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Female Steeder

Female Steeder Large beast, unaligned 1 200 xp

  • Armor class 14 (natural armor)
  • Hit points 30 (4d10+8)
  • Speed 30 ft.,climb 30ft.
  • STR 15 (+2)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Skills: Stealth +7

Senses: darkvision 120 ft., passive Perception 10

Languages: -

Challenge: 1 (200 xp)

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.

Actions

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)

Baphomet Jr

Baphomet Jr Small Beast, Lawful Evil 3 800 xp

  • Armor class 14
  • Hit points 44
  • Speed 45ft
  • STR 14 (+2)
  • DEX 11 (0)
  • CON 13 (+1)
  • INT 12 (+1)
  • WIS 15 (+2)
  • CHA 10 (0)

Skills: Passive Perception 13

Damage Resistances: Necrotic, Lightning

Senses: Darkvision 60ft, Tremorsense 60ft

Languages: All

Challenge: 3 (800 xp)

Actions

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.

Baphomet

Baphomet Huge Beast, Lawful Evil 22 22 xp

  • Armor class 18
  • Hit points 450
  • Speed 60ft
  • STR 28 (+9)
  • DEX 25 (+7)
  • CON 24 (+7)
  • INT 19 (+4)
  • WIS 20 (+5)
  • CHA 17 (+3)

Save Throws: Constitution +5, Dexterity +5

Skills: Passive Perception 15, Perception +6, Bluff +9, Intimidate +9

Damage Resistances: Necrotic, Lightning.

Condition Immunities: Charm, Frightened

Senses: Darkvision 120ft, Tremorsense 120ft

Languages: All

Challenge: 22 (22 xp)

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.

Actions

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.

Legendary Actions

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.

Black Bear

Black Bear Medium beast, unalinged 1/2 100 xp

  • Armor class 11 (natural armor)
  • Hit points 19 (3d8 + 6)
  • Speed 40ft, climb 30ft
  • STR15 (+2)
  • DEX10 (0)
  • CON14 (+2)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA7 (-2)

Skills: Perception +3

Senses: PP 13

Languages:

Challenge: 1/2 (100 xp)

Keen Smell. The bear has advantage on WIS (Perception) checks that rely on smell.,

Actions

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.

Blood Hawk

Blood Hawk Small beast, unaligned 1/8 25 xp

  • Armor class 12
  • Hit points 7 ((2d6))
  • Speed 10 ft., fly 60 ft.
  • STR 6 (-2)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 3 (-4)
  • WIS 14 (+2)
  • CHA 5 (-3)

Skills: Perception +4

Senses: passive Perception 14

Languages:

Challenge: 1/8 (25 xp)

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.

Actions

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

Cephadrome

Cephadrome Huge Beast, Neutral 7 3 xp

  • Armor class 17
  • Hit points 169
  • Speed 30 ft, Burrow 45ft
  • STR 22 (+6)
  • DEX 19 (+4)
  • CON 20 (+5)
  • INT 8 (-1)
  • WIS 16 (+3)
  • CHA 10 (0)

Save Throws: Constitution +2, Wisdom +3

Skills: Passive Perception 14

Condition Immunities: Blind

Senses: Tremorsense 120ft

Languages:

Challenge: 7 (3 xp)

Actions

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.

Legendary Actions

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

Crocodile

Crocodile Large beast, unaligned 1/2 100 xp

  • Armor class 12 (natural armor)
  • Hit points 19 (3d10+3)
  • Speed 20 ft., swim 30 ft.
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Skills: Stealth +2

Senses: passive Perception 10

Languages:

Challenge: 1/2 (100 xp)

Hold Breath. The crocodile can hold its breath for 15 minutes.

Actions

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.

Deer

Deer Medium beast, unaligned 0 10 xp

  • Armor class 13
  • Hit points 4 (1d8)
  • Speed 50 ft.
  • STR 11 (0)
  • DEX 16 (+3)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 14 (+2)
  • CHA 5 (-3)

Senses: passive Perception 12

Languages:

Challenge: 0 (10 xp)

,

Actions

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

Desert Wolf

Desert Wolf Large Beast, Neutral 3 700 xp

  • Armor class 14
  • Hit points 38
  • Speed 60ft
  • STR 14 (+2)
  • DEX 16 (+3)
  • CON 13 (+1)
  • INT 6 (-2)
  • WIS 11 (0)
  • CHA 5 (-3)

Save Throws: Constitution +3, Wisdom +2

Skills: Passive Perception 13, Intimidate +3

Damage Resistances: Fire

Senses: Darkvision 30ft

Languages:

Challenge: 3 (700 xp)

Keen Senses. Vagabond Wolf gains advantage on Perception checks that rely on Smell or hearing.
Gloom Under Night

Actions

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.

Diablos

Diablos Huge Beast, Neutral 17 16 xp

  • Armor class 18
  • Hit points 245
  • Speed 45ft, Burrow 45ft
  • STR 22 (+6)
  • DEX 20 (+5)
  • CON 21 (+5)
  • INT 9 (-1)
  • WIS 17 (+3)
  • CHA 5 (-3)

Save Throws: Constitution +3

Skills: Passive Perception 14

Damage Resistances: Slashing, Piercing

Senses: Tremorsense 120ft

Languages:

Challenge: 17 (16 xp)

Ambusher. Diablos deals an additional 20 (2d10 +9) Piercing damage with attacks it has advantage with.

Actions

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.

Legendary Actions

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.

Displacer Beast

Displacer Beast Large monstrosity, laweful evil 3 700 xp

  • Armor class 13 (natural armor)
  • Hit points 85 (10d10 +30)
  • Speed 40ft
  • STR18 (+4)
  • DEX15 (+2)
  • CON16 (+3)
  • INT6 (-2)
  • WIS12 (+1)
  • CHA8 (-1)

Senses: darkvision 60ft, PP 11

Languages:

Challenge:3 (700 xp)

Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an 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.,,

Actions

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.

Eddga

Eddga Large Beast, Neutral 5 2 xp

  • Armor class 17 (Natural)
  • Hit points 87 (6d10 +44)
  • Speed 45ft
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 16 (+3)
  • INT 11 (0)
  • WIS 18 (+4)
  • CHA 8 (-1)

Save Throws: Wisdom +2, Constitution +2

Skills: Perception +4, Stealth +4

Damage Resistances: Fire

Senses: Darkvision 60ft

Languages: Common

Challenge: 5 (2 xp)

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.

Actions

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.

Legendary Actions

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.

Elk

Elk Large beast, unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 13 (2d10+2)
  • Speed 50 ft.
  • STR 16 (+3)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 6 (-2)

Senses: passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

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.

Actions

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.

Garm Baby

Garm Baby Medium Beast, Neutral 4 1 xp

  • Armor class 16
  • Hit points 47
  • Speed 45ft
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 13 (+1)
  • INT 7 (-2)
  • WIS 13 (+1)
  • CHA 8 (-1)

Save Throws: Wisdom +3, Constitution +2

Skills: Passive Perception 14

Damage Immunities: Cold

Languages:

Challenge: 4 (1 xp)

Keen Senses. Garm Baby has advantage on Perception checks that rely on smell.

Actions

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.

Garm

Garm Huge Beast, Neutral 10 5 xp

  • Armor class 18
  • Hit points 198
  • Speed 45ft
  • STR 25 (+7)
  • DEX 18 (+4)
  • CON 20 (+5)
  • INT 16 (+3)
  • WIS 17 (+3)
  • CHA 11 (0)

Save Throws: Dextiery +2, Constitution +3, Wisdom +2

Skills: Passive Perception 15

Damage Resistances: Fire

Damage Immunities: Cold

Languages:

Challenge: 10 (5 xp)

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.

Actions

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.

Legendary Actions

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.

Giant Centipede

Giant Centipede Small beast, unaligned 1/4 50 xp

  • Armor class 13 (natural armor)
  • Hit points 4 (1d6+1)
  • Speed 30 ft., climb 30 ft.
  • STR 5 (-3)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 3 (-4)

Senses: blindsight 30 ft., passive Perception 8

Languages:

Challenge: 1/4 (50 xp)

,

Actions

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.

Giant Fire Beetle

Giant Fire Beetle small beast, unaligned 0 10 xp

  • Armor class 13 (natural)
  • Hit points 4 (1d6+1)
  • Speed 30 ft.
  • STR 8 (-1)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 3 (-4)

Senses: blindsight 30 ft., passive Perception 8

Languages: --

Challenge: 0 (10 xp)

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.,,

Actions

Bite. Melee Weapon Attack:+ 1 to hit, re ach 5 ft., one target. Hit: 2 (1d6- 1) slashing damage.

Giant Frog

Giant Frog Medium beast, unaligned 1/4 50 xp

  • Armor class 11
  • Hit points 18 (4d8)
  • Speed 30 ft., swim 30 ft.
  • STR 12 (+1)
  • DEX 13 (+1)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Skills: Perception +2, Stealth +3

Senses: darkvision 30 ft., passive Perception 12

Languages:

Challenge: 1/4 (50 xp)

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.

Actions

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.

Giant Lizard

Giant Lizard Large beast, unaligned 1/4 50 xp

  • Armor class 12 (natural armor)
  • Hit points 19 (3d10+3)
  • Speed 30 ft., climb 30 ft.
  • STR 15 (+2)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Senses: darkvision 30 ft., passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

,,

Actions

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

Giant Rocktopus

Giant Rocktopus Large Beast, unaligned 1 200 xp

  • Armor class 11
  • Hit points 52 (8d10+8)
  • Speed 20 ft., climb 10ft.
  • STR 17 (+3)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 4 (-3)
  • WIS 10 (0)
  • CHA 4 (-3)

Skills: Perception +4, Stealth +5

Senses: darkvision 60 ft., passive Perception 14

Languages: --

Challenge: 1 (200 xp)

Camouflage. The octopus has advantage on
Dexterity (Stealth) checks.,

Actions

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.

Giant Spider

Giant Spider Large beast, unaligned 1 200 xp

  • Armor class 14 (natural Armor)
  • Hit points 26 (4d10+4)
  • Speed 30 ft., climb 30 ft.
  • STR 14 (+2)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 11 (0)
  • CHA 4 (-3)

Skills: Stealth +7

Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 10

Languages:

Challenge: 1 (200 xp)

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.,

Actions

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).

Giant Vulture

Giant Vulture Large Beast, Neutral Evil 1 200 xp

  • Armor class 10
  • Hit points 22 (3d10+6)
  • Speed 10 ft., fly 60 ft.
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: passive Perception 13

Languages: understands Common but cant speak

Challenge: 1 (200 xp)

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.

Actions

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.

Grand Peco

Grand Peco Large Beast, Neutral 4 1 xp

  • Armor class 15 (natural)
  • Hit points 55 (8d10+11)
  • Speed 60 ft
  • STR 19 (+4)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 6 (-2)
  • WIS 18 (+4)
  • CHA 5 (-3)

Save Throws: Dexterity +3

Skills: Passive Perception 13

Damage Resistances: Fire

Languages:

Challenge: 4 (1 xp)

Actions

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.

Gravios

Gravios Huge Beast, Neutral 9 5 xp

  • Armor class 19
  • Hit points 145
  • Speed 30ft, Fly 20ft
  • STR 24 (+7)
  • DEX 20 (+5)
  • CON 25 (+7)
  • INT 6 (-2)
  • WIS 15 (+2)
  • CHA 9 (-1)

Save Throws: Constitution +2

Skills: Passive Perception 13

Damage Resistances: Fire, Slashing

Languages:

Challenge: 9 (5 xp)

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.

Actions

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.

Legendary Actions

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.

Gryphon

Gryphon Large Beast, Neutral 7 6 xp

  • Armor class 16
  • Hit points 149
  • Speed 30ft, Fly 60ft
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 15 (+2)
  • INT 11 (0)
  • WIS 15 (+2)
  • CHA 9 (-1)

Save Throws: Wisdom +3, Dexterity +3

Skills: Passive Perception 13, Perception +3

Damage Resistances: Lightning, Thunder

Senses: Darkvision 60ft

Languages:

Challenge: 7 (6 xp)

Hungry. Gryphons will disengage to eat if food is available.

Keen senses. Gryphons gain advantage on Perception checks that rely on smell or sight.

Actions

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.

Legendary Actions

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.

Kecha Wacha

Kecha Wacha Large Beast, Neutral 4 1 xp

  • Armor class 15
  • Hit points 86
  • Speed 30 ft, Climb 30ft, fly 30 ft
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 8 (-1)
  • WIS 14 (+2)
  • CHA 10 (0)

Save Throws: Constitution +1, Wisdom +1

Skills: Passive Perception 12

Languages:

Challenge: 4 (1 xp)

Actions

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.

Legendary Actions

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.

Khezu

Khezu Huge Beast, Neutral 7 5 xp

  • Armor class 16
  • Hit points 188
  • Speed 30 ft, Climb 30ft
  • STR 17 (+3)
  • DEX 18 (+4)
  • CON 24 (+7)
  • INT 9 (-1)
  • WIS 24 (+7)
  • CHA 6 (-2)

Save Throws: Constitution +2, Wisdom +3

Skills: Passive Perception 17

Damage Resistances: Lightning

Condition Immunities: Paralyzed

Senses: Blindsight 120ft

Languages:

Challenge: 7 (5 xp)

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.

Actions

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.

Legendary Actions

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.

Kirin

Kirin Large Beast, Neutral 11 11 xp

  • Armor class 17
  • Hit points 193
  • Speed 60ft
  • STR 19 (+4)
  • DEX 22 (+6)
  • CON 18 (+4)
  • INT 9 (-1)
  • WIS 18 (+4)
  • CHA 6 (-2)

Save Throws: Constitution +2, Wisdom +2

Skills: Passive Perception 16

Damage Resistances: Lightning

Languages:

Challenge: 11 (11 xp)

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.

Actions

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.

Legendary Actions

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).

Narjalala

Narjalala Huge Beast, Neutral 11 11 xp

  • Armor class 18 (natural)
  • Hit points 187 (12d12 + 115)
  • Speed 45 ft, Burrow 30ft
  • STR 22 (+6)
  • DEX 16 (+3)
  • CON 24 (+7)
  • INT 6 (-2)
  • WIS 23 (+6)
  • CHA 5 (-3)

Save Throws: Dexterity +2, Wissdom +3

Skills: Passive Perception 19, Stealth +7

Damage Resistances: Poison

Condition Immunities: Prone

Senses: Darkvision 120ft

Languages:

Challenge: 11 (11 xp)

Maneuverable. Narjalala can occupy the same space as a medium or smaller creature.

Actions

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.

Legendary Actions

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.

Nine Tails

Nine Tails Medium Beast, Evil 3 800 xp

  • Armor class 14
  • Hit points 34
  • Speed 45ft
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 9 (-1)
  • WIS 14 (+2)
  • CHA 6 (-2)

Skills: Passive Perception 15, Stealth +7, Perception +7

Damage Resistances: Fire

Senses: Darkvision 60ft

Languages:

Challenge: 3 (800 xp)

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.

Actions

Bite. Melee Weapon attack: +5 to hit, range 5ft., one target. Hit 8 (2d4 +4) piercing damage and 6 (1d6 +3) fire damage.

Peco Peco

Peco Peco Large Beast, Neutral 2 450 xp

  • Armor class 14 (natural)
  • Hit points 39 (6d10+6)
  • Speed 60 ft
  • STR 17 (+3)
  • DEX 11 (0)
  • CON 13 (+1)
  • INT 6 (-2)
  • WIS 13 (+1)
  • CHA 5 (-3)

Save Throws: Dexterity +2

Skills: Passive Perception 11

Damage Resistances: Fire

Languages:

Challenge: 2 (450 xp)

Actions

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.

Plum Daiymo Hermitaur

Plum Daiymo Hermitaur Huge Aquatic Beast, Neutral 12 9 xp

  • Armor class 19
  • Hit points 276
  • Speed 30 ft, Burrow 30 ft.
  • STR 24 (+7)
  • DEX 20 (+5)
  • CON 21 (+5)
  • INT 6 (-2)
  • WIS 13 (+1)
  • CHA 7 (-2)

Save Throws: Wisdom +2, Strength +3

Skills: Passive Perception 13

Damage Resistances: Slashing, Piercing, cold

Senses: Tremorsense 120ft

Languages:

Challenge: 12 (9 xp)

Actions

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.

Legendary Actions

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.

Rajang

Rajang Huge Beast, Neutral 19 22 xp

  • Armor class 18
  • Hit points 412
  • Speed 60 ft, Jump 45 ft, Climb 45 ft
  • STR 28 (+9)
  • DEX 24 (+7)
  • CON 24 (+7)
  • INT 14 (+2)
  • WIS 25 (+7)
  • CHA 11 (0)

Save Throws: Wisdom +2, Strength +3, Constitution +3

Skills: passive Perception 19

Damage Resistances: Lightning

Condition Immunities: Incapacitated

Languages:

Challenge: 19 (22 xp)

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

Actions

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.

Legendary Actions

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.

Seregios

Seregios Huge Beast, Neutral 16 15 xp

  • Armor class 17
  • Hit points 277
  • Speed 30ft., Fly 60ft
  • STR 23 (+6)
  • DEX 22 (+6)
  • CON 23 (+6)
  • INT 9 (-1)
  • WIS 17 (+3)
  • CHA 6 (-2)

Save Throws: Constitution +3

Skills: Passive Perception 14

Damage Resistances: Piercing

Languages:

Challenge: 16 (15 xp)

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.

Actions

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.

Legendary Actions

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.

Stirge

Stirge Tiny beast, unaligned 1/8 25 xp

  • Armor class 14 (natural armor)
  • Hit points 2 (1d4)
  • Speed 10 ft., fly 40 ft.
  • STR 4 (-3)
  • DEX 16 (+3)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 8 (-1)
  • CHA 6 (-2)

Senses: darkvision 60 ft., passive Perception 9

Languages:

Challenge: 1/8 (25 xp)

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Actions

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.

Vagabond Wolf

Vagabond Wolf Large Beast, Neutral 4 1 xp

  • Armor class 16
  • Hit points 78
  • Speed 60ft
  • STR 14 (+2)
  • DEX 16 (+3)
  • CON 13 (+1)
  • INT 6 (-2)
  • WIS 11 (0)
  • CHA 5 (-3)

Save Throws: Constitution +3, Wisdom +2

Skills: Passive Perception 13, Intimidate +3

Senses: Darkvision 30ft

Languages:

Challenge: 4 (1 xp)

Keen Senses. Vagabond Wolf gains advantage on Perception checks that rely on Smell or hearing.

Actions

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.

Warhorse

Warhorse Large beast, unaligned 1/2 100 xp

  • Armor class 11
  • Hit points 19 (3d10+3)
  • Speed 60 ft.
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Senses: PP 11

Languages:

Challenge: 1/2 (100 xp)

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.,,

Actions

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

Wolf

Wolf Medium beast, unaligned 1/4 50 xp

  • Armor class 13 (natural)
  • Hit points 11 (2d8+2)
  • Speed 40 ft.
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +3, Stealth +4

Languages:

Challenge: 1/4 (50 xp)

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. ,,

Actions

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.

Yian Garuga

Yian Garuga Large Beast, Neutral 10 9 xp

  • Armor class 16
  • Hit points 193
  • Speed 30 ft, Fly 50 ft
  • STR 21 (+5)
  • DEX 19 (+4)
  • CON 20 (+5)
  • INT 6 (-2)
  • WIS 15 (+2)
  • CHA 5 (-3)

Save Throws: Constitution +2, Dexterity +1, Wisdom +2

Skills: Passive Perception 14

Damage Resistances: Bludgeoning

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 30ft

Languages:

Challenge: 10 (9 xp)

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.

Actions

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.

Legendary Actions

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.