten creatures at a time.
Avoidance. If the mutate 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.
Light Sensitivity. While in bright light, the mutate has disadvantage on attack rolls.
Multiattack. The mutate makes one Corpse Swipe attack and two Tail attacks, or it makes four Tail attacks.
Corpse Swipe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or have the poisoned condition for 1 minute. While poisoned in this way, a creature can’t regain hit points.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Bonus Actions:
Phantasmal Duplicates. The mutate magically projects up to four illusory copies of itself. These duplicates make it difficult to ascertain the mutate’s true location and last until the end of the mutate’s next turn. While the copies exist, attack rolls against the mutate are made with disadvantage.Psychic Moan (Recharge 6). The mutate lets out a moan charged with psychic energy. Each creature within 60 feet of the mutate that isn’t an Aberration must succeed on a DC 16 Wisdom saving throw or take 17 (5d6) psychic damage and have the frightened condition until the end of the mutate’s next turn.
Legendary Resistance (3/Day). If the cluster fails a saving throw, it can choose to succeed instead.
Magic Resistance. The cluster has advantage on saving throws against spells and other magical effects.
Multiattack. The cluster makes two Slam attacks. It can replace one of these attacks with Spawn Progeny if available.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage plus 10 (3d6) psychic damage, and if the target is a creature, the target must succeed on a DC 18 Strength saving throw or have the prone condition. If this attack reduces the target to 0 hit points, the target immediately dies and is consumed by the cluster.
Spawn Progeny (Recharges after a Short or Long Rest). The cluster bulges and spews 1d4 mature eggs. Each egg lands in an unoccupied space of the cluster’s choice within 30 feet of itself and immediately transforms into an encephalon gemmule. The gemmules obey the cluster’s commands and take their turns immediately after it.
Reactions:
Aggressive Hunger. Immediately after being hit by an attack, the cluster moves up to its speed toward the attacker. This movement doesn’t provoke opportunity attacks. If the cluster ends this movement within 5 feet of the attacker, it then makes one Slam attack against that attacker.
Encephalon Progeny. The gemmule matures into an encephalon cluster if not killed within 30 (4d12 + 4) days of its creation.
Magic Resistance. The gemmule has advantage on saving throws against spells and other magical effects.
Psychic Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d10) psychic damage.
Bonus Actions:
Leech. The gemmule targets one creature within 5 feet of itself and forces the target to make a DC 14 Dexterity saving throw. On a failed save, the gemmule enters the target’s space and attaches to the target. While the gemmule is attached, the target takes 7 (3d4) piercing damage at the start of each of its turns, and the gemmule can’t use Leech again until it detaches. It can detach itself by spending 5 feet of its movement. As an action, the target or a creature within 5 feet of the target can detach the gemmule by succeeding on a DC 15 Strength check.
Amorphous. The flesh meld can move through a space as narrow as 1 inch without squeezing.
Aura of Death. At the start of each of the flesh meld’s turns, each creature within 5 feet of it must succeed on a DC 15 Constitution saving throw or take 3 (1d6) necrotic damage and have the poisoned condition until the start of the flesh meld’s next turn.
Magic Resistance. The flesh meld has advantage on saving throws against spells and other magical effects.
Spider Climb. The flesh meld can climb difficult surfaces, including ceilings, without needing to make an ability check.
Multiattack. The flesh meld makes two Bite attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: 16 (2d10 + 5) piercing damage, and if the target is a Large or smaller creature, it has the grappled condition (escape DC 15) and is pulled up to 15 feet toward the flesh meld.
Bonus Actions:
Consume Creature. The flesh meld targets one Large or smaller creature within 5 feet of itself that it’s grappling. The target must succeed on a DC 15 Dexterity saving throw or be swallowed by the flesh meld. The flesh meld can have one creature swallowed at a time.
A swallowed creature no longer has the grappled condition. While swallowed, it has the blinded and restrained conditions, has total cover against attacks and other effects outside the flesh meld, and takes 10 (3d6) necrotic damage at the start of each of the flesh meld’s turns. If this damage reduces a swallowed creature to 0 hit points, the creature dies, and the flesh meld consumes its body.
If the flesh meld takes 30 damage or more on a single turn from the swallowed creature, the flesh meld must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the creature, which falls with the prone condition in a space within 5 feet of the flesh meld. If the flesh meld dies, the swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting with the prone condition.
Spellcasting (Psionics). The grell psychic casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12):
•At will: detect thoughts, mage armor, mage hand (the hand is invisible)
•1/day each: confusion, fear
Multiattack. The grell psychic makes one Tentacle attack and one Beak attack.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) piercing damage.
Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or have the poisoned condition for 1 minute. While the target is poisoned, it also has the paralyzed condition. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The target also has the grappled condition (escape DC 16). While grappling the target, the grell can’t make Tentacle attacks against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it.
Sunlight Sensitivity. While in sunlight, the mutate has disadvantage on attack rolls.
Multiattack. The mutate makes two Unarmed Strike or Nightmare Blast attacks.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 10 (3d6) psychic damage.
Nightmare Blast. Ranged Weapon Attack: +6 to hit, range 60 ft., one creature. Hit: 7 (2d6) psychic damage, and the target must succeed on a DC 12 Wisdom saving throw or have the frightened condition until the start of the mutate’s next turn.
Reactions:
Defensive Flight. Immediately after taking damage, the mutate flies up to its speed. This movement doesn’t provoke opportunity attacks.
7200
Multiattack. The elder brain makes two Tentacle attacks.
Tentacle. Melee Weapon Attack: +6 to hit, reach 30 ft., one target. Hit: 15 (3d8 + 2) bludgeoning damage. If the target is a Huge or smaller creature, it has the grappled condition (escape DC 14) and takes 9 (1d8 + 5) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time.
Mind Blast (Recharge 5–6). Creatures of the elder brain’s choice within 60 feet of itself must succeed on a DC 17 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bonus Actions:
Psychic Link. The elder brain targets one creature with the incapacitated condition that the elder brain senses with its Creature Sense trait and establishes a psychic link with the target. Until the link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it no longer has the incapacitated condition, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the link, doing so with a successful DC 17 Charisma check. If the target breaks the link this way, the target takes 10 (3d6) psychic damage. The link also ends if the target and the elder brain are more than 1 mile apart. The elder brain can form psychic links with up to ten creatures at a time.
Cacophony of Minds. Any creature that starts its turn within 30 feet of the intellect snare must succeed on a DC 17 Wisdom saving throw or have the incapacitated condition for 1 minute. An incapacitated creature can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. A creature that succeeds on the saving throw is immune to this intellect snare’s Cacophony of Minds for 24 hours.
Magic Resistance. The intellect snare has advantage on saving throws against spells and other magical effects.
Multiattack. The intellect snare makes two Tentacle attacks.
Tentacle. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (1d8 + 6) force damage, and if the target is a Medium or smaller creature, the target has the grappled condition (escape DC 17).
Bonus Actions:
Siphon Thoughts. The intellect snare targets one creature it is grappling. The target must make a DC 17 Intelligence saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one. The intellect snare then regains a number of hit points equal to the amount of damage taken.
Legendary Resistance (3/Day). If the mind flayer fails a saving throw, it can choose to succeed instead.
Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects.
Spellcasting (Psionics). The mind flayer casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):
•At will: detect magic, detect thoughts, mage hand (the hand is invisible)
•3/day each: clairvoyance (as an action), dispel magic
•1/day: plane shift (self only)
Multiattack. The mind flayer makes two Tentacle attacks.
Tentacle. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 21 (3d10 + 5) psychic damage. If the target is Medium or smaller, it has the grappled condition (escape DC 17) and must succeed on a DC 17 Intelligence saving throw or have the incapacitated condition until the grapple ends.
Extract Brain. Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated Humanoid grappled by the mind flayer. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills it by extracting and devouring its brain.
Unleash Void (Recharge 5–6). The mind flayer opens a rift into the Far Realm, centered on a point the mind flayer can see within 60 feet of itself, and a tentacle lashes across creatures near the rift. Each creature other than mind flayers within 30 feet of the rift must make a DC 17 Intelligence saving throw, after which the tentacle disappears and the rift closes. On a failed save, a creature takes 18 (4d8) cold damage from the rift plus 18 (4d8) psychic damage from the tentacle and has the stunned condition for 1 minute. On a successful save, a creature takes half as much damage only. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Reactions:
Warp Reality. When hit by an attack roll, the mind flayer gains a +4 bonus to its AC against that attack roll, potentially causing it to miss. Then the mind flayer, along with any equipment it is wearing or carrying, magically teleports up to 60 feet to an unoccupied space it can see.
Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight.
Multiattack. The nothic makes two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Mind Blast (Recharge 5–6). The nothic magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Intelligence saving throw or take 10 (2d8 + 1) psychic damage and have the stunned condition until the end of its next turn.
Weird Insight. The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic’s Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.
Awareness. The mind flayer has advantage on initiative rolls and can’t be surprised as long as it doesn’t have the incapacitated condition.
Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects.
Spellcasting (Psionics). The mind flayer casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16):
•At will: detect magic, detect thoughts, levitate
•1/day each: dominate monster, plane shift (self only), true seeing
Tentacles. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) psychic damage. If the target is Medium or smaller, it has the grappled condition (escape DC 16) and must succeed on a DC 16 Intelligence saving throw or have the stunned condition until the grapple ends.
Extract Brain. Melee Weapon Attack: +8 to hit, reach 5 ft., one Humanoid grappled by the mind flayer. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills it by extracting and devouring its brain.
Mind Whip (Recharge 5–6). The mind flayer lashes out with psychic energy, targeting up to two creatures it can see within 60 feet of itself. Each target must succeed on a DC 16 Intelligence saving throw or take 23 (4d8 + 5) psychic damage and have the stunned condition for 1 minute. A stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Magic Resistance. The oculorb has advantage on saving throws against spells and other magical effects.
Watchful Eyes. The oculorb has advantage on initiative rolls and can’t be surprised.
Multiattack. The oculorb makes two Dreadful Contact attacks or four Eye Beam attacks.
Dreadful Contact. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) psychic damage, or 25 (6d6 + 4) psychic damage if the target has the frightened condition.
Eye Beam. Ranged Spell Attack: +8 to hit, range 120 ft., one creature. Hit: 14 (3d6 + 4) psychic damage.
Antipathic Flood (Recharge 5–6). The oculorb releases a wave of negative emotions, choosing one of the following options:
Weeping Eyes. The oculorb weeps, releasing a wave of crushing despair. Each creature within 30 feet of the oculorb must make a DC 16 Constitution saving throw. On a failed save, a creature’s speed is reduced to 0 feet until the end of the oculorb’s next turn, and if the creature was concentrating, its concentration is broken.
Withering Glare. The oculorb’s eyes unleash furious scarlet energy in a 60-foot cone. Each creature in that area must make a DC 16 Wisdom saving throw. On a failed save, a creature takes 33 (6d10) necrotic damage and has the frightened condition for 1 minute. On a successful save, a creature takes half as much damage and isn’t frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Reactions:
Obsessive Rebuke. When the oculorb is damaged by a creature it can see within 60 feet of itself, it forces the creature to make a DC 16 Wisdom saving throw. The creature takes 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one.
Virulent Breath. Noxious gas from the mutate’s digestion of previous meals spews from its mouth. At the start of the mutate’s turn, each creature within 5 feet of it must succeed on a DC 15 Constitution saving throw or take 3 (1d6) poison damage.
Multiattack. The mutate makes two Bite or Tentacle attacks. It can replace one of these attacks with Chitin Slam.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have the poisoned condition. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. On a successful save, the target is no longer poisoned. The target dies if its hit point maximum is reduced to 0. This reduction to the target’s hit point maximum lasts until it no longer has the poisoned condition.
Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 15) and the restrained condition until this grapple ends. The mutate has two tentacles that can grapple one target each.
Chitin Slam. The mutate targets one creature it is grappling, slamming the creature against its chitinous plating. The creature must succeed on a DC 15 Constitution saving throw or take 16 (3d10) bludgeoning damage and have the stunned condition until the end of the mutate’s next turn.
Magic Resistance. Qunbraxel has advantage on saving throws against spells and other magical effects.
Spellcasting (Psionics). Qunbraxel casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 16):
•At will: detect magic, detect thoughts, levitate, mage armor (self only), mage hand (the hand is invisible), prestidigitation
•2/day each: confusion, sending, telekinesis
•1/day each: dominate monster, plane shift (self only)
Multiattack. Qunbraxel makes two Eldritch Bolt attacks, or one Eldritch Bolt attack and one Tentacle attack.
Tentacle. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it has the grappled condition (escape DC 16) and must succeed on a DC 16 Intelligence saving throw or have the stunned condition until the grapple ends.
Eldritch Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 20 (3d10 + 4) force damage.
Extract Brain. Melee Weapon Attack: +8 to hit, reach 5 ft., one Humanoid with the stunned condition who is grappled by Qunbraxel. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, Qunbraxel kills it by extracting and devouring its brain.
Mind Blast (Recharge 5–6). Qunbraxel magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 26 (5d8 + 4) psychic damage and have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
See Phandelver and Below: The Shattered Obelisk, pg. 197
Legendary Resistance (2/Day). When Ruxithid fails a saving throw, he can choose to succeed instead.
Mental Fortitude. Ruxithid has advantage on saving throws against the charmed and frightened conditions.
Multiattack. Ruxithid makes two Psi-Charged Scimitar attacks.
Psi-Charged Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) psychic damage.
Bonus Actions:
Brain Tendrils (Recharge 5–6). Ruxithid unleashes a flurry of crystalline psychic tendrils from his brain, targeting one creature that he can see within 30 feet of himself. The target must succeed on a DC 15 Dexterity saving throw or take 9 (2d8) psychic damage and have the stunned condition until the start of Ruxithid’s next turn.Combat Command. Ruxithid commands one allied creature he can see within 60 feet of himself to strike. The creature can immediately use its reaction to make one melee weapon attack against a target within its reach.
Siege Monster. The auger deals double damage to objects and structures.
Tunneler. The auger can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
Flaming Drill. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) fire damage. If the auger moves at least 20 feet in a straight line toward the target immediately before the hit, the target takes an additional 11 (2d10) piercing damage, and if the target is a creature, it must succeed on a DC 17 Strength saving throw or have the prone condition.
Bonus Actions:
Burst of Heat (Recharge 5–6). The auger releases an intense burst of heat in a 30-foot-radius sphere centered on itself. This heat spreads around corners. Each creature in this area must make a DC 17 Constitution saving throw, taking 13 (3d8) fire damage on a failed
Amphibious. Lowarnizel can breathe both air and water.
Spellcasting (Psionics). Lowarnizel casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16):
•1/day each: dispel magic, haste, protection from evil and good, sending
Multiattack. Lowarnizel makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 4 (1d8) force damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Singularity Breath (Recharge 5–6). Lowarnizel creates a shining bead of gravitational force, then releases the energy in a 30-foot cone. Each creature in that area must make a DC 17 Strength saving throw. On a failed save, a creature takes 36 (8d8) force damage, and its speed becomes 0 until the start of the dragon’s next turn. On a successful save, a creature takes half as much damage only.
Bonus Actions:
Change Shape. Lowarnizel magically transforms into any creature that is Medium or Small, while retaining his game statistics (other than his size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Multiattack. The goblin makes two attacks with its scimitar. The second attack has disadvantage.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Reactions:
Redirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.
Mental Burst. When the goblin dies, its pent-up mental energy explodes in a psychic blast. Each creature within 5 feet of it must succeed on a DC 13 Intelligence saving throw or take 5 (2d4) psychic damage.
Mental Fortitude. The goblin has advantage on saving throws against effects that would make it have the charmed or frightened condition.
Multiattack. The goblin makes two Unarmed Strike attacks.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) psychic damage.
Bonus Actions:
Nimble Escape. The goblin takes the Disengage or Hide action.Telekinetic Shove. The goblin targets one creature it can see within 30 feet of itself with a thrust of telekinetic force. The target must succeed on a DC 13 Strength saving throw or have the prone condition.
Mental Burst. When the goblin dies, its pent-up mental energy explodes in a psychic blast. Each creature within 5 feet of it must succeed on a DC 13 Intelligence saving throw or take 10 (4d4) psychic damage.
Mental Fortitude. The goblin has advantage on saving throws against effects that would make it have the charmed or frightened conditions.
Spellcasting (Psionics). The goblin casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):
•At will: mage hand (the hand is invisible), minor illusion
•1/day each: charm person, dissonant whispers, telekinesis
Multiattack. The goblin makes three Psychic Blade attacks.
Psychic Blade. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 60 ft., one creature. Hit: 11 (2d6 + 4) psychic damage, and the target must subtract 1d4 from the next attack roll or saving throw it makes before the end of the goblin’s next turn.
Synaptic Rend (Recharge 5–6). The goblin unleashes a 30-foot-radius sphere of psychic energy, centered on a point the goblin can see within 60 feet of itself. Each creature in that area must make a DC 13 Intelligence saving throw. On a failed save, a creature takes 14 (4d6) psychic damage and has the incapacitated condition until the end of the goblin’s next turn. On a successful save, a creature takes half as much damage only.
Reactions:
Nimble Escape. The goblin takes the Disengage or Hide action.
Psionic Shield. When the goblin or one of its allies within 15 feet of it is hit by an attack roll, the goblin conjures a shield of force. The target of the attack gains a +3 bonus to its AC against the triggering attack roll, potentially causing it to miss.
Multiattack. Nellik makes two melee attacks, or she makes one melee attack and teleports before or after the attack.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 5 (2d4) slashing damage at the start of each of its turns due to a fiendish wound. Each time Nellik hits the wounded target with this attack, the damage dealt by the wound increases by 5 (2d4). Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Greataxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) slashing damage
if the target is an Aberration, it takes an additional 6 (1d12) slashing damage, and if it is grappling a creature, it must succeed on a DC 15 Strength saving throw or its grapple ends.
Teleport. Nellik magically teleports, along with any equipment she is wearing or carrying, up to 60 feet to an unoccupied space she can see.
Special Equipment. Glasstaff wields a staff of defense (see appendix B). With the staff in hand, he can use an action to cast the mage armor spell and use his reaction to cast the shield spell.
Spellcasting. Glasstaff casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13):
•At will: light, mage hand
•1/day each: charm person, hold person, magic missile
Multiattack. Glasstaff makes two Shocking Burst attacks.
Shocking Burst. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 120 ft., one target. Hit: 6 (1d6 + 3) lightning damage.
Bonus Actions:
Teleport (2/Day). Glasstaff magically teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.
Reckless. At the start of its turn, the townsperson 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.
Psychic Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 3 (1d6) psychic damage.
Special Equipment. Nezznar has a fully charged spider staff (see appendix B).
Fey Ancestry. Nezznar has advantage on saving throws to avoid or end the charmed condition on himself, and magic can’t put him to sleep.
Sunlight Sensitivity. Nezznar has disadvantage on attack rolls while he or his target is in sunlight.
Spellcasting. Nezznar casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13 unless otherwise noted):
•At will: dancing lights, mage hand, spider climb (from spider staff), web (from spider staff
Multiattack. Nezznar makes two Poison Blast attacks.
Poison Blast. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 120 ft., one creature. Hit: 9 (2d8) poison damage.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Multiattack. Sildar makes two Longsword attacks.
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Reactions:
Parry. When an attacker Sildar can see would hit him with a melee attack, he can roll a d6 and add the number rolled to his AC against the triggering attack, provided he’s wielding a melee weapon.
Lightning Absorption. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.
Spellcasting (Psionics). The shambling mound casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 8):
•At will: minor illusion
•1/day: charm person (already cast)
Multiattack. The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Engulf. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound’s turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.
Sure-Footed. The skeleton has advantage on Strength and Dexterity saving throws made against effects that make it have the prone condition.
Gear: Battleaxe, Chain shirt
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Multiattack. The ashenwight makes two Necrotic Shard attacks.
Necrotic Shard. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d6 + 4) necrotic damage. If the target is a creature, it has disadvantage on the next attack roll it makes before the end of its next turn.
Magic Resistance. Oshundo has advantage on saving throws against spells and other magical effects.
Spellcasting. Oshundo casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16):
•At will: dancing lights, detect magic, detect thoughts, disguise self, mage hand, prestidigitation
•1/day each: dominate monster, globe of invulnerability, invisibility, modify memory, plane shift (self only), wall of force
Multiattack. Oshundo makes two Chilling Grasp or Arcane Bolt attacks.
Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (4d6) cold damage, and Oshundo regains 14 hit points if the target is a creature.
Arcane Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 28 (8d6) force damage.
Thundering Blast (Recharge 5–6). Oshundo emits a wave of domineering energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) thunder damage and have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Reactions:
Negate Spell (3/Day). Oshundo targets one creature it can perceive within 60 feet of itself that is casting a spell. If the spell is 3rd level or lower, the spell fails, but any spell slots or charges aren’t wasted.
Spellcasting (Psionics). The ashenwight casts one of the following spells, requiring no spellcasting components and using Intelligence as the spellcasting ability (spell save DC 14):
•At will: mage hand (the hand is invisible)
•1/day: calm emotions
Multiattack. The ashenwight makes two Necrotic Shard attacks. It also uses Psionic Crown if available.
Necrotic Shard. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 9 (2d8) necrotic damage. If the target is a creature, it has disadvantage on the next attack roll it makes before the end of its next turn.