Duergar breed and train thcsr: giant Underdarkdwelling are taranmlas. steeders as big Male as ponies and used as the beasts of by durwrgar burden. The larger females are trained and used as mounts. Steelers don't spin webs. but they exude a sticky substance from their legs that lets them walk on walls as and ceilings without trouble. well as snare prey.
Spider Climb. The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Leap. The steeder can expend all its movement on iuts turn to jump up to 90 feet vertically or horizontally, provided that is speed is at least 30 feet.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d8 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking (2d8) acid damage on a failed save, or half as much damage on a successful one.
Sticky Leg (Recharges when the Steeder Has No Creatures Grappled. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is stuck ot the steeder's leg and grappled until it escapes (escape DC 12)
Multiattack. Baphomet Jr make 2 Scythe Attacks.
Scythe. Melee Weapon Attack: +6 to hit, range 10 ft., one target. Hit: 15 (3d4 +7) Slashing damage.
Lightning Bolt. Range Magic Attack: +6 to hit, range 45ft., one target. Hit 15 (3d6 +5) Lightning damage.
Pressure. Creatures that can see Baphomet must succeed a DC 22 Intelligence Check or become stunned until the end of their next turn. Creatures only have to make this check once.
Charging Swipe. If Baphomet moves 20ft in a straight line towards a creature and hits the same creature with a Scythe attack. Baphomet may make an Earthquake attack as a bonus action that turn.
Multiattack. Baphomet makes 2 Scythe Attacks
Scythe. Melee Weapon Attack: +12 to hit, reach 15ft., One target and each target within 10ft of the initial target. Hit: 44 (5d12 +11) Slashing Damage and the target is pushed 15ft.
Earthquake. Baphomet stamps his powerful hoof on the ground. All creatures within 15ft of Baphomet must succeed a DC 22 Dexterity Saving throw or become proned.
Jupitel Thunder. Ranged Magic Attack: +11 to hit, Range 120ft., one target. Hit: 99 (9d10 +54) Lightning Damage and the target is pushed back 30ft.
Summon Baphomet Jrs (recharge 6). Baphomet summons 3 Baphomet Jrs within 30ft of itself.
Baphomet gets 3 Legendary Actions that it can use from the options below. Only one Legendary action may be used at a time, and only at the end of another creature's turn. Baphomet regains spent Legendary Actions at the start of its turn.
Teleport. Baphomet teleports up to 120ft away in an open space.
Detect. Baphomet makes a Wisdom (perception) check.
Break. Melee Weapon attack: +11 to hit, range 10ft., one target. Hit: 25 (2d12 +12) Bludgeoning damage and the targets equipped armor and shield gain a permanent -2 to AC
Lord of Vermillion (Costs 2 Actions)(recharge 6). Baphomet slams his scythe into the ground and summons down 3d8 Powerful bolts of Lightning. All creatures that Baphomet can see (including itself) Must make a DC 21 Dexterity saving throw, suffering 18 (3d6 +6) Lightning damage and becoming deafened on a failed throw, or half as much and not being deafened on a successful one for each bolt.
Keen Smell. The bear has advantage on WIS (Perception) checks that rely on smell.,
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 Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and thy ally isn't incapacitated.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Sand Spit. Ranged Weapon Attack: +6 to hit, range 45ft., one target. Hit: 30 (4d10 +8) Bludgeoning damage and the target must succeed a DC 16 constitution saving throw or become blinded for 1d4 rounds.
Hip Check. Melee Weapon attack: +6 to hit, reach 10ft., one target. Hit: 27 (3d12 +7) Bludgeoning damage. Cephadrome may move up to 20ft after this action.
Cephadrome can use 2 Legendary actions from the options below. Only one Legendary action may be used at a time and only at the end of another creature's turn. Cephadrome regains spent Legendary actions at the start of its turn.
Move.
Sand Spit
Hold Breath. The crocodile can hold its breath for 15 minutes.
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.
,
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) piercing damage.
Keen Senses. Vagabond Wolf gains advantage on Perception checks that rely on Smell or hearing.
Gloom Under Night
Bite. Melee Weapon Attack: +5 to hit, range 5ft., one target. Hit: 17 (3d8 +3) Piercing Damage.
Fire Bolt. Ranged Magic Attack: +5 to Hit, Range 30ft., One target. Hit: 15 (3d6 +4) Fire Damage.
Ambusher. Diablos deals an additional 20 (2d10 +9) Piercing damage with attacks it has advantage with.
Multiattack. Diablos makes 2 Trash and 1 Tail Swipe attack.
Trash. Melee Weapon attack: +10 to hit, range 10ft., one target. Hit: 26 (3d12 +6) Piercing damage. Diablos can move up to 10ft without provoking opportunity attacks before or after this action.
Tail Swipe. Melee Weapon Attack: +10 to hit, range 10ft., one target. Hit: 25 (4d8 +7) Bludgeoning damage and the target is pushed back up to 30ft.
Diablos can use 3 Legendary Actions from the options below. Only one Legendary Action may be used at a time and only at the end of another creature's turn. Diablos regains spent Legendary Actions at the start of its turn.
Tail Swipe.
Detect. Diablos makes a Wisdom (Perception) check.
Move.
Howl (Recharge 5/6). Diablos lets out an ear-shattering roar. Creatures that can hear it must succeed a DC 18 Constitution saving throw or become deafened and stunned until the end of their next turn.
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.,,
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.
Deep Wounds. Attacks made by eddga penetrate the thickest of armor. Each time Eddga hits a creature with an attack, it must succeed a DC 15 constitution saving throw or suffer 1d6 additional bleeding damage.
Multiattack. Eddga Makes either 2 Claw Attacks, or 1 Claw Attack and 1 Bite attack.
Claw. Melee Weapon attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d6 +3) Slashing damage and 5 (1d4 +2) Fire damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6 +3) Piercing damage.
Eddga can take 3 Legendary actions, choosing from the options below. Only 1 Legendary action can be used at a time, and only at the end of another creature's turn. Eddga regains spent Legendary Actions at the start of its turn.
Glare. Edgga Stares down a target it can see. The target must succeed a DC 14 Wisdom Saving throw or become frightened for one round.
Claw.
Pounce (recharge 5/6). Eddga moves up to his speed and makes 2 claw attacks.
Charge.If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Ram. Melee Weapon Attack:+5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage.
Hooves. Melee Weapon Attack:+5 to hit, reach 5 ft., one prone creature.
Hit:8 (2d4 + 3) bludgeoning damage.
Keen Senses. Garm Baby has advantage on Perception checks that rely on smell.
Frost Diver. Ranged Magic Attack: +6 to hit, range 60ft., One target.. Hit: 18 (2d10 +7) Cold damage and the target must succeed a DC 15 Strength Saving throw or become Restrained until the end of their next turn.
Bite. Melee Weapon Attack: +6 to hit, range 5ft., One target. Hit: 20 (2d12 +7) Piercing damage.
Keen Senses. Garm gains advantage on all perception checks that rely on hearing.
Ice Aura. When Garm uses the Sharpened claws action, it gains a cumulative 5ft Aura of frigid air. Creatures that end their turn inside the aura take 10 (2d6 +3) Cold Damage.
Multiattack. Garm Makes 2 Claw Attacks
Claw. Melee Weapon attack: +8 to hit, reach 10ft., one target. Hit: 20 (2d12 +7) Slashing Damage.
Sharpen Claws. Garm Gains an additional 7 (1d8 +3) Cold damage on his Claw Attacks.
Storm Gust (recharge 6). Garm conjures a power blizzard around itself for 1d4 rounds. Creatures within 30ft of Stormy Knight at the end of their turn while the blizzard is active must succeed a DC 15 Constitution saving throw or suffer 25 (3d8 +11) Cold damage and suffer 1 level of fatigue.
Summon Garm (recharge 5/6). Stormy Knight summons 3 Garm Babies within 30ft of itself.
Garm can take 2 Legendary actions from the options below. Only one legendary action may be used at a time and only at the end of another creature's turn. Garm regains spent Legendary Actions at the start of it turn.
Detect. Garm makes a Wisdom (Perception) check.
Summon Garm (if Available).
Storm Gust (If Available).
Charge (Costs 2 Actions). Garm moves up to its speed and can move through other creature's spaces during this move. Each creature Garm passes through must succeed a DC 15 Dexterity saving throw or suffer 17 (3d8 +3) Bludgeoning damage.
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Bite. Melee Weapon Attack:+4 to hit, reach 5 ft., one creature.
Hit:4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
A giant fire beetle is a nocturnal creature that takes its
name from a pair of glowing glands that give off light.
Miners and adventurers prize these creatures, for a
giant fire beetle's glands continue to shed light for 1d6
days after the beetle dies. Giant fire beetles are most
commonly found underground and in dark forests.
Illumination. The beetle sheds bright light in a 10-foot radius
and dim light for an additional 10 feet.,,
Bite. Melee Weapon Attack:+ 1 to hit, re ach 5 ft., one target. Hit: 2 (1d6- 1) slashing damage.
Amphibious.The frog can breathe air and water.
Standing Leap. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit:4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.
Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time.If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
,,
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.
Camouflage. The octopus has advantage on
Dexterity (Stealth) checks.,
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense.While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker.The spider ignores movement restrictions caused by webbing.,
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit:7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5-6). Ranged Weapon Attack:+5 to hit, range 30/60 ft., one creature.Hit:The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10, hp 5, vulnerability to fire damage, immunity to bludgeoning, poison, and psychic damage).
Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
Pack Tactics. The vulture has advantage on an attack roll
against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The vulture makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) p}ercing damage.
Talons. Melee Weapon Attack:+4 to hit, reach 5 ft. , one target.
Hit: 9 (2d6 + 2) slashing damage.
Peck. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 14 (3d6 +4) bludgeoning damage.
Lightning Bolt (Recharge 5/6). Ranged Magic Attack: +6 to hit, reach 30ft., one target. Hit: 19 (3d8 +5) Lightning damage.
Trampling. Gravios can occupy the same space as a medium or smaller creature. Creatures who are in the same space as Gravios must succeed a DC 16 Acrobatics check or suffer 10 (2d6 +3) Bludgeoning damage and be pushed 5ft away.
Multiattack. Gravios makes 3 Fireball attacks.
Fireball. Ranged Magic Attack: +8 to hit, range 45ft., one target. Hit: 17 (2d8 +8) Fire damage. Gravios can move up to 10ft after making this attack.
Fire Beam (recharge 5/6). Gravios Fires a Ray of Fire in a 60ftx5ft line in front of it. Creatures in the blast must succeed a DC 16 Dexterity saving throw or suffer 50 (5d10 +22) Fire damage.
Sleep Gas (recharge 5/6). Gravios releases a toxic cloud from its pores in a 10ft radius from itself. Creatures in the blast must succeed a DC 16 Constitution saving throw or fall asleep for 1d4 rounds.
Gravios can use 3 Legendary Actions from the options below. Only one Legendary Action can be used at a time, and only at the end of another creature's turn.
Tail Whip. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 26 (4d8 +8) Bludgeoning damage.
Detect. Gravios makes a Wisdom (perception) check.
Howl. (Costs 2 Actions) Gravios lets out a loud roar. All creatures that can hear it must succeed a DC 16 Constitution saving throw or become deafened and stunned until the end of their next turn.
Hungry. Gryphons will disengage to eat if food is available.
Keen senses. Gryphons gain advantage on Perception checks that rely on smell or sight.
Multiattack. Gryphon makes 2 claw attacks.
Claw. Melee weapon attack: +6 to hit, range 5ft., one target. Hit: 13 (2d6 +8) slashing damage.
Dive. The Gryphon dives out of the air and attempts to pickup a medium or smaller creature with its claws. the creature must succeed a DC 15 Dexterity saving throw or become grappled (Escape DC 16).
Lightning Breathe (recharge 5/6). The Gryphon breathes bolts of lightning in a 45ft cone. Creatures in the blast must make a DC 15 Dexterity saving throw, suffering 30 (3d10 +12) Lightning damage and becoming deafened and blinded until the end of their next turn on a failed save, and half as much and no conditions on a successful one.
Gryphon can take 3 Legendary Actions from the options shown below. Only one Legendary Action can be used at a time, and only at the end of another creature's turn. Gryphon regains Legendary Actions at the start of its turn.
Fly-by Attack (Costs 2 Actions). The gryphon flies up to its speed and can move through occupied spaces during this move. Any creature the Gryphon moves through must succeed a DC 16 Dexterity saving throw or suffer 11 (2d6 +4) Slashing damage and be knocked prone.
Multiattack.
Detect. The Gryphon makes a Wisdom (perception) check.
Water Spit. Ranged Magic Attack: +5 to hit, range 45ft., one target. Hit: 13 (2d6 +6) Cold damage and the target must succeed a DC 14 Constitution saving throw or become slowed for 1d4 rounds.
Ground Pound. Kecha Wacha slams his fist into the ground around him. All creatures within 5ft of Kechca Wacha must make a DC 14 Dexterity saving throw, suffering 15 (2d8 +6) Bludgeoning damage on failed roll, and half as much on a successful one.
Kecha Wacha can use 2 Legendary actions from the options below. Only one Legendary action may be used at a time and only at the end of another creature's turn. Kecha Wacha regains spent Legendary actions at the start of its turn.
Fly-by attack (costs 2 actions). Kecha Wacha moves up to its speed and can pass through occupied spaces. All creatures Kecha Wacha moves through must succeed a DC 15 dexterity saving throw or suffer 20 (2d10 +9) slashing damage.
Water Spit.
Keen Senses. Khezu has advantage on Perception checks that rely on Smell.
Lightning Blight. While blighted, creatures receive an additional 10 (2d10) Lightning damage from any attack that deals lightning damage.
Lightning Bomb. Khezu throws a 5ftx5ft sticky ball of lightning onto the ground up to 60ft away for 1d4 rounds. Creatures in or adjacent to the ball must Succeed a DC 15 Dexterity saving throw or suffer 28 (3d8 +14) Lightning Damage.
Lightning Breathe (recharge 5/6). Khezu throws a volley of lightning balls in a 60ft cone in front of itself. Creatures in the blast must make a DC 15 Dexterity Saving throw, suffering 30 (4d10 +8) Lightning damage and becoming Paralyzed for 1d4 rounds on a failed throw, or half as much and no paralysis on a successful one.
Khezu can use 2 Legendary actions from the options below. Only one legendary Action may be used at a time, and only at the end of another creature's turn. Khezu regains spent Legendary Actions at the start of its turn.
Charge. Khezu moves up to its speed without provoking opportunity attacks, and it can pass through occupied spaces. Creatures that Khezu passes through must succeed a DC 16 Dexterity saving throw or suffer 20 (4d6 +6) Lightning damage and suffer from Lightning Blight.
Detect. Khezu makes a Wisdom (Perception) check.
Fast Mover. Kirin can move up to its speed without provoking opportunity attacks after each attack.
Enrage. While Kirin has 97 or fewer hit points, it leaves behind a 5ftx5ft pillar of lightning on the ground for each 5ft it moves. Creatures that enter or end their turn in the pillar suffer 10 (2d6 +3) Lightning Damage. Pillars last until the end of the turn.
Trample. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 25 (4d6 +11) Bludgeoning damage and 8 (1d6 +5) Lightning damage.
Thunder Storm (recharge 5/6). Kirin calls down a barrage of thunder bolts in 30ft radius it can see. Creatures in the radius must make a DC 17 Dexterity saving throw, suffering 30 (4d10 +8) Lightning damage and become Paralyzed for 1d4 rounds on a failed roll, and half as much without paralysis on a successful one.
Kirin can use 3 Legendary actions from the options below. Only one legendary Action may be used at a time, and only at the end of another creature's turn. Kirin regains spent Legendary Actions at the start of its turn.
Trample.
Detect. Kirin makes a Wisdom (Perception) check.
Thunder Storm (costs 2 Actions) (If Available).
Maneuverable. Narjalala can occupy the same space as a medium or smaller creature.
Multiattack. Narjalala makes 2 Bite and 1 Wrap attacks.
Bite. Melee Weapon attack: +9 to hit, reach 15ft., one target. Hit: 20 (5d6 +2) Piercing damage.
Wrap. Narjalala coils up and grabs any creatures that occupy the same space as the Narjalala. Creatures must succeed a DC 18 Strength saving throw or become Grappled (Escape DC 19).
Crush. Melee Weapon Attack: +9 to hit, reach 0ft., one target. Hit: 50 (5d10 +12) Bludgeoning damage.
The Narjalala can take 3 Legendary Actions, using the options below. It can take only one legendary action at a time and only at the end of another creature's turn. The Narjalala regains spent legendary points at the start of its turn.
Devour (Costs 2 Actions). A Grappled creature must succeed a DC 18 Strength check or the Narjalala devours the creature it has grappled and regains 3d12 +10 hit points. The devoured creature is killed.
Wrap.
Shriek (recharge 5/6). Narjalala lets out a loud shriek. All creatures that can hear it must succeed a DC 17 Constitution save or become stunned and deafened until the end of Narjalala next turn.
REACTION - If Moonlight Flower is the target of an attack or action, and Nine Tails is within its move distance to Moonlight Flower. it can move up to its speed and become the target for that attack or action instead.
Bite. Melee Weapon attack: +5 to hit, range 5ft., one target. Hit 8 (2d4 +4) piercing damage and 6 (1d6 +3) fire damage.
Peck. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 9 (2d6 +3) bludgeoning damage.
Fire Bolt (Recharge 5/6). Ranged Magic Attack: +5 to hit, reach 30ft., one target. Hit: 13 (2d8 +4) Fire damage.
Multiattack. Plum Daiymo Hermitaur makes 2 claw and 1 Lunge attack.
Claw. Melee Weapon Attack: +10 to hit, range 10ft., one target. Hit: 20 (2d10 +9) Slashing damage and the target must succeed a DC 17 Strength Saving throw or become grappled (Escape DC 16).
Lunge. Plum Daiymo Hermitaur leaps into the air and crashes down in a space within 60ft. Each creature that occupies the same space as the Hermitaur at the end of the jump must make a DC 16 Dexterity saving throw or suffer 22 (2d12 +9) Bludgeoning Damage.
Plum Daimyo Hermitaur can use 3 Legendary Actions from the options shown below. Only one Legendary Action may be used at a time and only at the end of another creature's turn. Plum Daiymo Hermitaur regains spent Legendary Actions at the start of its turn.
Water Spout. Plum Daiymo Hermitaur shoots a beam of pressurized water in a 60ftx5ft line. Creatures in the line must succeed a DC 16 Dexterity saving throw or suffer 25 (4d8 +7) Cold damage and suffer 1 level of Exhaustion.
Detect. The Hermitaur makes a Wisdom (perception) check.
Devour (costs 2 Actions). The Hermitaur Bites a grappled creature. The creature suffers 3d10 Piercing damage and hermitaur regains hit points equal to half of the damage delt.
Furious. At the start of each of Rajang's turns roll a D6 and the following effects occur.
1-Remove all bonuses obtained by Furious
2-Reduces all bonuses granted by Furious by 1 stage
3-Lightning attacks deals an additional 1d12 Lightning damage.
4-Melee attacks deal an additional 1d12 bludgeoning damage.
5-+1AC
6-Gain 1 additional Legendary Action
Multiattack. Rajang Makes 2 Fist Crush Attacks and 1 Ground Pound Attack.
Fist Crush. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit: 30 (4d12 +16) Bludgeoning damage, and the target must succeed a DC 21 Strength check become grappled (Escape DC 20).
Ground Pound. Melee Weapon Attack: +12 to hit, reach 30ft., one target and each creature within 10ft of the initial target. Hit: 35 (10d6) Bludgeoning damage.
Throw the World (recharge 5/6). Rajang picks up a 30 cubic square of land and throws it at the party, leaving behind difficult terrain. One target and each creature within 30ft of the target must make a DC 22 Dexterity saving throw, suffering 80 (20d6 +5) Bludgeoning damage on a failed roll, and half as much on a successful one.
Rajang can use 3 Legendary Actions from the options shown below. Only one Legendary Action may be used at a time and only at the end of another creature's turn. Rajang regains spent Legendary Actions at the start of its turn.
Throw. Rajang throws a creature it has grappled up to 120ft away. The grappled creature suffers 5d10 bludgeoning damage, and an additional 4d10 bludgeoning damage if they end the movement adjacent to a wall or solid object.
Lightning Beam (Costs 2 Actions). Rajang Fires a continuous beam of Lightning in a 120ftx5ft line. Creatures in the line must succeed a DC 22 Dexterity Saving throw or suffer 60 (8d12 +21) Lightning damage.
Detect. The Hermitaur makes a Wisdom (perception) check.
Keen Senses. Seregios gains advantage on Perception rolls that rely on sight.
Enraged. While Seregios has 138 or fewer hit points, It deals an additional 12 (1d12+6) Piercing damage on each of its attacks.
Bloodied. Each Bloodied target suffers 1d12 Damage for each 5ft it moves. A target may spend an action to bandage patch themselves and cure the condition.
Multiattack. Seregios makes 2 Claw and 1 Spine throw attack.
Claw. Melee Weapon Attack: +10 to hit, range 5ft., one target. Hit: 18 (2d12 +5) Slashing damage and the target must succeed a DC 17 Dexterity saving throw or become bloodied.
Spine Throw. Ranged Weapon Attack: +10 to hit, range 60ft., one target. Hit: 25 (3d12 +5) Piercing damage and the target must succeed a DC 17 Dexterity saving throw or become bloodied.
Seregios can use 3 Legendary actions from the options below. Only one legendary Action may be used at a time, and only at the end of another creature's turn. Seregios regains spent Legendary Actions at the start of its turn.
Spine Throw.
Detect. Seregios makes a Wisdom (Perception) Check.
Howl (Recharge 5/6). Seregios lets out an ear-shattering howl. Creatures that can hear it must succeed a DC 17 Constitution saving throw or become Deafened and Stunned until the end of their next turn.
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Blood Drain. Melee Weapon Attack:+5 to hit, reach 5 ft., one creature.
Hit:5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss.The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.
Keen Senses. Vagabond Wolf gains advantage on Perception checks that rely on Smell or hearing.
Bite. Melee Weapon Attack: +5 to hit, range 5ft., one target. Hit: 17 (3d8 +3) Piercing Damage.
Summon Desert Wolves (recharge 5/6). Vagabond Wolf summons 3 Desert Wolves.
Frost Diver. Ranged Magic Attack: +5 to hit, range 30ft., one target. Hit: 14 (3d6 +3) Cold damage and the target must succeed a DC 13 Strength Check, or become restrained until the end of their next turn.
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: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. ,,
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Enraged. While Yian Garuga has 97 or fewer hit points, Each creature hit by a Peck, Fireball, or Tail Whip attack must succeed a DC 16 Dexterity saving throw or be knocked prone.
Multiattack. Yian Garuga Makes 3 attacks of any combination of Fireball, Tail Whip, or Peck.
Peck. Melee Weapon Attack: +8 to hit, range 5ft., one target. Hit: 15 (3d6 +4) Bludgeoning Damage.
Fireball. Ranged Magic Attack: +8 to hit, range 30ft., one target. Hit: 17 (3d8 +3) Fire Damage.
Tail Whip. Melee Weapon Attack: +8 to hit, range 10ft., one target. Hit: 16 (2d10 +5) Piercing damage, and the target must succeed a DC 16 Constitution saving throw or become Poisoned.
Yian Garuga can use 3 Legendary actions from the options below. Only one legendary Action may be used at a time, and only at the end of another creature's turn. Yian Guruga regains spent Legendary Actions at the start of its turn.
Fly-by Attack (Costs 2 Actions). Yian Garuga moves up to its speed and can move through occupied spaces. Each creature it passes through must succeed a DC 16 Dexterity saving throw or suffer 22 (2d12 +9) Slashing damage and become Poisoned.
Tail Whip.
Detect. Yian Garuga makes a Wisdom (Perception) Check.
Howl (Recharge 5/6). Yian Garuga lets out an ear-shattering howl. Creatures that can hear it must succeed a DC 16 Constitution saving throw or become Deafened and Stunned until the end of their next turn.