Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't
function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.
Amphibious. Can breath water or air.,,
Multiattack. The troll makes three attacks: one with its bite
and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Insanity. The derro has advantage on saving throws against being charmed or frightened.
Magic Resistance. The derro has advantage on saving throws against spells and other magical effects.
Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Spellcasting. The derro is a 5th-level spellcaster. It's spellcasting ability is Charisma (save DC 12, +4 to hit with spell attacks).
The derro knows the following sorcerer spells:
Cantrips (at will): acid splash, light, mage hand, message, ray of frost
1st level (4 slots): burning hands, chromatic orb, sleep
2nd level (3 slots): invisibility, spider climb
3rd level (2 slots): blink, lightning bolt
Hooked Shortspear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage. If the target is a creature, the derro can choose to deal no damage and try to trip the target instead, in which case the target must succeed on a DC 9 Strength saving throw or fall prone.
Light Repeating Crossbow. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 6 (1d8+2) piercing damage.
The derro are degenerate Underdark humanoids that resemble small dwarves. Cruel and insane, they take a delight in tormenting others--even their own kind.
Ferro have blue-gray skin and straight hair that is white or yellow in color. Their uniformly pale white eyes lack both irises and pupils.
Insanity. The ferro has advantage on saving throws against being charmed or frightened.
Magic Resistance. The terror has advantage on saving throws against spells and other magical effects.
Sunlight Sensitivity. While in sunlight, the ferro has disadvantage on attack rolls, as well as on Wisdom(Perception) checks that rely on sight.,,
Hooked Shortspeak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit 1 (1d4-1) piercing damage. if the target is a creature, the derro can choose to deal no damage and try to trip the target instead, in which case the target must succeed on a DC 9 Strength saving throw or fall prone.
Light Repeating Crossbow. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit (1d8+2) piercing damage.
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.,,
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight,,
Innate Spellcasting (Psionics). The darkhaft's innate spellcasting ability is Intelligence (spell save DC 10) it can innately cast the following spells, requiring no components:
At will: friends, mage hand
1/day each: disguise self, sleep
Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Duergar Resilience. The duergar has advantage on saving
throws against poison spells and illusions as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight the duergar has
disadvantage on attack rolls as well as on Wisdom
(Perception) checks that rely on sight.
Innate Spellcasting (Psionics). The darkhaft's innate spellcasting ability is Intelligence (spell save DC 10) it can innately cast the following spells, requiring no components:
At will: friends, mage hand
1/day each: disguise self, sleep
Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .
Mounted. The vicious kavalrachni are the duergar cavalry of Gracklstugh, riding giant tarantualas known as steeders (see the female steeder stat block)
Cavalry Training. When the duergar hits a target with a melee attack while mounted on a female steeder, the steeder can make a melee attack agains the same target as a reaction.
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .
Mounted. The vicious kavalrachni are the duergar cavalry of Gracklstugh, riding giant tarantualas known as steeders (see the female steeder stat block)
Cavalry Training. When the duergar hits a target with a melee attack while mounted on a female steeder, the steeder can make a melee attack agains the same target as a reaction.
Duergar Resilience. The duergar has advantage on saving
throws against poison spells and illusions as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight the duergar has
disadvantage on attack rolls as well as on Wisdom
(Perception) checks that rely on sight.
Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .
Duergar Resilience. The duergar has advantage on saving
throws against poison spells and illusions as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight the duergar has
disadvantage on attack rolls as well as on Wisdom
(Perception) checks that rely on sight.
Innate Spellcasting (Psionics). The Keeper of the Flame's innate spellcasting ability is Wisdom (spell save DC 12.)
At will: friends, message
1/day: command
Spellcasting. The Keeper of the Flame is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks).
The Keeper of the Flame has the following cleric spells prepared:
Cantrips (at will): guidance, mending, sacred flame
1st level (4 slots): bane, inflict wounds, shield of faith
2nd level (2 slots): enhance ability, spiritual weapon
Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .
Duergar Resilience. The duergar has advantage on saving
throws against poison spells and illusions as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight the duergar has
disadvantage on attack rolls as well as on Wisdom
(Perception) checks that rely on sight.
Innate Spellcasting (Psionics). The duergar's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: blade ward, true strike
1/day each: jump, hunter's mark,
Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
Create Soulblade. The duergar creates a visible, shortword-sized blade of psionic energy. The weapon appears int he duergar's hand and vanishes if it leaves the duergar's grip, or if the duergar dies or is incapacitated.
Soulblade. Melee Weapon Attackk: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) force damage, or 10 (2d6 + 3) force damage while enlarged. If the soulblade has advantage on the attack roll, th eattack deals an extra 3 (1d6) force damage.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .
Duergar Resilience. The duergar has advantage on saving
throws against poison spells and illusions as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight the duergar has
disadvantage on attack rolls as well as on Wisdom
(Perception) checks that rely on sight.
,
Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
War Pick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 4) piercing damage, or 11 (2d8 + 4) piercing damage while enlarged.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: (1d6 + 4) piercing damage, or 9 (2d6 + 4) piercing damage while enlarged.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .
Duergar Resilience. The duergar has advantage on saving
throws against poison spells and illusions as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight the duergar has
disadvantage on attack rolls as well as on Wisdom
(Perception) checks that rely on sight.
,,
Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
Fire Lance. Melee Weapon Attack: +5 to hit (with disadvantage if the target is within 5 feet of the duergar), reach 10 ft., one target. Hit: (1d12 + 3) piercing damage plus 3 (1d6) fire damage, or (2d12 + 3) piercing damage plus 3 (1d6) fire damage while enlarged.
Fire Spray (Recharge 5-6). From its fire lance, the duergar shoots a 15-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking (3d6) fire damage on a failed save, or half as much damage on a successful one.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .
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)
Spellcasting. The ixtachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (Spell save DC 11, +3 to hit with spell attacks).
The ixitxachil has the following cleric spells prepared:
Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): charm person, create or destroy water
2nd level (3 slots): hold person, silence
3rd level (2 slots): dispel magic, tongues
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Aquatic creatures resembling mana rays, with small, clawed hands at the end of their wings and black eyes gleaming with sinister intelligence. Demon Rays is a common nickname.
,,
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6+1) piercing damage.
Reactions:
Barbed Tail. When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8+3) piercing damage.
Regeneration. The ixitxachitl regains 10 hit points at the start of its turn. The ixitxachitl dies only if it starts its turn with 0 hit points.
Spellcasting. The ixtachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (Spell save DC 11, +3 to hit with spell attacks). The ixitxachil has the following cleric spells prepared:
Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): charm person, create or destroy water
2nd level (3 slots): hold person, silence
3rd level (2 slots): dispel magic, tongues,,
Vampiric Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. The target must succeed on a DC 11 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the ixitxachitl regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Reactions: When a creature provokes an opportunity attack from the ixitxachitl the ixitxachitl can make the following attack instead of using its bite.
Barbed Tail. Melee Weapon Attack: +6 to hit reach 10ft., one target. Hit: (1d10+4) piercing damage.
Regeneration. The ixitxachitl regains 10 hit points at the start of its turn. The ixitxachitl dies only if it starts its turn with 0 hit points.,,
Vampiric Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. The target must succeed on a DC 11 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the ixitxachitl regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Reactions: When a creature provokes an opportunity attack from the ixitxachitl the ixitxachitl can make the following attack instead of using its bite.
Barbed Tail. Melee Weapon Attack: +6 to hit reach 10ft., one target. Hit: (1d10+4) piercing damage.
Special Equipment. Drake wears boots of speed.
Insanity. Drake has advantage on saving throws against being charmed or frightened.
Innate Spellcasting. Drake's innate spell casting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:
At will: minor illusion
1/day each: darkness, fear, shatter
Magic Resistance. Drake has adv on saving throws vs spells and other magical effects
Sunlight Sensitivity. While in sunlight Droki has disadv on attack rolls, and (Perception) checks that rely on sight.
Multi-attack. Droki makes two attacks with his shortsword.
Sneak Attack 1/Turn. Drake deals an extra (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Droki that isn't incapacitated and Droki doesn't have disadvantage on the attack roll.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: (1d6+3) piercing damage. The sword is coated with serpent venom that wears off after the first hit. A target subjected to the venom must make a DC 11 Con saving throw, taking (3d6) poison damage on a failed save, or half as much damage on a successful one.
Reactions
Parry. Drake adds 3 to his AC against one melee attack that would hit him. To do so. Drake must see the attacker and be wielding a melee weapon.
Insanity. Narrak has advantage on saving throws against being charmed or frightened.
Magic Resistance. The derro has advantage on saving throws against spells and other magical effects.
Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Spellcasting. Narrak is a 5th-level spellcaster. His spellcasting ability is Charisma (Save DC 13, +5 to hit with spell attacks)
Narrak has two 2nd-level spell slots, which he regains after finishing ashort or long rest, and knows the following Warlock spells:
Cantrips (at will): eldritch blast, friends, poison spray
1st level: armor of Agathys, charm person, hex
2nd level (2 slots): hold person, ray of enfeeblement, spider climb
Armor of Shadows (Recharges after a Short or Long Rest). Narrak casts mage armor on himself
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:5 (1d6 + 2) piercing damage.